Exemplo n.º 1
0
        public bool BlastSuccess(FightDataFormat attacker, FightDataFormat defender)
        {
            this.IsBlast = null;

            SkillDataManager.Instance.ActiveSkill(TURN_STATES.JUDGE_BLAST, attacker, defender);

            if (this.IsBlast != null)
            {
                return(this.IsBlast.Value);
            }

            var _defenderAC = defender.FinalAttributesCache.AC;

            this.IgnoreDefenderAttributeList.ForEach(type => {
                if (type == ATTRIBUTE_TYPE.AC)
                {
                    _defenderAC = 0.0F;
                }
            });

            float _t = Mathf.Clamp(_defenderAC - attacker.FinalAttributesCache.PEN, FIGHT.BLAST_SUCCESS_AC_MINUS_PEN_MIN, FIGHT.BLAST_SUCCESS_AC_MINUS_PEN_MAX);

            var _resultValue = attacker.FinalAttributesCache.CRI * FIGHT.BLAST_SUCCESS_CRI_CP_0 * Mathf.FloorToInt(FIGHT.BLAST_SUCCESS_CP_0 - _t);

            this.IsBlast = ProbabilityHelper.TrySuccess(Mathf.FloorToInt(_resultValue));

            return(this.IsBlast.Value);
        }
Exemplo n.º 2
0
        public int CalculateDamageToOther(FightDataFormat attacker, FightDataFormat defender)
        {
            var _defenderAC = defender.FinalAttributesCache.AC;

            this.IgnoreDefenderAttributeList.ForEach(type => {
                if (type == ATTRIBUTE_TYPE.AC)
                {
                    _defenderAC = 0.0F;
                }
            });

            float _t = Mathf.Clamp(_defenderAC - attacker.FinalAttributesCache.PEN, FIGHT.CALCULATE_DAMAGE_TO_OTHER_AC_MINUS_PEN_MIN, FIGHT.CALCULATE_DAMAGE_TO_OTHER_AC_MINUS_PEN_MAX);

            _t = FIGHT.CALCULATE_DAMAGE_TO_OTHER_CP_0 - (_t / FIGHT.CALCULATE_DAMAGE_TO_OTHER_CP_1);

            float _resultValue = 0;

            var _defenderDEF = defender.FinalAttributesCache.DEF;

            this.IgnoreDefenderAttributeList.ForEach(type => {
                if (type == ATTRIBUTE_TYPE.DEF)
                {
                    _defenderDEF = 0.0F;
                }
            });

            _resultValue = (this.AttackerPower * this.BlastPower - _defenderDEF) * _t;

            _resultValue *= Random.Range(FIGHT.CALCULATE_DAMAGE_TO_OTHER_MUL_RANDOM_MIN, FIGHT.CALCULATE_DAMAGE_TO_OTHER_MUL_RANDOM_MAX);

            _resultValue = Mathf.Clamp(_resultValue, this.AttackerPower * FIGHT.CALCULATE_DAMAGE_TO_OTHER_ATK_MIN_COE, float.PositiveInfinity);

            this.DamageToDefender = Mathf.FloorToInt(_resultValue);
            return(this.DamageToDefender);
        }
Exemplo n.º 3
0
        public void GetDamage(int damage, FightDataFormat attacker)
        {
            this.OneTurnFightData.CalculateDamageFinal(damage);

            SkillDataManager.Instance.ActiveSkill(ConstCollections.PJEnums.Battle.TURN_STATES.OUTPUT_DAMAGE, this, attacker);

            this.attributesAggregateBuff.HP -= this.OneTurnFightData.GetDamageFinal;
            this.CalculateFinalAttributes();
        }
Exemplo n.º 4
0
        public float CalculateAttackPower(FightDataFormat attacker, FightDataFormat defender)
        {
            if (this.AttackPowerType == ATTACK_POWER_TYPE.INITIATIVE_SKILL)
            {
                SkillDataManager.Instance.ActiveSkill(TURN_STATES.CALCULATE_ATTACK_POWER, attacker);
                return(this.AttackerPower);
            }

            this.AttackerPower = attacker.FinalAttributesCache.ATK;
            return(this.AttackerPower);
        }
Exemplo n.º 5
0
        public float CalculateBlastPower(FightDataFormat attacker, FightDataFormat defender)
        {
            if (this.IsBlast.Value)
            {
                this.BlastPower = FIGHT.BLAST_POWER_NORMAL;
                SkillDataManager.Instance.ActiveSkill(TURN_STATES.CALCULATE_BLAST_POWER, attacker, defender);
            }
            else
            {
                this.BlastPower = FIGHT.BLAST_POWER_NONE;
            }

            return(this.BlastPower);
        }
Exemplo n.º 6
0
        public bool HitSuccess(FightDataFormat attacker, FightDataFormat defender)
        {
            this.IsHitSuccess = null;

            SkillDataManager.Instance.ActiveSkill(TURN_STATES.JUDGE_HIT, attacker, defender);

            if (this.IsHitSuccess != null)
            {
                return(this.IsHitSuccess.Value);
            }

            float _t = Mathf.Clamp(defender.FinalAttributesCache.AVD - attacker.FinalAttributesCache.HIT, FIGHT.HIT_SUCCESS_PROBABILITY_MIN, FIGHT.HIT_SUCCESS_PROBABILITY_MAX);

            int _resultValue = FIGHT.HIT_SUCCESS_CP_0 - Mathf.FloorToInt(_t);

            this.IsHitSuccess = ProbabilityHelper.TrySuccess(_resultValue);

            return(this.IsHitSuccess.Value);
        }
Exemplo n.º 7
0
        public bool DeadCheck(FightDataFormat attacker)
        {
            SkillDataManager.Instance.ActiveSkill(ConstCollections.PJEnums.Battle.TURN_STATES.JUDGE_DEAD, this, attacker);

            if (this.OneTurnFightData.IsDead != null)
            {
                return(this.OneTurnFightData.IsDead.Value);
            }

            if (this.FinalAttributesCache.HP <= 0)
            {
                this.OneTurnFightData.IsDead = true;
            }
            else
            {
                this.OneTurnFightData.IsDead = false;
            }

            return(this.OneTurnFightData.IsDead.Value);
        }