/// <summary>获取最终武将攻击力</summary> /// <param name="model">武将信息</param> public static Double GetTotalAttack(view_role model) { //武力换算攻击力 var total_fo = GetSingleTotal(RoleAttributeType.ROLE_FORCE, model); var c = RuleConvert.GetConvertAttribute(RoleAttributeType.ROLE_FORCE, total_fo); var total = c + model.att_attack; return(total); }
/// <summary>获取最终武将奥义触发几率</summary> /// <param name="model">武将信息</param> public static Double GetTotalMysteryProbability(view_role model) { //统帅换算奥义触发几率 (百分比) var total_mp = GetSingleTotal(RoleAttributeType.ROLE_CAPTAIN, model); var c = RuleConvert.GetConvertAttribute(RoleAttributeType.ROLE_CAPTAIN, total_mp); var total = c + model.att_mystery_probability; return(total); }
/// <summary>获取最终武将攻击力</summary> /// <param name="model">武将信息</param> /// <returns></returns> public static Double GetTotalCritProbability(view_role model) { //魅力换算会心几率 (百分比) var total_cp = GetSingleTotal(RoleAttributeType.ROLE_CHARM, model); var c = RuleConvert.GetConvertAttribute(RoleAttributeType.ROLE_CHARM, total_cp); var total = c + model.att_crit_probability; return(total); }
/// <summary>获取单个能锻炼值</summary> /// <param name="type">属性类型</param> /// <param name="att">待锻炼点数</param> /// <param name="model">武将信息</param> public static Double GetSingleCanTrain(RoleAttributeType type, Double att, view_role model) { var c_t = GetCanTrain(att, model); //剩余可以锻炼总点数 if (c_t < 0) { return(0); } Double current = 0; switch (type) { #region case RoleAttributeType.ROLE_CAPTAIN: { current = model._base_captain_train; break; } case RoleAttributeType.ROLE_FORCE: { current = model._base_force_train; break; } case RoleAttributeType.ROLE_BRAINS: { current = model._base_brains_train; break; } case RoleAttributeType.ROLE_CHARM: { current = model._base_charm_train; break; } case RoleAttributeType.ROLE_GOVERN: { current = model._base_govern_train; break; } #endregion } var c_s = GetSingleTrainMax(type, model); //单个属性锻炼最大值 var s = c_s - current; //剩余单个锻炼值 if (s <= 0) { return(0); } var c = s - c_t; //c大于等于0表示可以锻炼否则达到单个最大值 return(c >= 0 ? c_t : c); }
/// <summary>获取最终武将会心效果 (百分比)</summary> /// <param name="model">武将信息</param> /// <returns></returns> public static Double GetTotalCritAddition(view_role model) { //政务换算会心效果 (百分比) var total_ca = GetSingleTotal(RoleAttributeType.ROLE_GOVERN, model); var c = RuleConvert.GetConvertAttribute(RoleAttributeType.ROLE_GOVERN, total_ca); var total = c + model.att_crit_addition; return(total); }
/// <summary>获取最终武将闪避几率(百分比)</summary> /// <param name="model">武将信息</param> public static Double GetTotalDodgeProbability(view_role model) { //智谋换算闪避几率 (百分比) var total_dp = GetSingleTotal(RoleAttributeType.ROLE_BRAINS, model); var c = RuleConvert.GetConvertAttribute(RoleAttributeType.ROLE_BRAINS, total_dp); var total = c + model.att_dodge_probability; return(total); }
/// <summary>单项属性固定值</summary> /// <param name="type">属性类型</param> /// <param name="model">武将信息</param> /// <param name="ischeck">是否检查</param> public static Double GetSingleFixed(RoleAttributeType type, view_role model, bool ischeck = true) { Double result = 0; switch (type) { #region case RoleAttributeType.ROLE_CAPTAIN: { result += model.base_captain; result += model.base_captain_life; result += model.base_captain_level; result += model.base_captain_train; break; } case RoleAttributeType.ROLE_FORCE: { result += model.base_force; result += model.base_force_life; result += model.base_force_level; result += model.base_force_train; break; } case RoleAttributeType.ROLE_BRAINS: { result += model.base_brains; result += model.base_brains_life; result += model.base_brains_level; result += model.base_brains_train; break; } case RoleAttributeType.ROLE_CHARM: { result += model.base_charm; result += model.base_charm_life; result += model.base_charm_level; result += model.base_charm_train; break; } case RoleAttributeType.ROLE_GOVERN: { result += model.base_govern; result += model.base_govern_life; result += model.base_govern_level; result += model.base_govern_train; break; } #endregion } result = CheckSingleFixed(result); return(result); }
/// <summary>获取总基础属性点数</summary> /// <param name="model">武将信息</param> public static Double GetBaseTotal(view_role model) { Double _base = 0; _base += model.base_brains; _base += model.base_captain; _base += model.base_charm; _base += model.base_force; _base += model.base_govern; return(_base); }
/// <summary>获取总锻炼属性点数</summary> /// <param name="model">武将信息</param> public static Double GetTrainTotal(view_role model) { Double train = 0; train += model.base_brains_train; train += model.base_captain_train; train += model.base_charm_train; train += model.base_force_train; train += model.base_govern_train; return(train); }
/// <summary>获取总注魂附加总数属性点数</summary> /// <param name="model">武将信息</param> public static Double GetSpiritTotal(view_role model) { Double spirit = 0; spirit += model.base_brains_spirit; spirit += model.base_captain_spirit; spirit += model.base_charm_spirit; spirit += model.base_force_spirit; spirit += model.base_govern_spirit; return(spirit); }
/// <summary>获取总装备属性点数</summary> /// <param name="model">武将信息</param> public static Double GetEquipTotal(view_role model) { Double equip = 0; equip += model.base_brains_equip; equip += model.base_captain_equip; equip += model.base_charm_equip; equip += model.base_force_equip; equip += model.base_govern_equip; return(equip); }
/// <summary>获取总称号属性点数</summary> /// <param name="model">武将信息</param> public static Double GetTitleTotal(view_role model) { Double title = 0; title += model._base_brains_title; title += model.base_captain_title; title += model.base_charm_title; title += model.base_force_title; title += model.base_govern_title; return(title); }
/// <summary>单项属性范围值</summary> /// <param name="type">属性类型</param> /// <param name="model">武将信息</param> /// <param name="ischeck">是否检查</param> public static Double GetSingleRange(RoleAttributeType type, view_role model, bool ischeck = true) { Double result = 0; switch (type) { #region case RoleAttributeType.ROLE_CAPTAIN: { result += model.base_captain_equip; result += model.base_captain_spirit; result += model.base_captain_title; break; } case RoleAttributeType.ROLE_FORCE: { result += model.base_force_equip; result += model.base_force_spirit; result += model.base_force_title; break; } case RoleAttributeType.ROLE_BRAINS: { result += model.base_brains_equip; result += model.base_brains_spirit; result += model.base_brains_title; break; } case RoleAttributeType.ROLE_CHARM: { result += model.base_charm_equip; result += model.base_charm_spirit; result += model.base_charm_title; break; } case RoleAttributeType.ROLE_GOVERN: { result += model.base_govern_equip; result += model.base_govern_spirit; result += model.base_govern_title; break; } #endregion } result = CheckSingleRange(result); return(result); }
/// <summary>单个锻炼最大值</summary> /// <param name="type">属性类型</param> /// <param name="model">武将信息</param> public static Double GetSingleTrainMax(RoleAttributeType type, view_role model) { Double _base = 0, _life = 55, _level = 0; var single_max = GetRuleRole("7025"); //单项属性加点总数 switch (type) { #region case RoleAttributeType.ROLE_CAPTAIN: { _base = model._base_captain; _level = model._base_captain_level; break; } case RoleAttributeType.ROLE_FORCE: { _base = model._base_force; _level = model._base_force_level; break; } case RoleAttributeType.ROLE_BRAINS: { _base = model._base_brains; _level = model._base_brains_level; break; } case RoleAttributeType.ROLE_CHARM: { _base = model._base_charm; _level = model._base_charm_level; break; } case RoleAttributeType.ROLE_GOVERN: { _base = model._base_govern; _level = model._base_govern_level; break; } #endregion } var max = single_max - _life - _base - _level; return(max); }
/// <summary>获取能转换为战斗属性值</summary> /// <param name="type">属性</param> /// <param name="att">属性值</param> /// <param name="model">武将实体</param> public static Double GetCanToFight(RoleAttributeType type, Double att, view_role model) { var _total_false = GetSingleTotal(type, model, false); var _total_true = GetSingleTotal(type, model); var poor = _total_false - _total_true; //大于0 说明超过限制值 if (!(poor > 0)) { return(att); } //待转换值 var use = att - poor; //小于0说明属性无法在转换 return(use < 0 ? 0 : use); }
/// <summary>获得可以锻炼点数</summary> /// <param name="att">待锻炼点数</param> /// <param name="model">武将信息</param> public static Double GetCanTrain(Double att, view_role model) { var train = GetTrainTotal(model); Double total = 0, max = 0; //锻炼后总数 total = att + train; if (model.role_state == (int)RoleStateType.PROTAGONIST) { max = GetRuleRole("7023"); //主角锻炼加点总数 return(max - total > 0 ? att : (att - (total - max))); } var _base = GetBaseTotal(model); max = GetRuleRole("7028"); //家臣总属性加点总数 var train_max = GetRuleRole("7024"); //家臣锻炼加点总数 var life = GetRuleRole("7022"); //生活技能加点总数 var temp = max - life - _base; var check = temp < max ? temp : train_max; return(check - total > 0 ? att : (att - (total - check))); }
/// <summary>单项属性点总数</summary> /// <param name="type">属性类型</param> /// <param name="model">武将信息</param> /// <param name="ischeck">是否检查</param> public static Double GetSingleTotal(RoleAttributeType type, view_role model, bool ischeck = true) { return(GetSingleFixed(type, model, ischeck) + GetSingleRange(type, model, ischeck)); }
/// <summary>检查总属性值</summary> /// <param name="type"></param> /// <param name="surplus"></param> /// <param name="model"></param> /// <returns></returns> private static Double CheckTotal(RoleAttributeType att_type, RoleCheckType type, Double surplus, view_role model) { var list = new List <AttributeItem>(); switch (type) { #region case RoleCheckType.Spirit: { list.Add(new AttributeItem { type = RoleAttributeType.ROLE_CAPTAIN, value = model.base_captain_spirit }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_FORCE, value = model.base_force_spirit }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_GOVERN, value = model.base_govern_spirit }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_BRAINS, value = model.base_brains_spirit }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_CHARM, value = model.base_charm_spirit }); break; } case RoleCheckType.Equip: { list.Add(new AttributeItem { type = RoleAttributeType.ROLE_CAPTAIN, value = model.base_captain_equip }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_FORCE, value = model.base_force_equip }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_GOVERN, value = model.base_govern_equip }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_BRAINS, value = model.base_brains_equip }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_CHARM, value = model.base_charm_equip }); break; } case RoleCheckType.Title: { list.Add(new AttributeItem { type = RoleAttributeType.ROLE_CAPTAIN, value = model.base_captain_title }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_FORCE, value = model.base_force_title }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_GOVERN, value = model.base_govern_title }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_BRAINS, value = model.base_brains_title }); list.Add(new AttributeItem { type = RoleAttributeType.ROLE_CHARM, value = model.base_charm_title }); break; } #endregion } var sur = list.Where(m => m.value < surplus).OrderBy(m => m.value); if (sur.Any()) { var _s = surplus; foreach (var item in sur) { var i = _s - item.value; if (i < 0) { return(item.type == att_type ? i : 0); } _s = i; } } return(0); }