public void RtShallowCopy() { NPCRuntimeData newRt = runtime.ShallowCopy(); Assert.IsTrue(newRt.curHp == 300); Assert.IsTrue(newRt.crit == 0.1F); }
public void Suffer(ServerNPC caster, ServerNPC sufferer, SelfDescribed des, WarServerNpcMgr npcMgr) { //拿到算子 InjuryOp CoreS = OperatorMgr.instance.getImplement <InjuryOp>(EffectOp.Injury); //TODO: find buff EffectConfigData[] help = null; handled = new Treat { treatValue = des.targetEnd.param1, treatType = (SkillTypeClass)des.targetEnd.param3, isCritical = des.targetEnd.param2 == 1, }; SufTreat res = CoreS.toSufferTreat(ref handled, sufferer.data, caster.data, help); if (res.isCureProtectioin) { //TODO : add Info here. } /// /// 最终结果的计算 /// NPCRuntimeData rtdata = sufferer.data.rtData; rtdata.curHp += (int)handled.treatValue; rtdata.curHp = rtdata.curHp > rtdata.totalHp ? rtdata.totalHp : rtdata.curHp; }
/// <summary> /// 检测回复技能 /// /// 检测逻辑和上面的并不太一致 /// 判定顺序是: /// 0. 判定技能的类型 /// 1. 判定施法者的状态 /// 2. 选在施法的距离(特定范围)内血最少的 英雄 NPC /// </summary> /// <returns><c>true</c>, if cast was caned, <c>false</c> otherwise.</returns> /// <param name="caster">Caster.</param> public bool canCast(ServerNPC caster, RtSkData rtOne) { bool can = true; #if DEBUG Utils.Assert(caster == null, "Can't know whether can cast skill unless caster isn't null."); Utils.Assert(rtOne == null, "Can't know whether can cast skill unless runtime skill isn't null"); #endif SkillConfigData skillCfg = rtOne.skillCfg; /// 0. 判定技能的类型 can = skillCfg.DamageType == 1; if (can == false) { return(can); } /// 1.判定施法者的状态 //只有LifeNPC才检查施法者的状态 ServerLifeNpc castlife = caster as ServerLifeNpc; if (castlife != null) { if (skillCfg.CasterStatusReject.AnySame(castlife.curStatus)) { //不可施法 can = false; } } if (can == false) { return(can); } /// 2. 选在施法的距离(特定范围)内血最少的 英雄 NPC List <ServerNPC> friendlyArmy = SelectorTools.GetNpcWithInRange(caster, skillCfg.Distance, NpcMgr, caster.Camp, KindOfNPC.Life, LifeNPCType.Hero); if (friendlyArmy != null && friendlyArmy.Count > 0) { //选择血最少的 ServerNPC friend = friendlyArmy.OrderBy(npc => (npc.data.rtData.curHp * 1.0f / npc.data.rtData.totalHp)).FirstOrDefault(); if (friend != null) { NPCRuntimeData npcRtdt = friend.data.rtData; float factor = npcRtdt.curHp * 1.0f / npcRtdt.totalHp; //低于20%的 if (factor > 0.2f) { can = false; } } } return(can); }
public void Init() { cfg = new NPCConfigData() { type = LifeNPCType.Build, moveable = Moveable.BeStatic, skill = new int[] { 1, 2, 3 }, crit = 0.1f, ID = 3, healthpoint = 300, }; runtime = new NPCRuntimeData(cfg); }
CreatNpcDepandency ctorToShowcase(NPCRuntimeData rt, NPCConfigData cfg, int[] BuffIDList, UVec3 TargetVec3) { NPCData data = new NPCData() { configData = cfg, rtData = rt, }; //有碰撞 bool Collide = true; CreatNpcDepandency depandency = new CreatNpcDepandency() { IsCollide = Collide, Source = data, Buff_IDs = BuffIDList, TargetVector3 = new List <Vec3F>(), }; depandency.TargetVector3.Add(TargetVec3.toCustomVec3()); return(depandency); }
/// <summary> /// 释放技能效果 /// </summary> /// <param name="src">效果发起者</param> /// <param name="skTarget">技能选择的目标</param> /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param> /// <param name="skDirectHurt">是否是技能的直接伤害</param> /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param> public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container) { #if DEBUG Utils.Assert(cfg == null, "Effect Configure is null in SwitchNpcEffect."); #endif int SwitchToId = cfg.Param1; UVec3 Locale = src.transform.position; NPCAIType AI = (NPCAIType)Enum.ToObject(typeof(NPCAIType), cfg.Param2); //数据源 CtorNpcSource datasrc = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param3); int chargeOf = cfg.Param4; float duration = cfg.Param5 * Consts.OneThousand; //参数10,是否继承普通攻击 bool inheritNorAtk = cfg.Param10 == 0; NPCConfigData npcCfg = null; NPCRuntimeData npcRt = null; //获取参数配置 NPCModel model = Core.Data.getIModelConfig <NPCModel>(); switch (datasrc) { case CtorNpcSource.NPC_Castor_Init: npcCfg = src.data.configData.ShallowCopy(); break; case CtorNpcSource.NPC_Castro_Cur: npcCfg = src.data.configData.ShallowCopy(); npcRt = src.data.rtData.ShallowCopy(); break; case CtorNpcSource.NPC_Table: npcCfg = model.get(SwitchToId); Utils.Assert(npcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId); break; } if (inheritNorAtk == false) { NPCConfigData swtNpcCfg = model.get(SwitchToId); Utils.Assert(swtNpcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId); npcCfg.ID = SwitchToId; npcCfg.normalHit = swtNpcCfg.normalHit; } npcRt = npcRt ?? new NPCRuntimeData(npcCfg); //额外的属性修改 NPCAttributeModel AttModel = Core.Data.getIModelConfig <NPCAttributeModel>(); AttrbuteConfig att1 = AttModel.get(cfg.Param6); AttrbuteConfig att2 = AttModel.get(cfg.Param8); //参数 float param1 = cfg.Param7 * Consts.OneThousand; float param2 = cfg.Param9 * Consts.OneThousand; //修正属性的值 if (att1 != null) { if (att1.type == "int") { npcRt.addIntegerValue(att1.note, param1); } else if (att1.type == "float") { npcRt.addFloatValue(att1.note, param1); } } if (att2 != null) { if (att2.type == "int") { npcRt.addIntegerValue(att2.note, param2); } else if (att2.type == "float") { npcRt.addFloatValue(att2.note, param2); } } //Buff的列表 int[] BuffIds = cfg.Param11; /// /// 统计信息 /// WarSrcAnimParam SrcParam = new WarSrcAnimParam() { OP = EffectOp.SwitchNpc, ShootAction = skCfg.ShootAction, ShootEventTime = skCfg.ShootEventTime, ShootTime = skCfg.ShootTime, described = new SelfDescribed() { src = src.UniqueID, target = src.UniqueID, act = Verb.Creature, srcEnd = new EndResult { param1 = SwitchToId, param2 = (int)AI, param3 = chargeOf, param8 = duration, }, targetEnd = null, }, SkillId = skCfg.ID, OringinOP = EffectOp.SwitchNpc, }; SrcParam.described.srcEnd.obj = ctorToShowcase(npcRt, npcCfg, BuffIds, Locale); container.Add(SrcParam); }
/// <summary> /// 释放技能效果 /// </summary> /// <param name="src">效果发起者</param> /// <param name="skTarget">技能选择的目标, 无意义</param> /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param> /// <param name="skDirectHurt">是否是技能的直接伤害, 这个没有伤害</param> /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param> public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container) { #if DEBUG Utils.Assert(skCfg == null, "Skill Configure is null in BulletNpcEffect routine."); #endif WarSrcAnimParam SrcParam = new WarSrcAnimParam() { OP = EffectOp.CtorNPC, ShootAction = skCfg.ShootAction, ShootTime = skCfg.ShootTime, ShootEventTime = skCfg.ShootEventTime, }; int CtorNpcId = cfg.Param1; float LifeTime = cfg.Param2 * Consts.OneThousand; CtorNpcPos pos = (CtorNpcPos)Enum.ToObject(typeof(CtorNpcPos), cfg.Param3); //碰撞 bool Collide = cfg.Param4 == 1; int AI_ID = cfg.Param5; int param_1 = cfg.Param8; int param_2 = cfg.Param10; //会有的Buff int[] BuffIDList = cfg.Param11; //数据源 CtorNpcSource datasrc = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param6); //数据源的修正 CtorNpcAttri attr_1 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param7); CtorNpcAttri attr_2 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param9); /// /// 获取数据源 /// NPCData data = new NPCData(); NPCConfigData cfgD = null; NPCRuntimeData rtD = null; if (datasrc == CtorNpcSource.NPC_Table) { NPCModel model = Core.Data.getIModelConfig <NPCModel>(); cfgD = model.get(CtorNpcId); Utils.Assert(cfgD == null, "Can't find NPC configure. NPC ID = " + CtorNpcId); } else if (datasrc == CtorNpcSource.NPC_Castro_Cur) { cfgD = src.data.configData; rtD = src.data.rtData.ShallowCopy(); } else if (datasrc == CtorNpcSource.NPC_Castor_Init) { cfgD = src.data.configData; } rtD = rtD ?? new NPCRuntimeData(cfgD); List <String> changed_1 = attr_1.SwitchTo(); List <String> changed_2 = attr_2.SwitchTo(); int cnt = changed_1.Count; if (cnt > 0) { for (int i = 0; i < cnt; ++i) { rtD.setValue(changed_1[i], (Int32Fog)param_1); } } cnt = changed_2.Count; if (cnt > 0) { for (int i = 0; i < cnt; ++i) { rtD.setValue(changed_2[i], (Int32Fog)param_2); } } data.configData = cfgD; data.rtData = rtD; /// /// 获取目标位置 /// List <UVec3> TargetVec3 = new List <UVec3>(); if (pos == CtorNpcPos.Castor_Forward) { TargetVec3.Add(src.transform.forward); } else if (pos == CtorNpcPos.Target) { foreach (ServerNPC t in target) { TargetVec3.Add(t.transform.position); } } else if (pos == CtorNpcPos.Castor_Surround) { TargetVec3.Add(src.transform.position); } /// /// ------ 获取统计信息 ------ /// SelfDescribed des = new SelfDescribed() { src = src.UniqueID, target = src.UniqueID, act = Verb.Creature, srcEnd = new EndResult { param1 = CtorNpcId, param2 = AI_ID, param8 = LifeTime, }, targetEnd = null, }; des.srcEnd.obj = ctorToShowcase(Collide, data, BuffIDList, TargetVec3, src); SrcParam.SkillId = skCfg.ID; SrcParam.described = des; container.Add(SrcParam); }
//发送给Trigger的数据 void toTriggerMsg(ServerNPC caster, ServerNPC sufferer, WarServerNpcMgr npcMgr) { ServerNPC tri = npcMgr.TagNpc("Trigger"); NPCData sfData = sufferer.data; NPCRuntimeData sfRt = sfData.rtData; if (sfRt.curHp > 0) { /// TODO: add OnAttack,在释放出添加, 不在这里 /// TODO: add BeAttack SelfDescribed des = new SelfDescribed() { srcEnd = new EndResult() { param1 = caster.UniqueID, param2 = sufferer.UniqueID, }, targetEnd = null, }; WarAnimParam param = new WarAnimParam() { cmdType = WarMsg_Type.BeAttacked, described = des, }; npcMgr.SendMessageAsync(sufferer.UniqueID, tri.UniqueID, param); } if (sfRt.curHp <= 0) { /// TODO: add OnKilled SelfDescribed des = new SelfDescribed() { srcEnd = new EndResult() { param1 = caster.UniqueID, param2 = sufferer.UniqueID, }, targetEnd = null, }; WarAnimParam param = new WarAnimParam() { cmdType = WarMsg_Type.OnKilled, described = des, }; npcMgr.SendMessageAsync(sufferer.UniqueID, tri.UniqueID, param); /// TODO: add BeKilled SelfDescribed des2 = new SelfDescribed() { srcEnd = new EndResult() { param1 = caster.UniqueID, param2 = sufferer.UniqueID, }, targetEnd = null, }; WarAnimParam param2 = new WarAnimParam() { cmdType = WarMsg_Type.BeKilled, described = des2, }; npcMgr.SendMessageAsync(sufferer.UniqueID, tri.UniqueID, param2); } }
//百分比交换 void PercentExchange(List <AttrbuteConfig> used, NPCData self, NPCData tar, float Min, WarSrcAnimParam SrcParam, WarTarAnimParam TarParam) { int cnt = used.Count; if (cnt <= 0) { return; } for (int i = 0; i < cnt; ++i) { AttrbuteConfig att = used[i]; NPCRuntimeData selfRt = self.rtData; NPCRuntimeData tarRt = tar.rtData; NPCConfigData selfCfg = self.configData; NPCConfigData tarCfg = tar.configData; float selfCfgVal = selfCfg.getValue <float>(att.note); float tarCfgVal = tarCfg.getValue <float>(att.note); float selfRtVal = selfRt.getFloatValue(att.note); float tarRtVal = tarRt.getFloatValue(att.note); //自己的值 float self_att1_per = selfRtVal / selfCfgVal; //敌人的值 float tar_att1_per = tarRtVal / tarCfgVal; //敌人值的下限 float tar_att1_per_min = Min; float tarVal = 0f; //如果传递过去的百分比大于下限,则将自己的值和敌人直接替换 if (self_att1_per > tar_att1_per_min) { tarVal = tarCfgVal * self_att1_per; } else { tarVal = tarCfgVal * tar_att1_per_min; } if (att.type == "float") { tarRt.setValue(att.note, tarVal); } else { tarRt.setValue(att.note, (int)tarVal); } float selfVal = selfCfgVal * tar_att1_per; if (att.type == "float") { selfRt.setValue(att.note, selfVal); } else { selfRt.setValue(att.note, (int)selfVal); } /// /// 血量的信息需要特别的传递给UI /// if (att.note == "curHp") { SrcParam.described.srcEnd = new EndResult() { param1 = (int)(selfVal - selfRtVal), param2 = TarParam.described.target, }; TarParam.described.targetEnd = new EndResult() { param1 = (int)(tarVal - tarRtVal), param2 = TarParam.described.target, }; } } }
//固定比例交换 void FixtureExchange(List <AttrbuteConfig> used, NPCRuntimeData selfRt, NPCRuntimeData tarRt, int Min, WarSrcAnimParam SrcParam, WarTarAnimParam TarParam) { int cnt = used.Count; if (cnt <= 0) { return; } for (int i = 0; i < cnt; ++i) { AttrbuteConfig att = used[i]; //自己的值 float self_att1_val = selfRt.getFloatValue(att.note); //敌人的值 float tar_att1_val = tarRt.getFloatValue(att.note); //敌人值的下限 float tar_att1_val_min = (float)Min; float final_tar_val = 0F; //如果传递过去的值大于下限,则将自己的值和敌人直接替换 if (self_att1_val > tar_att1_val_min) { final_tar_val = self_att1_val; } else { //如果传递过去的值小于下限,则将敌人的值给自己,敌人的为最低下限 final_tar_val = tar_att1_val_min; } //敌人 if (att.type == "float") { tarRt.setValue(att.note, (FloatFog)final_tar_val); } else { tarRt.setValue(att.note, (Int32Fog)final_tar_val); } //自己 if (att.type == "float") { selfRt.setValue(att.note, (FloatFog)tar_att1_val); } else { selfRt.setValue(att.note, (Int32Fog)tar_att1_val); } /// /// 血量的信息需要特别的传递给UI /// if (att.note == "curHp") { SrcParam.described.srcEnd = new EndResult() { param1 = (int)(tar_att1_val - self_att1_val), param2 = TarParam.described.target, }; TarParam.described.targetEnd = new EndResult() { param1 = (int)(final_tar_val - tar_att1_val), param2 = TarParam.described.target, }; } } }