示例#1
0
        //public static bool apply_skill_eff_to(long cur_clock_tm, IBaseUnit from, IBaseUnit target, dmg dmg, int aff, int skill_id, int percentage)
        //{
        //    tres sk_res = new tres();
        //    sk_res.rate = 100;

        //    return apply_skill_eff_to(cur_clock_tm, from, target, sk_res, aff, skill_id, percentage);

        //}

        public static bool apply_skill_eff_to(long cur_clock_tm, IBaseUnit from, IBaseUnit target, tres_conf sk_res, int aff, int skill_id, int percentage)
        {

            var dflag = true;
            if (target.isdie() || target.isghost())
            {
                // TO DO : 考虑有些技能能作用于尸体
                if (dflag) Utility.debug(" !apply_skill_eff_to  false 1");
                return false;
            }

            if (target.ignore_dmg())
            {
                if (dflag) Utility.debug(" !apply_skill_eff_to  false 2");
                return false;
            }

            //if ( "rate" in sk_res )
            if (sk_res.rate > 0)
            {
                if (Utility.random(0, 100) > sk_res.rate)
                {
                    if (dflag) Utility.debug(" !apply_skill_eff_to  false 3");
                    return false;
                }
            }

            var to_pl = target.get_pack_data();
            var frm_pl = from.get_pack_data();

            //var rpc_data = new Variant();
            //rpc_data["hited"] = 3;
            //rpc_data["sid"] = skill_id;
            //rpc_data["frm_iid"] = frm_pl.iid;
            //rpc_data["to_iid"] = to_pl.iid;

            if (target.has_state(pl_state_type.PST_SKILL_AVOID))
            {
                // 目标技能免疫
                // send single_skill_res msg to clients
                //rpc_data["hited"] = 0;//免疫
                //target.broad_cast_zone_msg_and_self(22, rpc_data);
                if (dflag) Utility.debug(" !apply_skill_eff_to  false 4");
                return false;
            }

            //if(from.get_sprite_type() == map_sprite_type.MST_MONSTER && target.get_sprite_type() == map_sprite_type.MST_MONSTER)
            //{
            //    return false; // 一家人不打一家人
            //}

            // TO DO : 根据aff判断敌人、盟友关系从而确定是否受此状态影响

            game_err_code check_res = Utility.check_target_type(from, target, aff, target.gmap.pk_seting);
            if (check_res != game_err_code.RES_OK)
                return false;

            if (from.get_sprite_type() == map_sprite_type.MstPlayer)
            {
                if (target.can_atk(from))
                {
                    target.atk_by(from);
                }
            }

            //if(sk_res.hp_dmg != 0)
            //{
            //    rpc_data.hp_dmg <- {};
            //    rpc_data.hp_dmg.hp_dmg <- sk_res.hp_dmg;

            //    to_pl.hp -= sk_res.hp_dmg;

            //    if(to_pl.hp > to_pl.max_hp)
            //    {
            //        to_pl.hp = to_pl.max_hp;
            //    }
            //}
            //if(sk_res.mp_dmg != 0)
            //{
            //    rpc_data.mp_dmg <- {};
            //    rpc_data.mp_dmg.mp_dmg <- sk_res.mp_dmg;

            //    to_pl.mp -= sk_res.mp_dmg;

            //    if(to_pl.mp > to_pl.max_mp)
            //    {
            //        to_pl.mp = to_pl.max_mp;
            //    }
            //}

            Utility.debug("apply_skill_eff_to try apply_dmg_on_pl!");

            //no_dmg  不计算伤害
            if (sk_res.no_dmg == 0)
            {
                var ret = grid_map.apply_dmg_on_pl(target, from, sk_res.convert2damage(), cur_clock_tm, percentage, true);
                Utility.debug("!apply_skill_eff_to apply_dmg_on_pl:" + ret);
                if (ret["hited"]._int32 != 3)
                {
                    // 未命中
                    // send single_skill_res msg to clients
                    //rpc_data["hited"] = ret["hited"];
                    //target.broad_cast_zone_msg_and_self(22, rpc_data);
                    if (dflag) Utility.debug(" !apply_skill_eff_to  false 20");
                    return false;
                }
            }


            //sys.trace(sys.SLT_DETAIL, "sk_res.rmv_stat ["+sk_res.rmv_stat+"]\n");

            if (sk_res.rmv_stat > 0)
            {
                int rmv_stat = sk_res.rmv_stat;

                if (to_pl.states != null)
                {
                    //sys.dumpobj(to_pl.states);
                    // 移除所有状态
                    rmv_stat_from_pl_by_gb(rmv_stat, target, to_pl);
                }
            }

            if (sk_res.rmv_1stat > 0)
            {
                if (to_pl.states != null)

                {
                    // 移除一个状态
                    rmv_1stat_from_pl_by_gb(sk_res.rmv_1stat, target, to_pl);
                }
            }

            if (sk_res.tar_state > 0)
            {
                int tar_state = sk_res.tar_state;
                var add_stat = true;
                if (sk_res.stat_rat > 0)
                {
                    // 有几率触发技能效果
                    var judg = Utility.random(0, 100);
                    if (judg > sk_res.stat_rat)
                    {
                        //sys.trace(sys.SLT_DETAIL, "stat_rat["+sk_res.stat_rat+"] < judg["+judg+"]\n");
                        if (dflag) Utility.debug(" !apply_skill_eff_to  false 21");
                        add_stat = false;
                    }
                }

                if (add_stat)
                {
                    // add state eff to character
                    var state_obj = add_state_to_pl(cur_clock_tm, target, sk_res, from, percentage);
                    if (state_obj != null)
                    {
                        // rpc_data.states < -state_obj;
                        //rpc_data.states <- {};
                        //rpc_data.states.id <- state_obj.id;
                        //rpc_data.states.par <- state_obj.par;
                        //rpc_data.states.start_tm <-state_obj.start_tm;
                        //rpc_data.states.end_tm <- state_obj.end_tm;
                    }
                }
            }

            if (sk_res.cd_red != null)
            {
                // 减少cd
                //var skcds = [];

                foreach (var cd_red in sk_res.cd_red)
                {
                    int sktp = cd_red.sktp;
                    int cd_reduce = (cd_red.red_tm * percentage / 10);
                    if (sktp == 0)
                    {


                        foreach (int sk_key in to_pl.skill_cd.Keys)
                        {
                            //cd -= (sk_res.cd_red.red_tm * 100 * per / 1000);
                            to_pl.skill_cd[sk_key] -= cd_reduce;

                            //skcds.push({ sktp = sktp, cdtm = cd - cur_clock_tm});
                        }
                    }
                    else if (to_pl.skill_cd.ContainsKey(sktp))
                    {
                        to_pl.skill_cd[sktp] -= cd_reduce;

                        //skcds.push({ sktp = cd_red.sktp, cdtm = to_pl.skill_cd[cd_red.sktp] - cur_clock_tm});
                    }
                }

                //        if (skcds.len() > 0)
                //        {
                //// send self_attchange msg
                //::send_rpc(to_pl.sid, 32, { skcds = skcds});
                //        }
            }

            if (!to_pl.cfmv)
            {
                if (sk_res.fmv != null)
                {
                    var judge = Utility.random(0, 100);
                    int fmv_rate = sk_res.fmv.rate;
                    int fmv_dir = sk_res.fmv.dir;
                    int fmv_rang = sk_res.fmv.rang;
                    if (judge < fmv_rate)
                    {
                        var dir = fmv_dir;
                        if (dir == 2)
                        {//随机前后
                            dir = Utility.random(0, 2);
                        }
                        // 迫使目标移动
                        if (dir == 0)
                        {
                            // 远离自己的方向
                            var dist_x = to_pl.x - frm_pl.x;
                            var dist_y = to_pl.y - frm_pl.y;

                            if ((dist_x != 0) || (dist_y != 0))
                            {
                                var vec = Utility.normalize_vec2(dist_x, dist_y);

                                var from_x = to_pl.x;
                                var from_y = to_pl.y;
                                to_pl.x += (int)(vec.x * fmv_rang);
                                to_pl.y += (int)(vec.y * fmv_rang);

                                var dest_pos = target.gmap.valpoint_on_vector(to_pl.x, to_pl.y, from_x, from_y, vec);

                                var to_grid_pos = target.gmap.get_grid_by_pt(dest_pos.x, dest_pos.y);
                                //if(!to_grid_pos || (dest_pos.x < 0) || (dest_pos.y < 0))
                                //{
                                //    // 目标坐标非法,出错
                                //    Utility.trace_err("fmv frm_pl.x["+frm_pl.x+"] frm_pl.y["+frm_pl.y+"] from_x["+from_x+"] y["+from_y+"] to_pl.x["+to_pl.x+"] to_pl.y["+to_pl.y+"] dest_pos.x["+dest_pos.x+"] dest_pos.y["+dest_pos.y+"] vec:\n");
                                //    sys.dumpobj(vec);
                                //}

                                to_pl.x = (int)dest_pos.x;
                                to_pl.y = (int)dest_pos.y;

                                //sys.trace(sys.SLT_DETAIL, "fmv to_pl.x["+to_pl.x+"] ["+to_pl.y+"]\n");

                                if (target.get_sprite_type() == map_sprite_type.MstPlayer && !target.is_in_lvl)
                                {
                                    to_pl.lx = to_pl.x;
                                    to_pl.ly = to_pl.y;
                                }
                            }
                        }
                        else if (dir == 1)
                        {
                            // 靠近自己的方向
                            var dist_x = frm_pl.x - to_pl.x;
                            var dist_y = frm_pl.y - to_pl.y;

                            if ((dist_x != 0) || (dist_y != 0))
                            {
                                var dist2 = dist_x * dist_x + dist_y * dist_y;
                                var vec = Utility.normalize_vec2(dist_x, dist_y);

                                if (fmv_rang == 0 || fmv_rang * fmv_rang >= dist2)
                                {
                                    // 拉近到自己身边一格
                                    var from_x = to_pl.x;
                                    var from_y = to_pl.y;

                                    to_pl.x = (int)(frm_pl.x - vec.x * game_const.map_grid_pixel);
                                    to_pl.y = (int)(frm_pl.y - vec.y * game_const.map_grid_pixel);

                                    var dest_pos = target.gmap.valpoint_on_vector(to_pl.x, to_pl.y, from_x, from_y, vec);
                                    to_pl.x = (int)dest_pos.x;
                                    to_pl.y = (int)dest_pos.y;

                                    if (target.get_sprite_type() == map_sprite_type.MstPlayer && !target.is_in_lvl)
                                    {
                                        to_pl.lx = to_pl.x;
                                        to_pl.ly = to_pl.y;
                                    }
                                }
                                else
                                {
                                    var from_x = to_pl.x;
                                    var from_y = to_pl.y;
                                    to_pl.x += (int)(vec.x * fmv_rang);
                                    to_pl.y += (int)(vec.y * fmv_rang);

                                    var dest_pos = target.gmap.valpoint_on_vector(to_pl.x, to_pl.y, from_x, from_y, vec);
                                    to_pl.x = (int)dest_pos.x;
                                    to_pl.y = (int)dest_pos.y;

                                    if (target.get_sprite_type() == map_sprite_type.MstPlayer && !target.is_in_lvl)
                                    {
                                        to_pl.lx = to_pl.x;
                                        to_pl.ly = to_pl.y;
                                    }
                                }
                            }
                        }
                    }

                    if (to_pl.moving != null)
                    {
                        // 停止移动
                        //var data = { tm = cur_clock_tm, iid = to_pl.iid, x = to_pl.x, y = to_pl.y, face = to_pl.face };
                        // send stop move msg to clients
                        //target.gmap.broadcast_map_rpc(10, data);
                        //target.broad_cast_zone_msg_and_self(10, data);

                        //delete to_pl.moving;
                        to_pl.moving = null;
                    }

                    to_pl.last_mvpts = null;

                    //rpc_data.fmv < - { to_x = to_pl.x, to_y = to_pl.y, dir = sk_res.fmv.dir};

                    if (to_pl.casting != null)
                    {
                        // 停止施法
                        //var data = { iid = to_pl.iid };
                        // send cancel_casting_res to clients
                        //target.broad_cast_zone_msg_and_self(29, data);

                        //delete to_pl.casting;
                        to_pl.casting = null;
                    }
                }
            }

            //var gmap = target.gmap;

            //if(to_pl.hp <= 0)
            //{
            //    // die!
            //    to_pl.hp = 0;
            //    target.die(from);

            //    rpc_data.isdie = true;
            //}

            // send single_skill_res msg to clients
            //gmap.broadcast_map_rpc(22, rpc_data);
            //target.broad_cast_zone_msg_and_self(22, rpc_data);

            return true;
        }
示例#2
0
        public static bool apply_skill_eff_to(long now, IBaseUnit from, IBaseUnit target, skill_state_conf sk_res,
            int aff, int percentage)
        {
            if (target.isghost() || target.isdie())
                return false;

            if (target.ignore_dmg())
                return false;

            if (sk_res.rate > 0)
            {
                if (new Random().Next(0, 100) > sk_res.rate)
                    return false;
            }

            if (target.has_state(pl_state_type.PST_SKILL_AVOID))
                return false;

            if (from.iid != target.iid)
            {
                if (!skill_conf.skill_target_type_validation(aff, skill_aff_type.SAT_ENERMY))
                {
                    if (from.can_atk(target))
                        return false;

                    if (from.isaily(target))
                    {
                        if (!skill_conf.skill_target_type_validation(aff, skill_aff_type.SAT_ALLY))
                            return false;
                    }
                    else
                    {
                        if (!skill_conf.skill_target_type_validation(aff, skill_aff_type.SAT_MID))
                            return false;
                    }
                }
                else
                {
                    if (from.Is_Player())
                    {
                        if (target.Is_Player())
                        {
                            if (target.get_pack_data().in_pczone || from.get_pack_data().in_pczone)
                                return false;

                            if (!from.can_atk(target))
                                return false;
                        }
                        else if (target.Is_Monster())
                        {
                            if (target.owner_ply != null)
                            {
                                if (target.owner_ply.iid == from.iid)
                                    return false;

                                if (target.owner_ply.get_pack_data().in_pczone || from.get_pack_data().in_pczone)
                                    return false;

                                if (!from.can_atk(target))
                                    return false;
                            }
                        }
                    }
                    else
                    {
                        if (!from.can_atk(target))
                            return false;
                    }
                }
            }
            else
            {
                if(!skill_conf.skill_target_type_validation(aff,skill_aff_type.SAT_SELF))
                    return false;
            }

            if (from.Is_Player())
            {
                if(target.can_atk(from))
                    target.atk_by(from);
            }

            if (sk_res.nodmg == 0)
            {
                //TODO do damage
            }

            if (sk_res.rmv_stat > 0)
                rmv_stat_from_pl_by_gb(sk_res.rmv_stat,target);

            if(sk_res.rmv_1_stat >0)
                rmv_1_stat_from_pl_by_gb(sk_res.rmv_1_stat,target);

            if (sk_res.tar_state > 0)
            {
                IBaseUnit_State state = add_state_to_pl(now, target, sk_res, from, 100);
            }

            if (sk_res.force_move_dir != -1)
            {
                int dir = sk_res.force_move_dir;
                if (sk_res.force_move_dir == 2)
                    dir = new Random().Next(0, 2);

                int delta_x = target.x - from.x;
                int delta_y = target.y - from.y;

                if (delta_x != 0 || delta_y != 0)
                {
                    Point2D vec=new Point2D(delta_x,delta_y);
                    vec = Utility.normalize_vec2(vec);

                    delta_x = (int)(sk_res.force_move_rang*vec.x);
                    delta_y = (int) (sk_res.force_move_rang*vec.y);

                    if (sk_res.force_move_dir == 0)
                    {
                        target.x += delta_x;
                        target.y += delta_y;
                    }
                    else
                    {
                        target.x -= delta_x;
                        target.y -= delta_y;
                    }
                }

                target.get_pack_data().moving = null;
                target.get_pack_data().casting = null;
                target.get_pack_data().last_mvpts = null;
            }

            return true;
        }
示例#3
0
    public static Variant apply_dmg_on_pl(IBaseUnit tar_sprite, IBaseUnit frm_sprite, damage damage, long cur_clock_tm, int per, bool direct_dmg = false)
    {
        // TO DO : 优化: per = 1000时不需要计算增益
        //direct_dmg 非状态技能伤害


        var tar_pl = tar_sprite.get_pack_data();
        if (tar_pl == null)
        {
            return null;
        }

        if (tar_sprite.ignore_dmg())
        {
            return null;
        }
        //::g_dump( " apply_dmg_on_pl()  ===>>>>", "") ;
        //var ret = {hited=3, criatk=0, dmg=0, dobdmg=false, isdie=false, frm_iid=pl.iid, to_iid=tar_pl.iid};
        var ret = apply_dmg_on_pl_ex(tar_sprite, frm_sprite, damage, cur_clock_tm, per, false, direct_dmg);



        if (ret["hited"]._int32 == 3)
        {
            // broadcast hpchange msg
            //var hpchange = { frm_iid = ret.frm_iid, hited = ret.hited, criatk = ret.criatk, dobdmg = ret.dobdmg };
            //        if (ret.dmg != 0)
            //        {
            //            hpchange.hpadd < - -ret.dmg;
            //            hpchange.die < -ret.isdie;
            //        }
            //        if (("dp_dmg" in ret) && ret.dp_dmg != 0 )
            //{
            //            hpchange.dpadd < - -ret.dp_dmg;
            //        }
            //        tar_sprite.broad_cast_zone_msg_and_self(26, { iid = tar_pl.iid, hpchange = hpchange});
        }

        return ret;
    }