示例#1
0
        private void propertyKill()
        {
            _battleStatus = CMsgHeader.STATUS_PROPERTY_KILL;
            float[] proMul = BT_WarUtils.propertyVs(_curAtter._property, _curDefer._property);

            if (proMul[0] > 1)
            {
                //无视属性克制
                if (_curDefer.shouldCastIgnorePropertyKill())
                {
                    return;
                }
            }

            if (proMul[1] > 1)
            {
                //无视属性克制
                if (_curAtter.shouldCastIgnorePropertyKill())
                {
                    return;
                }
            }

            _curAtter.curAttEnhance(proMul[0]);

            if (_isWorldBoss == 0)//不是世界boss
            {
                _curDefer.curAttEnhance(proMul[1]);
            }

            CMsgPropertyEnchance msg = new CMsgPropertyEnchance(proMul[0], proMul[1], _curAtter.curAtt, _curDefer.curAtt);

            addMsgToRecorder(msg);
        }
示例#2
0
        private void castSkillOp4()
        {
            float damage = param.rate * Consts.oneHundred * owner.curAtt;

            // 最少造成1点伤害
            if (damage <= 0)
            {
                damage = 1;
            }
            int extra = 0;

            if (BT_WarUtils.happen(param.gailv))
            {
                extra++;
            }
            castAttackComboSkill(damage, extra);
        }
示例#3
0
        /// <summary>
        /// Generates the video.生成战斗的录像数据
        /// </summary>
        private string generateVideo()
        {
                        #if Video
            StringBuilder video = new StringBuilder();

            foreach (CMsgHeader msg in _warRecorder)
            {
                if (msg != null)
                {
                    video.Append(BT_WarUtils.ToJson(msg));
                }
            }
            string flat = video.ToString();
            //会自动Base64
            string compressed = Framework.DeflateEx.Compress(flat);
            return(compressed);
                        #else
            //只记录下登场回合的信息
            StringBuilder video = new StringBuilder();

            foreach (CMsgHeader msg in _warRecorder)
            {
                if (msg != null && msg.status == CMsgHeader.STATUS_ROUND_BEGIN)
                {
                    video.Append(BT_WarUtils.ToJson(msg)).Append(",");
                }
            }
            string flat = video.ToString();
            if (!string.IsNullOrEmpty(flat))
            {
                int length = flat.Length;
                if (length > 1)
                {
                    flat = flat.Substring(0, length - 1);
                }
            }
            flat = "[" + flat + "]";

            ConsoleEx.DebugLog(flat, ConsoleEx.RED);

            return(flat);
                        #endif
        }
示例#4
0
        // TODO: 复活技能.
        // type: 0--随机复活 1--从前向后 2--从后到前
        private void castReviveSkill(int num, int type, int angryCost = 0)
        {
            BT_MonsterTeam selfTeam = owner.ownerTeam;

            // 扣怒气...
            if (angryCost > 0)
            {
                selfTeam.costAngry(angryCost);
            }

            List <BT_Monster> dieArr      = new List <BT_Monster>();
            List <BT_Monster> sortDieArry = new List <BT_Monster>();

            foreach (BT_Monster pet in selfTeam._team)
            {
                if (pet == owner)
                {
                    break;
                }
                if (!pet.alive)
                {
                    dieArr.Add(pet);
                }
            }

            int tataoDieCount = dieArr.Count;

            if (tataoDieCount >= 1)
            {
                if (0 == type)
                {
                    BT_WarUtils.Shuffle(dieArr);
                    type = 1;
                }

                int minCount = tataoDieCount > num ? num : tataoDieCount;

                for (int j = 0; j < minCount; j++)
                {
                    sortDieArry.Add(dieArr [j]);
                }

                sortDieArry.Sort(my_sort);

                BT_Logical      war = owner._war;
                CMsgSkillRevive msg = new CMsgSkillRevive(this);
                war.addMsgToRecorder(msg);
                msg.reviveArr = new int[minCount];

                for (int i = 0; i < minCount; i++)
                {
                    BT_Monster pet = type == 1 ? array_shift(sortDieArry) : array_pop(sortDieArry);
                    if (pet != null)
                    {
                        pet.revive();
                        selfTeam._team.Add(pet);
                        msg.reviveArr [i] = pet.pveId;
                    }
                }
                selfTeam.teamLenChanged();
            }
            else
            {
                //如果没有人死亡,则奥义的技能就算没触发过
                if (real == 1)
                {
                    BT_Logical war = owner._war;
                    war.resetAoYi(this, selfTeam);
                }
            }
        }
示例#5
0
        // 技能能否释放默认实现... 每次战斗有X%概率...
        private bool canCastSkillOpDefault()
        {
            //检测释放为奥义伪造的技能,如果是则判定 奥义是否触发过
            BT_Logical     war      = owner._war;
            BT_MonsterTeam selfTeam = owner.ownerTeam;

            if (real == 1)
            {
                //如果不能释放,则直接跳过。如果可以释放,则再判定概率的问题
                bool can = war.canCastAoYi(this, selfTeam);
                if (can == false)
                {
                    return(can);
                }
            }

            //再次判定概率的问题
            bool probility   = false;
            int  possibility = 0;

            if (opObj.type == SkillOpData.Anger_Skill)
            {
                int curTeamAngry = selfTeam.curAngry;
                int needNuqi     = param.nuqi;
                if (needNuqi == 0)
                {
                    throw new DragonException("调用canCastSkillOpDefault时,不存在怒气配置. id:" + id);
                }
                probility = curTeamAngry >= needNuqi;
            }
            else if (opObj.type == SkillOpData.Death_Closed_Skill)
            {
                possibility = param.gailv;
                // 如果有概率的话,则考虑概率触发,否则一定触发
                if (possibility > 0)
                {
                    probility = BT_WarUtils.happen(possibility);
                }
                else
                {
                    // 默认触发
                    probility = owner._almostDie;
                }
            }
            else
            {
                possibility = param.gailv;
                if (possibility == 0)
                {
                    throw new DragonException("调用canCastSkillOpDefault时,不存在概率配置. id:" + id);
                }
                probility = BT_WarUtils.happen(possibility);
            }

            //如果概率Ok,则奥义默认释放
            if (probility)
            {
                if (real == 1)
                {
                    //设定奥义
                    war.setCastAoYi(this, selfTeam);
                }
            }

            return(probility);
        }