// 是否能够反击 public static bool CanAttackBack(this Warrior warrior, Warrior attacker) { // 检查反击技能 var s = warrior.GetActiveSkillByName("CounterAttack"); if (s == null) { return(false); } // 检查攻击范围 attacker.GetPosInMap(out int x, out int y); if (!warrior.InAttackRange(x, y)) { return(false); } //// 检查它限制行动的被动技能 //if (warrior.GetBuffSkill<Faint>() != null) // return false; return(true); }
// 模拟攻击行为的伤害数值,但并不执行攻击行为 public void SimulateAttackingDamage(Warrior attacker, Warrior target, Warrior[] addtionalTargets, Skill skill, Action <int> onDamage, params string[] flags) { target.GetPosInMap(out int tx, out int ty); // 检查攻击范围限制 if (!attacker.InAttackRange(tx, ty)) { return; } // 整理攻击标记 var attackFlags = new HashSet <string>(); attackFlags.UnionWith(flags); attackFlags.Add(attacker.AttackingType); var addTars = new List <Warrior>(); if (addtionalTargets != null) { addTars.AddRange(addtionalTargets); } // 额外伤害系数 var multi = new List <int>(); var addMulti = new List <int>(); BeforeAttack?.Invoke(attacker, target, addTars, skill, attackFlags, multi, addMulti); if (attackFlags.Contains("CancelAttack")) // 取消攻击 { return; } // 计算实际伤害 var damage = CalculateDamage(attacker, target, skill, attackFlags, multi); onDamage(damage); }
public void Attack(Warrior attacker, Warrior target, Warrior[] addtionalTargets, Skill skill = null, params string[] flags) { // 在连续指令的情况下,可能条件已经不满足 if (attacker == null || target == null) { return; } // 整理攻击标记 var attackFlags = new HashSet <string>(); attackFlags.UnionWith(flags); attackFlags.Add(attacker.AttackingType); // 额外攻击目标 var addTars = new List <Warrior>(); if (addtionalTargets != null) { addTars.AddRange(addtionalTargets); } PrepareAttack?.Invoke(attacker, target, addTars, skill, attackFlags); if (!attackFlags.Contains("IgnoreAttackRange")) // 可能是无视攻击距离限制的 { target.GetPosInMap(out int tx, out int ty); // 检查攻击范围限制 if (!attacker.InAttackRange(tx, ty)) { return; } } // 额外伤害系数 var multi = new List <int>(); var addMulti = new List <int>(); BeforeAttack?.Invoke(attacker, target, addTars, skill, attackFlags, multi, addMulti); // 可能需要取消攻击 或者因为 PatternSkill 导致已经行动过了 if (attacker.ActionDone || attackFlags.Contains("CancelAttack")) { return; } var tars = new List <Warrior>(); tars.Add(target); tars.AddRange(addTars); // 计算实际伤害 var damages = new Dictionary <Warrior, int>(); foreach (var tar in tars) { damages[tar] = CalculateDamage(attacker, tar, skill, attackFlags, tar == target ? multi : addMulti); } // ExtraAttack 不影响行动标记 if (!attackFlags.Contains("ExtraAttack")) { Debug.Assert(!attacker.ActionDone, "attacker has already attacted in this round"); SetActionFlag(attacker, true, true, true); } // 混乱攻击不计算护盾,其它类型攻击需要先消耗护盾 var dhps = new Dictionary <Warrior, int>(); var dess = new Dictionary <Warrior, int>(); foreach (var tar in tars) { var damage = damages[tar]; var dhp = -damage; var des = 0; if (!attackFlags.Contains("chaos") && target.ES > 0) { dhp = damage > target.ES ? target.ES - damage : 0; des = damage > target.ES ? 0 : -damage; } dhps[tar] = dhp; dess[tar] = des; } OnWarriorAttack?.Invoke(attacker, target, addTars, dhps, dess, skill, attackFlags); foreach (var tar in tars) { var dhp = dhps[tar]; var des = dess[tar]; if (des != 0) { AddES(tar, des); } if (dhp != 0) { AddHP(tar, dhp); } } AfterAttack?.Invoke(attacker, target, addTars, skill, attackFlags); return; }