CombatCalc.lua 33 KB

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  1. ----------------------------------
  2. -- 战斗计算
  3. -- calcHurt 计算伤害
  4. ----------------------------------
  5. local CombatDefine = require("combat.CombatDefine")
  6. local CombatObj = require("combat.CombatObj")
  7. local RoleDefine = require("role.RoleDefine")
  8. local Util = require("common.Util")
  9. local CombatBuff = require("combat.CombatBuff")
  10. local CombatImpl = require("combat.CombatImpl")
  11. -- local SkillExcel = require("excel.skill").skill
  12. local Gm = require("chat.Gm")
  13. -- local BufferExcel = require("excel.buffer").buffer
  14. local BeSkill = require("combat.BeSkill")
  15. local CombatPosLogic = require("combat.CombatPosLogic")
  16. local CmdTypeExcel = require("excel.buffer").cmdType
  17. local WinnerRelicLogic = require("winnerRelic.WinnerRelicLogic")
  18. -- 基础攻击
  19. local function getBaseAtk(attacker)
  20. local baseAtk = attacker.attr[RoleDefine.ATK]
  21. return baseAtk
  22. end
  23. -- 攻击加成
  24. local function getAtkRate(attacker)
  25. local atkRate = attacker.attr[RoleDefine.ATK_RATE] or 0
  26. return atkRate / 10000
  27. end
  28. function getOutAtk(attacker)
  29. --local baseAtk = getBaseAtk(attacker)
  30. --local atkRate = getAtkRate(attacker)
  31. --local outAtk = baseAtk *(1 + atkRate)
  32. local outAtk = getBaseAtk(attacker)
  33. outAtk = outAtk + attacker.attr[RoleDefine.STEAL_ATK]
  34. outAtk = outAtk > 0 and outAtk or 0
  35. return outAtk
  36. end
  37. -- 护甲
  38. function getDef(defender, skillConfig)
  39. local def = defender.attr[RoleDefine.DEF]
  40. local rate = defender.attr[RoleDefine.DEF_RATE]
  41. def = def *(10000 + rate) / 10000
  42. def = def + defender.attr[RoleDefine.STEAL_DEF]
  43. def = def > 0 and def or 0
  44. return def
  45. end
  46. -- 破甲率
  47. local function getPojia(attacker, defender, skillConfig)
  48. local hushiHujia = skillConfig and skillConfig.otherArgs.hushiHujia or 0
  49. -- 职业忽视护甲
  50. local jobhushiHujia = skillConfig.otherArgs.jobhushiHujia
  51. if jobhushiHujia then
  52. for k, v in ipairs(jobhushiHujia[1]) do
  53. if defender.job == v then
  54. hushiHujia = hushiHujia + jobhushiHujia[2]
  55. break
  56. end
  57. end
  58. end
  59. -- 本阵容职业数破甲率提升
  60. local jobCamphushiHujia = skillConfig.otherArgs.jobCamphushiHujia
  61. if jobCamphushiHujia then
  62. for _,pos in ipairs(CombatDefine.SIDE2POS[attacker.side]) do
  63. local obj = CombatImpl.objList[pos]
  64. if obj and obj.job == jobCamphushiHujia[1] then
  65. hushiHujia = hushiHujia + jobCamphushiHujia[2]
  66. end
  67. end
  68. end
  69. local statusPoJia = BeSkill.getStatusPojia(attacker, defender)
  70. local pojia = attacker.attr[RoleDefine.POJIA] or 0
  71. local total = hushiHujia + pojia + statusPoJia
  72. total = total < 0 and 0 or total
  73. return total/10000
  74. end
  75. -- 神圣伤害
  76. local function getShenshengHurtRate(attacker)
  77. local shenshengHurtRate = attacker.attr[RoleDefine.SHENSHENG_HURT_RATE] or 0
  78. return shenshengHurtRate / 10000
  79. end
  80. -- 是否格挡
  81. local function isGedang(defender)
  82. -- return false
  83. local geDangRate = CombatObj.getValue(defender, RoleDefine.GEDANG)
  84. if geDangRate <= 0 then
  85. return false
  86. end
  87. local randValue = math.random(0, 10000)
  88. if geDangRate > randValue then
  89. return true
  90. end
  91. return false
  92. end
  93. -- 减伤率proel
  94. local function getJianshangRate(attacker, defender)
  95. local jianshangRate = defender.attr[RoleDefine.JIANSHANG_RATE] or 0
  96. jianshangRate = jianshangRate + attacker.attr[RoleDefine.ATK_JIANSHANG_RATE] or 0
  97. if attacker.hurtType == CombatDefine.PHY_HURT_TYPE then
  98. jianshangRate = jianshangRate +(defender.attr[RoleDefine.JIANSHANG_PHY_RATE] or 0)
  99. elseif attacker.hurtType == CombatDefine.MAGIC_HURT_TYPE then
  100. jianshangRate = jianshangRate +(defender.attr[RoleDefine.JIANSHANG_MAGIC_RATE] or 0)
  101. end
  102. jianshangRate = jianshangRate + CombatObj.getJobJianshangRate(attacker, defender)
  103. jianshangRate = jianshangRate + CombatObj.getCampJianshangRate(attacker,defender)
  104. return jianshangRate/10000
  105. end
  106. -- 是否暴击
  107. local function isBaoji(attacker, defender, skillConfig)
  108. --if CombatImpl.isFanji or CombatImpl.comboType > 0 then
  109. -- return false
  110. --end
  111. if skillConfig.otherArgs and skillConfig.otherArgs.noBaoji == 1 then
  112. return false
  113. end
  114. if CombatBuff.isStatus(attacker, { "feng" }) then
  115. return false
  116. end
  117. local baoji = attacker.attr[RoleDefine.BAOJI] or 0
  118. baoji = baoji + CombatObj.getStatusBaoji(attacker, defender)
  119. -- 被动技能暴击加成
  120. baoji = baoji + BeSkill.getStatusBaoji(attacker, defender, skillConfig)
  121. local antiBaoji = defender.attr[RoleDefine.ANTI_BAOJI] or 0
  122. baoji = baoji - antiBaoji
  123. if skillConfig.otherArgs.addBaoji then
  124. baoji = baoji + skillConfig.otherArgs.addBaoji
  125. end
  126. if skillConfig.otherArgs.selfHpBaoJi then
  127. local cmpValue =(attacker.hp * 10000) / CombatObj.getHpMax(attacker) - skillConfig.otherArgs.selfHpBaoJi[2]
  128. if skillConfig.otherArgs.selfHpBaoJi[1] == 1 then
  129. if cmpValue >= 0 then
  130. baoji = baoji + skillConfig.otherArgs.selfHpBaoJi[3]
  131. end
  132. else
  133. if cmpValue <= 0 then
  134. baoji = baoji + skillConfig.otherArgs.selfHpBaoJi[3]
  135. end
  136. end
  137. end
  138. if skillConfig.otherArgs.addStatusBaoji then
  139. local status = CombatBuff.getStatus(defender)
  140. local isStatus = false
  141. for k, v in ipairs(skillConfig.otherArgs.addStatusBaoji[1]) do
  142. if status[v] then
  143. isStatus = true
  144. break
  145. end
  146. end
  147. if isStatus then
  148. baoji = baoji + skillConfig.otherArgs.addStatusBaoji[2]
  149. end
  150. end
  151. if skillConfig.otherArgs.addNotBaoji then
  152. if attacker.notSkillBaoJi and attacker.notSkillBaoJi[skillConfig.id] then
  153. baoji = baoji + skillConfig.otherArgs.addNotBaoji
  154. end
  155. end
  156. local r = math.random(0, 10000)
  157. if r <= baoji then
  158. attacker.notBaoJi = nil
  159. if attacker.notSkillBaoJi and attacker.notSkillBaoJi[skillConfig.id] then
  160. attacker.notSkillBaoJi[skillConfig.id] = nil
  161. end
  162. return true
  163. end
  164. attacker.notBaoJi = true
  165. if skillConfig.otherArgs.addNotBaoji then
  166. attacker.notSkillBaoJi = attacker.notSkillBaoJi or {}
  167. attacker.notSkillBaoJi[skillConfig.id] = true
  168. end
  169. end
  170. local function getBaojiHurtRate(attacker, defender, skillConfig)
  171. local baojiRate = 10000
  172. local isBaoji = isBaoji(attacker, defender, skillConfig)
  173. if isBaoji then
  174. baojiRate = attacker.attr[RoleDefine.BAOJI_HURT_RATE]
  175. if skillConfig.otherArgs and skillConfig.otherArgs.baojiHurtRate then
  176. baojiRate = baojiRate + skillConfig.otherArgs.baojiHurtRate
  177. end
  178. -- 对指定控制状态暴击加成 走的角色属性
  179. baojiRate = baojiRate + CombatObj.getStatusBaojiHurtRate(attacker, defender)
  180. -- 对指定状态暴击加成 走的技能状态属性
  181. if skillConfig.otherArgs.addStatusBaoji and skillConfig.otherArgs.addStatusBaoji[3] then
  182. local status = CombatBuff.getStatus(defender)
  183. local isStatus = false
  184. for k, v in ipairs(skillConfig.otherArgs.addStatusBaoji[1]) do
  185. if status[v] then
  186. isStatus = true
  187. break
  188. end
  189. end
  190. if isStatus then
  191. baojiRate = baojiRate + skillConfig.otherArgs.addStatusBaoji[3]
  192. end
  193. end
  194. baojiRate = baojiRate - defender.attr[RoleDefine.ANTI_BAOJI_HURT_RATE]
  195. baojiRate = baojiRate < 0 and 10000 or baojiRate
  196. end
  197. return isBaoji, baojiRate / 10000
  198. end
  199. -- 分摊比率
  200. FENTAN_TYPE1 = 1 -- 对所有攻击对象进行平摊
  201. local function getFentanRate(skillConfig, targets)
  202. local fentanParam = skillConfig.otherArgs and skillConfig.otherArgs.fentan
  203. if fentanParam then
  204. if fentanParam.type == 1 then
  205. return 1 / #targets
  206. end
  207. end
  208. return 1
  209. end
  210. --计算怒火层数
  211. local function getnuohuorate(attacker)
  212. local relicid = attacker.relic.relicID or 0
  213. local star = attacker.relic.star or 0
  214. local cengshu = 0
  215. if attacker.buffcmd["winner_nuhuo"] then
  216. local nIndex = attacker.buffcmd["winner_nuhuo"][1]
  217. local tBuffData = attacker.buffer[nIndex]
  218. if tBuffData.cnt < 10 then
  219. cengshu = tBuffData.cnt
  220. end
  221. end
  222. local addrate = 1
  223. if cengshu >= 0 then
  224. addrate = WinnerRelicLogic.WinnerRelic_GetRateLife(relicid,star)
  225. addrate = addrate * cengshu
  226. end
  227. -- print("getnuohuorate addrate = "..addrate.." cengshu = "..cengshu)
  228. return addrate
  229. end
  230. -- 被动技能影响的输出率
  231. local function getBeSkillOutRate(attacker, defender, skillConfig, index, targets)
  232. -- 被动技能影响的输出率
  233. local outBeSkillRate = BeSkill.getOutAtkRate(attacker, defender)
  234. outBeSkillRate = 10000 - outBeSkillRate
  235. outBeSkillRate = outBeSkillRate < 0 and 0 or outBeSkillRate
  236. return outBeSkillRate / 10000
  237. end
  238. -- 输出率(英雄技能伤害率+所有技能伤害率)
  239. local function getOutRate(attacker, defender, skillConfig, index, targets)
  240. -- 普攻技能伤害率
  241. -- if skillConfig.type == CombatDefine.SKILL_TYPE1 then
  242. -- return 10000
  243. -- en
  244. local hurtRate = index and skillConfig.hurtRate[index] or skillConfig.hurtRate[1]
  245. if not hurtRate or hurtRate == 0 then
  246. if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE1 then
  247. return 10000 + CombatImpl.fightMode[4]
  248. end
  249. return 10000
  250. end
  251. if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE1 then
  252. hurtRate = hurtRate + CombatImpl.fightMode[4]
  253. end
  254. -- 战斗模式的伤害加成(死战)
  255. local fentanRate = getFentanRate(skillConfig, targets)
  256. --怒火对伤害的加成
  257. -- local nuhuo = getnuohuorate(attacker)
  258. hurtRate = hurtRate * fentanRate
  259. local confHurtRate = skillConfig.otherArgs.extraHurtRate
  260. if confHurtRate then
  261. local r = math.random(0, 10000)
  262. for k, v in ipairs(confHurtRate) do
  263. if r <= v[1] then
  264. hurtRate = hurtRate *(1 + v[2] / 10000)
  265. break
  266. else
  267. r = r - v[1]
  268. end
  269. end
  270. end
  271. confHurtRate = skillConfig.otherArgs.extraSpeedHurt
  272. if confHurtRate then
  273. local atkSpeed = CombatObj.getValue(attacker, RoleDefine.SPEED)
  274. local defSpeed = CombatObj.getValue(defender, RoleDefine.SPEED)
  275. if atkSpeed > defSpeed then
  276. hurtRate = hurtRate + confHurtRate
  277. end
  278. end
  279. if skillConfig.otherArgs.targetHp then
  280. local cmpValue =(defender.hp * 10000) / CombatObj.getHpMax(defender) - skillConfig.otherArgs.targetHp[2]
  281. if skillConfig.otherArgs.targetHp[1] == 1 then
  282. if cmpValue >= 0 then
  283. hurtRate = hurtRate + skillConfig.otherArgs.targetHp[3]
  284. end
  285. else
  286. if cmpValue <= 0 then
  287. hurtRate = hurtRate + skillConfig.otherArgs.targetHp[3]
  288. end
  289. end
  290. end
  291. if skillConfig.otherArgs.selfHpHurt then
  292. local cmpValue =(attacker.hp * 10000) / CombatObj.getHpMax(attacker) - skillConfig.otherArgs.selfHpHurt[2]
  293. if skillConfig.otherArgs.selfHpHurt[1] == 1 then
  294. if cmpValue >= 0 then
  295. hurtRate = hurtRate + skillConfig.otherArgs.selfHpHurt[3]
  296. end
  297. else
  298. if cmpValue <= 0 then
  299. hurtRate = hurtRate + skillConfig.otherArgs.selfHpHurt[3]
  300. end
  301. end
  302. end
  303. if skillConfig.type == CombatDefine.SKILL_TYPE1 then
  304. return hurtRate
  305. end
  306. return hurtRate + attacker.attr[RoleDefine.SKILL_HURT_RATE]
  307. end
  308. -- 额外伤害加成百分比
  309. local function getExtraHurtRate(attacker, defender, skillConfig)
  310. local extraHurtRate = 0
  311. -- 虚弱
  312. extraHurtRate = extraHurtRate + defender.attr[RoleDefine.XURUO]
  313. -- 伤害加成
  314. extraHurtRate = extraHurtRate + attacker.attr[RoleDefine.HURT_RATE] + CombatPosLogic.getRestrict(attacker,defender,RoleDefine.HURT_RATE)
  315. -- buffer相关额外伤害加成
  316. extraHurtRate = extraHurtRate + CombatBuff.getExtraHurtRate(attacker, defender, skillConfig)
  317. -- 职业相关额外伤害加成
  318. extraHurtRate = extraHurtRate + CombatObj.getJobHurtRate(attacker, defender)
  319. -- 状态相关额外伤害加成
  320. extraHurtRate = extraHurtRate + CombatObj.getStatusHurtRate(attacker, defender)
  321. -- 被动技能伤害加成
  322. extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRate(attacker, defender, skillConfig)
  323. -- 被动技能48伤害加成
  324. extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRateEx(attacker, defender)
  325. -- 阵营相关额外伤害加成
  326. extraHurtRate = extraHurtRate + CombatObj.getCampHurtRate(attacker, defender)
  327. local jobHurt = skillConfig.otherArgs.jobHurt
  328. if jobHurt then
  329. for k, v in ipairs(jobHurt[1]) do
  330. if defender.job == v then
  331. extraHurtRate = extraHurtRate + jobHurt[2]
  332. break
  333. end
  334. end
  335. end
  336. if skillConfig.otherArgs.statusHurt then
  337. local status = CombatBuff.getStatus(defender)
  338. local isStatus = false
  339. for k, v in ipairs(skillConfig.otherArgs.statusHurt[1]) do
  340. if status[v] then
  341. isStatus = true
  342. break
  343. end
  344. end
  345. if isStatus then
  346. extraHurtRate = extraHurtRate + skillConfig.otherArgs.statusHurt[2]
  347. end
  348. end
  349. if skillConfig.otherArgs.statusHurt2 then
  350. local status = CombatBuff.getStatus(defender)
  351. local cmdList = CmdTypeExcel[skillConfig.otherArgs.statusHurt2[1]].cmd
  352. for k, v in ipairs(cmdList) do
  353. if status[v] then
  354. extraHurtRate = extraHurtRate + skillConfig.otherArgs.statusHurt2[2] * #status[v]
  355. end
  356. end
  357. end
  358. -- 负面状态 计算伤害率
  359. if skillConfig.otherArgs.statusHurt3 then
  360. local bufferCnt = CombatBuff.getCombatBufferCnt(defender, skillConfig.otherArgs.statusHurt3[1])
  361. if bufferCnt > 0 then
  362. extraHurtRate = extraHurtRate + skillConfig.otherArgs.statusHurt3[2] * bufferCnt
  363. end
  364. end
  365. return extraHurtRate / 10000
  366. end
  367. -- 额外伤害加成
  368. local function getExtraHurt(attacker, defender, skillConfig)
  369. local extraHurt = 0
  370. -- buffer相关额外伤害
  371. extraHurt = extraHurt + CombatBuff.getExtraHurt(attacker, defender, skillConfig)
  372. -- 被动技能额外伤害
  373. extraHurt = extraHurt + BeSkill.getExtraHurt(attacker, defender, skillConfig)
  374. return extraHurt
  375. end
  376. function initAttacker(attacker)
  377. if attacker.isPet then
  378. return
  379. end
  380. attacker.isBaoji = nil
  381. attacker.baojiHurtRate = nil
  382. attacker.handleAttr = nil
  383. CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, nil)
  384. CombatObj.setValue(attacker, RoleDefine.RATE_COMBAT_NOW, nil)
  385. CombatObj.setValue(attacker, RoleDefine.HURT_COMBAT_NOW, nil)
  386. attacker.beskill40 = nil
  387. end
  388. function calcPhyHurt(attacker, index, targets, skillConfig)
  389. local hurt = 0
  390. local flag = 0
  391. -- 技能是否无视护甲
  392. local noHuJia = false
  393. if skillConfig.otherArgs and skillConfig.otherArgs.noHuJia == 1 then
  394. noHuJia = true
  395. end
  396. local targetCnt = 1
  397. if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan and skillConfig.otherArgs.hurtFenTan[1] == 1 then
  398. targetCnt = #targets
  399. end
  400. local defender = targets[index]
  401. local outRate = getOutRate(attacker, defender, skillConfig, index, targets)
  402. outRate = outRate / 10000
  403. local beSkillHurtRate = getBeSkillOutRate(attacker, defender, skillConfig)
  404. local pojia = getPojia(attacker, defender, skillConfig)
  405. local outAtk = attacker.attr[RoleDefine.ATK_COMBAT_NOW] or getOutAtk(attacker, skillConfig)
  406. local def = noHuJia == true and 0 or getDef(defender, skillConfig)
  407. local jianshangRate = getJianshangRate(attacker, defender)
  408. local extraHurtRate = getExtraHurtRate(attacker, defender, skillConfig)
  409. local extraHurt = getExtraHurt(attacker, defender, skillConfig)
  410. local isBaoji, baojiHurtRate = getBaojiHurtRate(attacker, defender, skillConfig)
  411. defender.isBaoji = isBaoji
  412. attacker.isBaoji = attacker.isBaoji or isBaoji
  413. if isBaoji then
  414. flag = Util.setBit(flag, CombatDefine.FLAG_BAOJI)
  415. end
  416. local shanghaiRate = 1 + extraHurtRate - jianshangRate
  417. shanghaiRate = shanghaiRate < 0 and 0 or shanghaiRate
  418. local coefDef = def * (1 - pojia)
  419. coefDef = coefDef < 0 and 0 or coefDef
  420. local rateCombatNow = (1 - coefDef / (coefDef + 600) ) * shanghaiRate
  421. hurt = outAtk * outRate * rateCombatNow * baojiHurtRate * beSkillHurtRate / targetCnt
  422. hurt = hurt + extraHurt
  423. CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, outAtk)
  424. -- 当伤害超过百分比 的 伤害 加深或者减免
  425. local parcentRate = BeSkill.getHurtPercentRate(attacker, defender, hurt, skillConfig)
  426. hurt = hurt *(1 + parcentRate / 10000)
  427. -- 测试用
  428. if Gm.wudi and attacker.pos <= 10 then
  429. hurt = 1000000000
  430. end
  431. -- 连击模式
  432. if CombatImpl.comboType > 0 then
  433. hurt = hurt * CombatImpl.comboHurtRate / 10000
  434. end
  435. if defender.fentq then
  436. hurt = math.ceil(hurt / defender.fentq)
  437. else
  438. --修正
  439. if hurt <= 10000 then
  440. hurt = hurt * math.random(100,500)/10000 + hurt
  441. else
  442. hurt = hurt * math.random(100,300)/10000 + hurt
  443. end
  444. end
  445. hurt = math.ceil(hurt)
  446. if defender.attr[RoleDefine.HURT_RATE_MAX] > 0 then
  447. local hurtMax = CombatObj.getHpMax(defender) * defender.attr[RoleDefine.HURT_RATE_MAX] / 10000
  448. if hurt > hurtMax then
  449. hurt = hurtMax
  450. end
  451. end
  452. -- 剧情模式
  453. if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE2 then
  454. local skillList = CombatImpl.fightMode[2]
  455. for k, v in pairs(skillList) do
  456. if skillConfig.id == v then
  457. hurt = defender.hp * 0.9
  458. break
  459. end
  460. end
  461. end
  462. --是否触发格挡
  463. if isGedang(defender) then
  464. hurt = hurt * 0.5
  465. end
  466. CombatObj.updateValue(attacker, RoleDefine.HURT_COMBAT_NOW, hurt)
  467. return hurt, flag
  468. end
  469. function calcMagicHurt(attacker, index, targets, skillConfig)
  470. local hurt = 0
  471. local flag = 0
  472. -- 技能是否无视护甲
  473. local noHuJia = false
  474. if skillConfig.otherArgs and skillConfig.otherArgs.noHuJia == 1 then
  475. noHuJia = true
  476. end
  477. local targetCnt = 1
  478. if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan and skillConfig.otherArgs.hurtFenTan[1] == 1 then
  479. targetCnt = #targets
  480. end
  481. local defender = targets[index]
  482. local outRate = getOutRate(attacker, defender, skillConfig, index, targets)
  483. outRate = outRate / 10000
  484. local beSkillHurtRate = getBeSkillOutRate(attacker, defender, skillConfig)
  485. local pojia = getPojia(attacker, defender, skillConfig)
  486. local outAtk = attacker.attr[RoleDefine.ATK_COMBAT_NOW] or getOutAtk(attacker, skillConfig)
  487. local def = noHuJia == true and 0 or getDef(defender, skillConfig)
  488. local jianshangRate = getJianshangRate(attacker, defender)
  489. local extraHurtRate = getExtraHurtRate(attacker, defender, skillConfig)
  490. local extraHurt = getExtraHurt(attacker, defender, skillConfig)
  491. local isBaoji, baojiHurtRate = getBaojiHurtRate(attacker, defender, skillConfig)
  492. defender.isBaoji = isBaoji
  493. attacker.isBaoji = attacker.isBaoji or isBaoji
  494. if isBaoji then
  495. flag = Util.setBit(flag, CombatDefine.FLAG_BAOJI)
  496. end
  497. local shanghaiRate = 1 + extraHurtRate - jianshangRate
  498. shanghaiRate = shanghaiRate < 0 and 0 or shanghaiRate
  499. local coefDef = def * (1 - pojia)
  500. coefDef = coefDef < 0 and 0 or coefDef
  501. local rateCombatNow = (1 - coefDef / (coefDef + 600) ) * shanghaiRate
  502. hurt = outAtk * outRate * rateCombatNow * baojiHurtRate * beSkillHurtRate / targetCnt
  503. hurt = hurt + extraHurt
  504. CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, outAtk)
  505. -- 当伤害超过百分比 的 伤害 加深或者减免
  506. local parcentRate = BeSkill.getHurtPercentRate(attacker, defender, hurt, skillConfig)
  507. hurt = hurt *(1 + parcentRate / 10000)
  508. -- 测试用
  509. if Gm.wudi and attacker.pos <= 10 then
  510. hurt = 1000000000
  511. end
  512. -- 连击模式
  513. if CombatImpl.comboType > 0 then
  514. hurt = hurt * CombatImpl.comboHurtRate / 10000
  515. end
  516. if defender.fentq then
  517. hurt = math.ceil(hurt / defender.fentq)
  518. else
  519. --修正
  520. if hurt <= 10000 then
  521. hurt = hurt * math.random(100,500)/10000 + hurt
  522. else
  523. hurt = hurt * math.random(100,300)/10000 + hurt
  524. end
  525. end
  526. hurt = math.ceil(hurt)
  527. if defender.attr[RoleDefine.HURT_RATE_MAX] > 0 then
  528. local hurtMax = CombatObj.getHpMax(defender) * defender.attr[RoleDefine.HURT_RATE_MAX] / 10000
  529. if hurt > hurtMax then
  530. hurt = hurtMax
  531. end
  532. end
  533. -- 剧情模式
  534. if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE2 then
  535. local skillList = CombatImpl.fightMode[2]
  536. for k, v in pairs(skillList) do
  537. if skillConfig.id == v then
  538. hurt = defender.hp * 0.9
  539. break
  540. end
  541. end
  542. end
  543. --是否触发格挡
  544. if isGedang(defender) then
  545. hurt = hurt * 0.5
  546. end
  547. hurt = hurt > 0 and hurt or 1
  548. CombatObj.updateValue(attacker, RoleDefine.HURT_COMBAT_NOW, hurt)
  549. return hurt, flag
  550. end
  551. --[[
  552. 防守方最终闪避 =防守方闪避 * (1 - 攻击方额外命中)
  553. ]]
  554. local function isShanbi(attacker, index, targets)
  555. local defender = targets[index]
  556. local jingzhun = CombatObj.getValue(attacker, RoleDefine.JINGZHUN) + CombatPosLogic.getRestrict(attacker,defender,RoleDefine.JINGZHUN)
  557. local shanbi = CombatObj.getValue(defender, RoleDefine.SHANBI)
  558. if jingzhun >= 10000 then
  559. local mingZhong = jingzhun - 10000
  560. mingZhong = mingZhong < 0 and 0 or mingZhong
  561. -- 强制设定额外命中不超过 99%
  562. if mingZhong >= 9900 then
  563. mingZhong = 9900
  564. end
  565. local shanbiRatio = 10000 - mingZhong
  566. shanbiRatio = shanbiRatio < 0 and 0 or shanbiRatio
  567. shanbi = math.floor(shanbi *(shanbiRatio / 10000))
  568. else
  569. shanbi = 10000 - jingzhun + shanbi
  570. end
  571. local r = math.random(1, 10000)
  572. if r < shanbi then
  573. return true
  574. end
  575. return false
  576. end
  577. function calcHurt(attacker, index, targets, skillConfig)
  578. -- 魔兽主动攻击伤害值为战前算出来的固定值
  579. if skillConfig.type == CombatDefine.SKILL_TYPE4 then
  580. return attacker.hurt or skillConfig.hurtRate[1], 0
  581. end
  582. if not skillConfig.otherArgs.absoluteHit and isShanbi(attacker, index, targets) then
  583. local flag = 0
  584. flag = Util.setBit(flag, CombatDefine.FLAG_SHANBI)
  585. return 0, flag
  586. end
  587. if attacker.hurtType == CombatDefine.MAGIC_HURT_TYPE then
  588. return calcMagicHurt(attacker, index, targets, skillConfig)
  589. elseif attacker.hurtType == CombatDefine.PHY_HURT_TYPE then
  590. return calcPhyHurt(attacker, index, targets, skillConfig)
  591. else
  592. return calcPhyHurt(attacker, index, targets, skillConfig)
  593. end
  594. end
  595. -- 额外作用,buff的伤害加成
  596. local function getCmdBuffHurtRate(attacker, defender)
  597. local extraHurtRate = 0
  598. if attacker and defender.pos and attacker.pos ~= defender.pos then
  599. extraHurtRate = extraHurtRate + CombatObj.getJobHurtRate(attacker, defender)
  600. -- 职业相关额外伤害加成
  601. extraHurtRate = extraHurtRate + CombatObj.getStatusHurtRate(attacker, defender)
  602. -- 状态相关额外伤害加成
  603. extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRateEx(attacker, defender)
  604. --
  605. end
  606. return extraHurtRate / 10000
  607. end
  608. NO_EXCALC_LIST = {
  609. [7] = 1,
  610. [8] = 1,
  611. [11] = 1,
  612. [13] = 1,
  613. [14] = 1,
  614. [15] = 1,
  615. [16] = 1,
  616. [17] = 1,
  617. [18] = 1,
  618. [19] = 1,
  619. }
  620. function calcHp(attacker, defender, calcType, rate, isAddHp, flag)
  621. local hp
  622. -- 魔兽技能是 具体值 不需要 除以一万
  623. if calcType ~= 8 then
  624. rate = rate / 10000
  625. end
  626. local isCmdBuffHurtRate = nil
  627. local baoJi = 1
  628. if calcType == 1 then
  629. -- 攻击百分比(技能释放者)
  630. -- local atk = CombatObj.getValue(attacker,RoleDefine.ATK_COMBAT_NOW)
  631. -- hp = atk * rate
  632. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  633. local atkRate = CombatObj.getValue(attacker, RoleDefine.ATK_RATE) / 10000
  634. local extraHurtRate = 0
  635. if not isAddHp then
  636. extraHurtRate = defender.attr[RoleDefine.XURUO] / 10000
  637. end
  638. hp = atk *(1 + extraHurtRate) * rate
  639. elseif calcType == 2 then
  640. -- 生命上限百分比(技能释放者)
  641. hp = CombatObj.getHpMax(attacker) * rate
  642. elseif calcType == 3 then
  643. -- 当前生命百分比(技能释放者)
  644. hp = attacker.hp * rate
  645. elseif calcType == 4 then
  646. -- 损失生命百分比(技能释放者)
  647. hp =(CombatObj.getHpMax(attacker) - attacker.hp) * rate
  648. elseif calcType == 5 then
  649. -- 目标生命百分比(技能目标)
  650. hp = defender.hp * rate
  651. elseif calcType == 6 then
  652. -- 目标生命上限百分比(技能目标)
  653. hp = CombatObj.getHpMax(defender) * rate
  654. if flag ~= nil and flag > 0 then
  655. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  656. local atkMax = flag * atk / 10000
  657. if hp > atkMax then
  658. hp = atkMax
  659. end
  660. end
  661. elseif calcType == 7 then
  662. -- 伤害百分比
  663. local realAttacker = CombatImpl.nowAttacker or attacker
  664. hp = CombatObj.getValue(realAttacker, RoleDefine.HURT_COMBAT_NOW) * rate
  665. isCmdBuffHurtRate = true
  666. elseif calcType == 8 then
  667. -- 具体值(魔兽用)
  668. hp = rate
  669. elseif calcType == 9 then
  670. -- 当前攻击力百分比
  671. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  672. hp = atk * rate
  673. elseif calcType == 10 then
  674. -- 技能暴击时伤害的百分比
  675. hp = getOutAtk(attacker)
  676. local baojiRate = 10000
  677. baojiRate = attacker.attr[RoleDefine.BAOJI_HURT_RATE]
  678. baojiRate = baojiRate / 10000
  679. baoJi = baojiRate * rate
  680. elseif calcType == 11 then
  681. -- 生命上限百分比不走公式(技能释放者)
  682. hp = CombatObj.getHpMax(attacker) * rate
  683. elseif calcType == 12 then
  684. -- 当前战斗回合造成的总伤害
  685. if attacker.combatResult[4] then
  686. hp = - attacker.combatResult[4] * rate
  687. else
  688. hp = 1
  689. end
  690. elseif calcType == 13 then
  691. -- 当前生命百分比(技能释放者,不算减伤)
  692. hp = attacker.hp * rate
  693. elseif calcType == 14 then
  694. -- 损失生命百分比(技能释放者,不算减伤)
  695. hp =(CombatObj.getHpMax(attacker) - attacker.hp) * rate
  696. elseif calcType == 15 then
  697. -- 目标生命百分比(技能目标,不算减伤)
  698. hp = defender.hp * rate
  699. elseif calcType == 16 then
  700. -- 目标生命上限百分比(技能目标,不算减伤)
  701. hp = CombatObj.getHpMax(defender) * rate
  702. if flag ~= nil and flag > 0 then
  703. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  704. local atkMax = flag * atk / 10000
  705. if hp > atkMax then
  706. hp = atkMax
  707. end
  708. end
  709. elseif calcType == 17 then
  710. -- 回合内 目标上一次对我造成的伤害
  711. if defender.combatResult[5] and defender.combatResult[5][attacker.pos] then
  712. hp = - defender.combatResult[5][attacker.pos] * rate
  713. else
  714. hp = 1
  715. end
  716. elseif calcType == 18 then
  717. -- 当前攻击力百分比(不算减伤)
  718. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  719. hp = atk * rate
  720. elseif calcType == 19 then
  721. -- 攻击百分比(技能释放者,不算减伤)
  722. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  723. local atkRate = CombatObj.getValue(attacker, RoleDefine.ATK_RATE) / 10000
  724. local extraHurtRate = 0
  725. if not isAddHp then
  726. extraHurtRate = defender.attr[RoleDefine.XURUO] / 10000
  727. end
  728. hp = atk *(1 + atkRate) *(1 + extraHurtRate) * rate
  729. elseif calcType == 20 then
  730. -- 触发了被动技能类型40的攻击对象的伤害加成
  731. hp = 0
  732. if attacker.beskill40 then
  733. for pos in pairs(attacker.beskill40) do
  734. local hpAdd = attacker.combatResult[5][pos] or 0
  735. hp = hp + hpAdd
  736. end
  737. end
  738. hp = - hp * rate
  739. elseif calcType == 21 then
  740. -- 回合内 我对目标造成造成的伤害
  741. if attacker.combatResult[5] and attacker.combatResult[5][defender.pos] then
  742. hp = - attacker.combatResult[5][defender.pos] * rate
  743. else
  744. hp = 1
  745. end
  746. elseif calcType == 22 then
  747. -- 目标生命上限百分比(上限是自己的攻击)
  748. hp = CombatObj.getHpMax(defender) * rate
  749. if flag ~= nil and flag > 0 then
  750. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  751. local atkMax = flag * atk / 10000
  752. if hp > atkMax then
  753. hp = atkMax
  754. end
  755. end
  756. elseif calcType == 23 then
  757. -- 目标损失生命上限百分比 上限时攻击的4倍
  758. hp = (CombatObj.getHpMax(defender) - defender.hp) * rate
  759. elseif calcType == 24 then
  760. -- 目标损失生命上限百分比 上限时攻击的4倍
  761. hp = CombatObj.getValue(defender, RoleDefine.RATE_COMBAT_NOW) * rate
  762. elseif calcType == 25 then
  763. -- 目标当前生命百分比,不超过攻击者攻击力的10倍
  764. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  765. local nMaxHp = atk * 10
  766. hp = defender.hp * rate
  767. if hp > nMaxHp then
  768. hp = nMaxHp
  769. end
  770. elseif calcType == 26 then
  771. -- 当前攻击者攻击力百分比
  772. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  773. hp = atk * rate
  774. end
  775. if not NO_EXCALC_LIST[calcType] then
  776. if isAddHp then
  777. if defender.type == CombatDefine.COMBAT_OBJ_TYPE3 then
  778. hp = 0
  779. else
  780. local hpAddRate = CombatObj.getValue(defender, RoleDefine.HP_ADD_RATE) / 10000
  781. hp = hp *(1 + hpAddRate)
  782. hp = hp < 0 and 1 or hp
  783. end
  784. --[[
  785. else
  786. local defRate = getDef(defender)
  787. local jianshangRate = getJianshangRate(attacker, defender)
  788. local rateCombatNow =(1 -(defRate /(defRate + 600))) *(1 - jianshangRate)
  789. hp = hp * rateCombatNow * baoJi
  790. ]]--
  791. end
  792. end
  793. if not isAddHp and not isCmdBuffHurtRate then
  794. hp = hp * (1 + getCmdBuffHurtRate(attacker, defender))
  795. end
  796. if isAddHp and CombatImpl.comboType > 0 then
  797. hp = math.ceil(hp * 0.5)
  798. end
  799. hp = hp > 0 and hp or 0
  800. return hp
  801. end
  802. function calcBufferHp(attacker, defender, bufferID, isAddHp)
  803. --local conf = BufferExcel[bufferID]
  804. local conf = CombatBuff.GetBuffConfig(bufferID)
  805. local args
  806. if attacker.isPet then
  807. args = attacker.buffers[bufferID].args
  808. else
  809. args = conf.args
  810. end
  811. local hp = calcHp(attacker, defender, args[1], args[2], isAddHp)
  812. if args[5] then
  813. local limit = args[5] * CombatObj.getValue(attacker, RoleDefine.ATK_COMBAT_NOW) / 10000
  814. if hp > limit then
  815. hp = limit
  816. end
  817. end
  818. return hp
  819. end
  820. function calcValue(attacker, defender, calcType, rate)
  821. local value = 0
  822. rate = rate / 10000
  823. if calcType == 1 then
  824. -- 攻击百分比(技能防守)
  825. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  826. local atkValue = atk * rate
  827. if attacker.pos == defender.pos then
  828. value = value + atkValue
  829. else
  830. value = value - atkValue
  831. end
  832. end
  833. return value
  834. end