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