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. CombatObj.updateValue(attacker, RoleDefine.HURT_COMBAT_NOW, hurt)
  468. return hurt, flag
  469. end
  470. function calcMagicHurt(attacker, index, targets, skillConfig)
  471. local hurt = 0
  472. local flag = 0
  473. -- 技能是否无视护甲
  474. local noHuJia = false
  475. if skillConfig.otherArgs and skillConfig.otherArgs.noHuJia == 1 then
  476. noHuJia = true
  477. end
  478. local targetCnt = 1
  479. if skillConfig.otherArgs and skillConfig.otherArgs.hurtFenTan and skillConfig.otherArgs.hurtFenTan[1] == 1 then
  480. targetCnt = #targets
  481. end
  482. local defender = targets[index]
  483. local outRate = getOutRate(attacker, defender, skillConfig, index, targets)
  484. outRate = outRate / 10000
  485. local beSkillHurtRate = getBeSkillOutRate(attacker, defender, skillConfig)
  486. local pojia = getPojia(attacker, defender, skillConfig)
  487. local outAtk = attacker.attr[RoleDefine.ATK_COMBAT_NOW] or getOutAtk(attacker, skillConfig)
  488. local def = noHuJia == true and 0 or getDef(defender, skillConfig)
  489. local jianshangRate = getJianshangRate(attacker, defender)
  490. local extraHurtRate = getExtraHurtRate(attacker, defender, skillConfig)
  491. local extraHurt = getExtraHurt(attacker, defender, skillConfig)
  492. local isBaoji, baojiHurtRate = getBaojiHurtRate(attacker, defender, skillConfig)
  493. defender.isBaoji = isBaoji
  494. attacker.isBaoji = attacker.isBaoji or isBaoji
  495. if isBaoji then
  496. flag = Util.setBit(flag, CombatDefine.FLAG_BAOJI)
  497. end
  498. local shanghaiRate = 1 + extraHurtRate - jianshangRate
  499. shanghaiRate = shanghaiRate < 0 and 0 or shanghaiRate
  500. local coefDef = def * (1 - pojia)
  501. coefDef = coefDef < 0 and 0 or coefDef
  502. local rateCombatNow = (1 - coefDef / (coefDef + 600) ) * shanghaiRate
  503. hurt = outAtk * outRate * rateCombatNow * baojiHurtRate * beSkillHurtRate / targetCnt
  504. hurt = hurt + extraHurt
  505. CombatObj.setValue(attacker, RoleDefine.ATK_COMBAT_NOW, outAtk)
  506. -- 当伤害超过百分比 的 伤害 加深或者减免
  507. local parcentRate = BeSkill.getHurtPercentRate(attacker, defender, hurt, skillConfig)
  508. hurt = hurt *(1 + parcentRate / 10000)
  509. -- 测试用
  510. if Gm.wudi and attacker.pos <= 10 then
  511. hurt = 1000000000
  512. end
  513. -- 连击模式
  514. if CombatImpl.comboType > 0 then
  515. hurt = hurt * CombatImpl.comboHurtRate / 10000
  516. end
  517. if defender.fentq then
  518. hurt = math.ceil(hurt / defender.fentq)
  519. else
  520. --修正
  521. if hurt <= 10000 then
  522. hurt = hurt * math.random(100,500)/10000 + hurt
  523. else
  524. hurt = hurt * math.random(100,300)/10000 + hurt
  525. end
  526. end
  527. hurt = math.ceil(hurt)
  528. if defender.attr[RoleDefine.HURT_RATE_MAX] > 0 then
  529. local hurtMax = CombatObj.getHpMax(defender) * defender.attr[RoleDefine.HURT_RATE_MAX] / 10000
  530. if hurt > hurtMax then
  531. hurt = hurtMax
  532. end
  533. end
  534. -- 剧情模式
  535. if CombatImpl.fightMode[1] == CombatDefine.FIGHT_MODE2 then
  536. local skillList = CombatImpl.fightMode[2]
  537. for k, v in pairs(skillList) do
  538. if skillConfig.id == v then
  539. hurt = defender.hp * 0.9
  540. break
  541. end
  542. end
  543. end
  544. --是否触发格挡
  545. if isGedang(defender) then
  546. hurt = hurt * 0.5
  547. end
  548. hurt = hurt > 0 and hurt or 1
  549. CombatObj.updateValue(attacker, RoleDefine.HURT_COMBAT_NOW, hurt)
  550. return hurt, flag
  551. end
  552. --[[
  553. 防守方最终闪避 =防守方闪避 * (1 - 攻击方额外命中)
  554. ]]
  555. local function isShanbi(attacker, index, targets)
  556. local defender = targets[index]
  557. local jingzhun = CombatObj.getValue(attacker, RoleDefine.JINGZHUN) + CombatPosLogic.getRestrict(attacker,defender,RoleDefine.JINGZHUN)
  558. local shanbi = CombatObj.getValue(defender, RoleDefine.SHANBI)
  559. if jingzhun >= 10000 then
  560. local mingZhong = jingzhun - 10000
  561. mingZhong = mingZhong < 0 and 0 or mingZhong
  562. -- 强制设定额外命中不超过 99%
  563. if mingZhong >= 9900 then
  564. mingZhong = 9900
  565. end
  566. local shanbiRatio = 10000 - mingZhong
  567. shanbiRatio = shanbiRatio < 0 and 0 or shanbiRatio
  568. shanbi = math.floor(shanbi *(shanbiRatio / 10000))
  569. else
  570. shanbi = 10000 - jingzhun + shanbi
  571. end
  572. local r = math.random(1, 10000)
  573. if r < shanbi then
  574. return true
  575. end
  576. return false
  577. end
  578. function calcHurt(attacker, index, targets, skillConfig)
  579. -- 魔兽主动攻击伤害值为战前算出来的固定值
  580. if skillConfig.type == CombatDefine.SKILL_TYPE4 then
  581. return attacker.hurt or skillConfig.hurtRate[1], 0
  582. end
  583. if not skillConfig.otherArgs.absoluteHit and isShanbi(attacker, index, targets) then
  584. local flag = 0
  585. flag = Util.setBit(flag, CombatDefine.FLAG_SHANBI)
  586. return 0, flag
  587. end
  588. if attacker.hurtType == CombatDefine.MAGIC_HURT_TYPE then
  589. return calcMagicHurt(attacker, index, targets, skillConfig)
  590. elseif attacker.hurtType == CombatDefine.PHY_HURT_TYPE then
  591. return calcPhyHurt(attacker, index, targets, skillConfig)
  592. else
  593. return calcPhyHurt(attacker, index, targets, skillConfig)
  594. end
  595. end
  596. -- 额外作用,buff的伤害加成
  597. local function getCmdBuffHurtRate(attacker, defender)
  598. local extraHurtRate = 0
  599. if attacker and defender.pos and attacker.pos ~= defender.pos then
  600. extraHurtRate = extraHurtRate + CombatObj.getJobHurtRate(attacker, defender)
  601. -- 职业相关额外伤害加成
  602. extraHurtRate = extraHurtRate + CombatObj.getStatusHurtRate(attacker, defender)
  603. -- 状态相关额外伤害加成
  604. extraHurtRate = extraHurtRate + BeSkill.getExtraHurtRateEx(attacker, defender)
  605. --
  606. end
  607. return extraHurtRate / 10000
  608. end
  609. NO_EXCALC_LIST = {
  610. [7] = 1,
  611. [8] = 1,
  612. [11] = 1,
  613. [13] = 1,
  614. [14] = 1,
  615. [15] = 1,
  616. [16] = 1,
  617. [17] = 1,
  618. [18] = 1,
  619. [19] = 1,
  620. }
  621. function calcHp(attacker, defender, calcType, rate, isAddHp, flag)
  622. local hp
  623. -- 魔兽技能是 具体值 不需要 除以一万
  624. if calcType ~= 8 then
  625. rate = rate / 10000
  626. end
  627. local isCmdBuffHurtRate = nil
  628. local baoJi = 1
  629. if calcType == 1 then
  630. -- 攻击百分比(技能释放者)
  631. -- local atk = CombatObj.getValue(attacker,RoleDefine.ATK_COMBAT_NOW)
  632. -- hp = atk * rate
  633. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  634. local atkRate = CombatObj.getValue(attacker, RoleDefine.ATK_RATE) / 10000
  635. local extraHurtRate = 0
  636. if not isAddHp then
  637. extraHurtRate = defender.attr[RoleDefine.XURUO] / 10000
  638. end
  639. hp = atk *(1 + extraHurtRate) * rate
  640. elseif calcType == 2 then
  641. -- 生命上限百分比(技能释放者)
  642. hp = CombatObj.getHpMax(attacker) * rate
  643. elseif calcType == 3 then
  644. -- 当前生命百分比(技能释放者)
  645. hp = attacker.hp * rate
  646. elseif calcType == 4 then
  647. -- 损失生命百分比(技能释放者)
  648. hp =(CombatObj.getHpMax(attacker) - attacker.hp) * rate
  649. elseif calcType == 5 then
  650. -- 目标生命百分比(技能目标)
  651. hp = defender.hp * rate
  652. elseif calcType == 6 then
  653. -- 目标生命上限百分比(技能目标)
  654. hp = CombatObj.getHpMax(defender) * rate
  655. if flag ~= nil and flag > 0 then
  656. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  657. local atkMax = flag * atk / 10000
  658. if hp > atkMax then
  659. hp = atkMax
  660. end
  661. end
  662. elseif calcType == 7 then
  663. -- 伤害百分比
  664. local realAttacker = CombatImpl.nowAttacker or attacker
  665. hp = CombatObj.getValue(realAttacker, RoleDefine.HURT_COMBAT_NOW) * rate
  666. isCmdBuffHurtRate = true
  667. elseif calcType == 8 then
  668. -- 具体值(魔兽用)
  669. hp = rate
  670. elseif calcType == 9 then
  671. -- 当前攻击力百分比
  672. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  673. hp = atk * rate
  674. elseif calcType == 10 then
  675. -- 技能暴击时伤害的百分比
  676. hp = getOutAtk(attacker)
  677. local baojiRate = 10000
  678. baojiRate = attacker.attr[RoleDefine.BAOJI_HURT_RATE]
  679. baojiRate = baojiRate / 10000
  680. baoJi = baojiRate * rate
  681. elseif calcType == 11 then
  682. -- 生命上限百分比不走公式(技能释放者)
  683. hp = CombatObj.getHpMax(attacker) * rate
  684. elseif calcType == 12 then
  685. -- 当前战斗回合造成的总伤害
  686. if attacker.combatResult[4] then
  687. hp = - attacker.combatResult[4] * rate
  688. else
  689. hp = 1
  690. end
  691. elseif calcType == 13 then
  692. -- 当前生命百分比(技能释放者,不算减伤)
  693. hp = attacker.hp * rate
  694. elseif calcType == 14 then
  695. -- 损失生命百分比(技能释放者,不算减伤)
  696. hp =(CombatObj.getHpMax(attacker) - attacker.hp) * rate
  697. elseif calcType == 15 then
  698. -- 目标生命百分比(技能目标,不算减伤)
  699. hp = defender.hp * rate
  700. elseif calcType == 16 then
  701. -- 目标生命上限百分比(技能目标,不算减伤)
  702. hp = CombatObj.getHpMax(defender) * rate
  703. if flag ~= nil and flag > 0 then
  704. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  705. local atkMax = flag * atk / 10000
  706. if hp > atkMax then
  707. hp = atkMax
  708. end
  709. end
  710. elseif calcType == 17 then
  711. -- 回合内 目标上一次对我造成的伤害
  712. if defender.combatResult[5] and defender.combatResult[5][attacker.pos] then
  713. hp = - defender.combatResult[5][attacker.pos] * rate
  714. else
  715. hp = 1
  716. end
  717. elseif calcType == 18 then
  718. -- 当前攻击力百分比(不算减伤)
  719. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  720. hp = atk * rate
  721. elseif calcType == 19 then
  722. -- 攻击百分比(技能释放者,不算减伤)
  723. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  724. local atkRate = CombatObj.getValue(attacker, RoleDefine.ATK_RATE) / 10000
  725. local extraHurtRate = 0
  726. if not isAddHp then
  727. extraHurtRate = defender.attr[RoleDefine.XURUO] / 10000
  728. end
  729. hp = atk *(1 + atkRate) *(1 + extraHurtRate) * rate
  730. elseif calcType == 20 then
  731. -- 触发了被动技能类型40的攻击对象的伤害加成
  732. hp = 0
  733. if attacker.beskill40 then
  734. for pos in pairs(attacker.beskill40) do
  735. local hpAdd = attacker.combatResult[5][pos] or 0
  736. hp = hp + hpAdd
  737. end
  738. end
  739. hp = - hp * rate
  740. elseif calcType == 21 then
  741. -- 回合内 我对目标造成造成的伤害
  742. if attacker.combatResult[5] and attacker.combatResult[5][defender.pos] then
  743. hp = - attacker.combatResult[5][defender.pos] * rate
  744. else
  745. hp = 1
  746. end
  747. elseif calcType == 22 then
  748. -- 目标生命上限百分比(上限是自己的攻击)
  749. hp = CombatObj.getHpMax(defender) * rate
  750. if flag ~= nil and flag > 0 then
  751. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  752. local atkMax = flag * atk / 10000
  753. if hp > atkMax then
  754. hp = atkMax
  755. end
  756. end
  757. elseif calcType == 23 then
  758. -- 目标损失生命上限百分比 上限时攻击的4倍
  759. hp = (CombatObj.getHpMax(defender) - defender.hp) * rate
  760. elseif calcType == 24 then
  761. -- 目标损失生命上限百分比 上限时攻击的4倍
  762. hp = CombatObj.getValue(defender, RoleDefine.RATE_COMBAT_NOW) * rate
  763. elseif calcType == 25 then
  764. -- 目标当前生命百分比,不超过攻击者攻击力的10倍
  765. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  766. local nMaxHp = atk * 10
  767. hp = defender.hp * rate
  768. if hp > nMaxHp then
  769. hp = nMaxHp
  770. end
  771. elseif calcType == 26 then
  772. -- 当前攻击者攻击力百分比
  773. local atk = CombatObj.getValue(attacker, RoleDefine.ATK)
  774. hp = atk * rate
  775. end
  776. if not NO_EXCALC_LIST[calcType] then
  777. if isAddHp then
  778. if defender.type == CombatDefine.COMBAT_OBJ_TYPE3 then
  779. hp = 0
  780. else
  781. local hpAddRate = CombatObj.getValue(defender, RoleDefine.HP_ADD_RATE) / 10000
  782. hp = hp *(1 + hpAddRate)
  783. hp = hp < 0 and 1 or hp
  784. end
  785. --[[
  786. else
  787. local defRate = getDef(defender)
  788. local jianshangRate = getJianshangRate(attacker, defender)
  789. local rateCombatNow =(1 -(defRate /(defRate + 600))) *(1 - jianshangRate)
  790. hp = hp * rateCombatNow * baoJi
  791. ]]--
  792. end
  793. end
  794. if not isAddHp and not isCmdBuffHurtRate then
  795. hp = hp * (1 + getCmdBuffHurtRate(attacker, defender))
  796. end
  797. if isAddHp and CombatImpl.comboType > 0 then
  798. hp = math.ceil(hp * 0.5)
  799. end
  800. hp = hp > 0 and hp or 0
  801. return hp
  802. end
  803. function calcBufferHp(attacker, defender, bufferID, isAddHp)
  804. --local conf = BufferExcel[bufferID]
  805. local conf = CombatBuff.GetBuffConfig(bufferID)
  806. local args
  807. if attacker.isPet then
  808. args = attacker.buffers[bufferID].args
  809. else
  810. args = conf.args
  811. end
  812. local hp = calcHp(attacker, defender, args[1], args[2], isAddHp)
  813. if args[5] then
  814. local limit = args[5] * CombatObj.getValue(attacker, RoleDefine.ATK_COMBAT_NOW) / 10000
  815. if hp > limit then
  816. hp = limit
  817. end
  818. end
  819. return hp
  820. end
  821. function calcValue(attacker, defender, calcType, rate)
  822. local value = 0
  823. rate = rate / 10000
  824. if calcType == 1 then
  825. -- 攻击百分比(技能防守)
  826. local atk = CombatObj.getValue(defender, RoleDefine.ATK)
  827. local atkValue = atk * rate
  828. if attacker.pos == defender.pos then
  829. value = value + atkValue
  830. else
  831. value = value - atkValue
  832. end
  833. end
  834. return value
  835. end