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217
Service/Application.Domain/Tool/Base/FightCompute.cs
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217
Service/Application.Domain/Tool/Base/FightCompute.cs
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using Dm.util;
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namespace Application.Domain;
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public class FightCompute
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{
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public static FightResultModel ComputeFight(UserAttrModel atkUser, UserAttrModel defUser)
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{
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int result = 0;
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int myHarm = 0;
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int otHarm = 0;
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List<string> myStateData = new List<string>();
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List<FightRemoveData> myRemData = new List<FightRemoveData>();
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List<string> otStateData = new List<string>();
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List<FightRemoveData> otRemData = new List<FightRemoveData>();
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var atkHandle = UnitFight(atkUser, defUser);
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myHarm += atkHandle.atkHarm;
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otHarm += atkHandle.defHarm;
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otStateData.AddRange(atkHandle.stateData);
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otRemData.AddRange(atkHandle.remData);
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if (defUser.IsSystem == 1) {
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var defHandle = UnitFight(defUser, atkUser);
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myHarm += defHandle.defHarm;
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otHarm += defHandle.atkHarm;
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myStateData.AddRange(defHandle.stateData);
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myRemData.AddRange(defHandle.remData);
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}
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return new FightResultModel() {
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result = result,
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myHarm = myHarm,
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otHarm = otHarm,
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myStateData = myStateData,
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myRemData = myRemData,
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otStateData = otStateData,
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otRemData = otRemData
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};
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}
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private static UnitFightResult UnitFight(UserAttrModel atkUser, UserAttrModel defUser)
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{
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int atkHarm = 0;
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int defHarm = 0;
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List<string> stateData = new List<string>();
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List<FightRemoveData> remData = new List<FightRemoveData>();
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//闪避处理
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if (defUser.Dodge > 0)
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{
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decimal dodgeRide = defUser.Dodge - atkUser.Deadly + defUser.DeadlyLess;
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if (dodgeRide > 0)
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{
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if (randomTrigger(dodgeRide))
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{
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return new UnitFightResult()
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{
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atkHarm = 0,
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defHarm = 0,
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stateData = stateData,
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remData = remData
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};
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}
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}
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}
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//士气处理
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if (atkUser.upMorale > 0)
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{
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atkUser.minAtk = Convert.ToInt32(atkUser.minAtk * (1.0 + (atkUser.morale / atkUser.upMorale) * 0.3));
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}
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if (defUser.upMorale > 0)
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{
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defUser.defense = Convert.ToInt32(defUser.defense * (1.0 + (atkUser.morale / atkUser.upMorale) * 0.3));
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}
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if (atkUser.minAtk > defUser.defense && defUser.defense > 0)
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{
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double harmRide = (atkUser.minAtk - defUser.defense) / defUser.defense;
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harmRide = harmRide > 1.2 ? 1.2 : harmRide;
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double fight_Harm = harmRide * atkUser.maxAtk;
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defHarm +=Convert.ToInt32( 0 - fight_Harm);
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}
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else
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{
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defHarm = -1;
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}
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//暴击处理
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if (atkUser.Crit > 0)
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{
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if (randomTrigger(atkUser.Crit))
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{
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defHarm = Convert.ToInt32(defHarm * 1.5) ;
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}
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}
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//处理反弹
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if (defUser.Rebound > 0)
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{
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decimal reboundRide = defUser.Rebound = atkUser.ReboundLess;
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if (reboundRide > 0)
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{
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atkHarm += Convert.ToInt32( defHarm * reboundRide);
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}
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}
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defHarm +=Convert.ToInt32(0 - atkUser.Harm_Add) ; //额外伤害
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//连击处理
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if (atkUser.Atk_Next > 0)
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{
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if (randomTrigger(atkUser.Atk_Next))
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{
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defHarm =Convert.ToInt32( defHarm * 1.3);
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atkHarm += Convert.ToInt32(atkHarm * 1.3) ;
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}
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}
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//免伤处理
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if (defUser.NoHarm > 0 && defHarm < -1)
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{
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defHarm = Convert.ToInt32( defHarm * (1 - defUser.NoHarm));
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defHarm = defHarm > 0 ? 0 : defHarm;
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}
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//吸血处理
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if (defHarm < 0 && atkUser.InBlood > 0)
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{
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decimal inBloodRide = atkUser.InBlood - defUser.Punish;
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if (inBloodRide > 0)
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{
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atkHarm += Convert.ToInt32((0 - defHarm) * inBloodRide);
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}
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}
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//#region 状态类处理
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decimal slow = atkUser.Slow - defUser.SlowLess;
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if (randomTrigger(slow))
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{
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stateData.Add("Slow");
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}
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decimal poison = atkUser.Poison - defUser.PoisonLess;
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if (randomTrigger(poison))
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{
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stateData.Add("Poison");
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}
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decimal curse = atkUser.Curse - defUser.CurseLess;
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if (randomTrigger(curse))
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{
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stateData.Add("Curse");
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}
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decimal weaken = atkUser.Weaken - defUser.WeakenLess;
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if (randomTrigger(weaken))
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{
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stateData.Add("Weaken");
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}
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decimal depressed = atkUser.Depressed - defUser.DepressedLess;
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if (randomTrigger(depressed))
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{
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stateData.Add("Depressed");
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}
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decimal breach = atkUser.Breach - defUser.BreachLess;
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if (randomTrigger(breach))
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{
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stateData.Add("Breach");
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}
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decimal palsyatk = atkUser.PalsyAtk - defUser.PalsyAtkLess;
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if (randomTrigger(palsyatk))
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{
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stateData.Add("PalsyAtk");
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}
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if (randomTrigger(atkUser.Del_Fashion))
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{
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if (defUser.code == nameof(UserEnum.AttrCode.Person))
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{
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remData.Add(new FightRemoveData()
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{
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code = "Equ",
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par = "Fashion",
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count = 1
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});
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}
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}
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//#endregion
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return new UnitFightResult()
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{
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atkHarm = atkHarm,
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defHarm = defHarm,
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stateData = stateData,
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remData = remData
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};
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}
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private static bool randomTrigger(decimal rate)
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{
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Random random = new Random();
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double rand = random.NextDouble();
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return rand < Convert.ToDouble(rate);
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}
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}
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public class UnitFightResult
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{
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public int atkHarm { get; set; }
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public int defHarm { get; set; }
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public List<string> stateData { get; set; }
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public List<FightRemoveData> remData { get; set; }
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}
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