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@ -193,6 +193,7 @@ private:
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{
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hp_ = finaly_attr_abs[kHAT_Hp] + base_attr_abs[kHAT_Hp] * finaly_attr_rate[kHAT_HP_RATE];
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atk_ = finaly_attr_abs[kHAT_Atk] + base_attr_abs[kHAT_Atk] * finaly_attr_rate[kHAT_ATK_RATE];
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def_ = finaly_attr_abs[kHAT_Def] + base_attr_abs[kHAT_Def] * finaly_attr_rate[kHAT_DEF_RATE];
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crit_atk_ = finaly_attr_rate[kHAT_CRIT] * 1000;
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crit_atk_ratio_ = finaly_attr_rate[kHAT_CRIT_DAMAGE_RATE];
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dodge_ = finaly_attr_rate[kHAT_DODGE];
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@ -557,17 +558,6 @@ float BattleDataContext::CalcDmg(Creature* target, IBullet* bullet)
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g_calc_dmg_context = {0};
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g_calc_dmg_context.is_crit = IsCrit(bullet) ? 1 : 0;
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#if 1
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float total_atk = GetTotalAtk(bullet);
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float normal_dmg = total_atk *
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(1 - target->GetBattleContext()->GetDef() / (target->GetBattleContext()->GetDef() + 200));
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if (g_calc_dmg_context.is_crit) {
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normal_dmg *= 1.5;
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}
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float finaly_dmg = normal_dmg;
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finaly_dmg *= (1 + owner_.Get()->GetAbility()->GetAttrAddition(kHVAT_Dmg)); //连加
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finaly_dmg *= target->GetAbility()->GetAttrRuduce(kHVAT_Dmg); //(1-减免) 连乘
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#else
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float total_atk = GetTotalAtk(bullet);
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if (bullet->GetSkillMeta() && bullet->GetSkillMeta()->_number_meta) {
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switch (bullet->GetSkillMeta()->GetMagicId()) {
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@ -584,34 +574,15 @@ float BattleDataContext::CalcDmg(Creature* target, IBullet* bullet)
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break;
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}
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}
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float normal_dmg = total_atk * (1 - target->GetBattleContext()->GetDef() / (target->GetBattleContext()->GetDef() + 400));
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normal_dmg *= 1 + bullet->GetStrengthenWall();
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float crit = g_calc_dmg_context.is_crit ? GetCritRate(bullet) : 0;
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float dodge = IsDodge(bullet) ? GetDodgeRuduce(bullet) : 0;
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float finaly_dmg = normal_dmg * (1.0f + crit + dodge);
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finaly_dmg *= (1 + owner_.Get()->GetAbility()->GetDmgAddition());
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finaly_dmg *= (1 - target->GetAbility()->GetDmgRuduce());
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#if 1
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finaly_dmg *= (1 + bullet->GetStrengthenWall());
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#endif
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#ifdef DEBUG
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if (owner_.Get()->IsPlayer()) {
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std::string data = a8::Format
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("数值: 子弹攻击怪物 total_atk:%f hero_atk:%f weapon_%f normal_dmg:%f crit:%f dodge:%f finaly_dmg:%f target_def:%f",
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{
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total_atk,
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normal_dmg,
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GetHeroTotalAtk(),
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GetWeaponAtk(bullet),
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crit,
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dodge,
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finaly_dmg,
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target->GetBattleContext()->GetDef()
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});
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owner_.Get()->SendDebugMsg(data);
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float normal_dmg = total_atk *
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(1 - target->GetBattleContext()->GetDef() / (target->GetBattleContext()->GetDef() + 200));
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if (g_calc_dmg_context.is_crit) {
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normal_dmg *= 1.5;
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}
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#endif
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#endif
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float finaly_dmg = normal_dmg;
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finaly_dmg *= (1 + owner_.Get()->GetAbility()->GetAttrAddition(kHVAT_Dmg)); //连加
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finaly_dmg *= target->GetAbility()->GetAttrRuduce(kHVAT_Dmg); //(1-减免) 连乘
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finaly_dmg = std::max(1.0f, finaly_dmg);
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if (g_calc_dmg_context.is_crit) {
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g_calc_dmg_context.crit_dmg = finaly_dmg;
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@ -2,18 +2,6 @@
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#include "weakptr.h"
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/*
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子弹命中逻辑
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1、计算总攻击力
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2、计算普通伤害
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3、判断是否暴击(百分比系数),对方是否闪避(系数)
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4、得到实际伤害
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免伤后伤害=实际伤害*(1-免伤率)
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吸血值=吸血系数*实际伤害
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*/
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namespace MetaData
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{
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struct Equip;
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