1
This commit is contained in:
parent
35ad701382
commit
64308c203d
@ -1,55 +0,0 @@
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#include "precompile.h"
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#include "attr.h"
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#include "creature.h"
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float Attr::CalcDmg(Creature* target, int weapon_uniid)
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{
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float total_atk = (GetTotalAtk() / 100 + 1) * GetWeaponAtk();
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float normal_dmg = total_atk * (1 - target->attr->GetDef() / 1000);
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float crit = IsCrit() ? 1 + GetCritRate() : 1;
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float dodge = IsDodge() ? 1 + GetDodgeRate() : 1;
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}
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float Attr::GetTotalAtk()
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{
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return 0;
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}
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float Attr::GetDef()
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{
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return 0;
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}
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float Attr::GetHeroTotalAtk()
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{
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return 0;
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}
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float Attr::GetWeaponAtk()
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{
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return 0;
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}
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bool Attr::IsCrit()
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{
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return true;
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}
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bool Attr::IsDodge()
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{
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return true;
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}
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float Attr::GetCritRate()
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{
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return 0;
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}
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float Attr::GetDodgeRate()
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{
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return 0;
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}
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@ -1,34 +0,0 @@
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#pragma once
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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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class Attr
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{
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public:
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float CalcDmg(Creature* target, int weapon_uniid);
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float GetDef();
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private:
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float GetTotalAtk();
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float GetHeroTotalAtk();
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float GetWeaponAtk();
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bool IsCrit();
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float GetCritRate();
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bool IsDodge();
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float GetDodgeRate();
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private:
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CreatureWeakPtr owner_;
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};
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320
server/gameserver/battledatacontext.cc
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320
server/gameserver/battledatacontext.cc
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#include "precompile.h"
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#include <math.h>
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#include "battledatacontext.h"
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#include "human.h"
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#include "metamgr.h"
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#include "creature.h"
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#include "types.h"
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float* GetAttrAbsPtr(std::array<float, kHAT_End>& attr, int attr_id)
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{
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if (!IsValidHumanAttr(attr_id)) {
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return nullptr;
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}
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return &attr[attr_id];
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}
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float* GetAttrRatePtr(std::array<float, kHAT_End>& attr, int attr_id)
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{
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if (!IsValidHumanAttr(attr_id)) {
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return nullptr;
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}
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return &attr[attr_id];
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}
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void BattleDataContext::Clear()
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{
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hero_attr_abs_ = {};
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hero_attr_rate_ = {};
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weapon1_attr_abs_ = {};
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weapon1_attr_rate_ = {};
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weapon2_attr_abs_ = {};
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weapon2_attr_rate_ = {};
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}
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void BattleDataContext::ParseResult(a8::XObject& obj)
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{
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is_valid_battle = obj.Get("is_valid_battle");
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payload = obj.Get("payload").GetString();
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errcode = obj.Get("errcode");
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errmsg = obj.Get("errmsg").GetString();
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if (obj.HasKey("hero_dto") && obj.At("hero_dto")->IsObject()) {
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hero_dto = obj.At("hero_dto");
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hero_uniid_ = hero_dto->Get("hero_uniid", "");
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if (hero_dto->HasKey("attr") && hero_dto->IsArray()) {
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ApplyAttr(hero_attr_abs_,
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hero_attr_rate_,
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hero_dto->At("attr"));
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}
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}
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if (obj.HasKey("weapon_dto1") && obj.At("weapon_dto1")->IsObject()) {
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weapon_dto1 = obj.At("weapon_dto1");
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weapon_uniid1_ = weapon_dto1->Get("gun_uniid", 0);
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if (weapon_dto1->HasKey("attr") && weapon_dto1->IsArray()) {
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ApplyAttr(weapon1_attr_abs_,
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weapon1_attr_rate_,
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weapon_dto1->At("attr"));
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}
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}
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if (obj.HasKey("weapon_dto2") && obj.At("weapon_dto2")->IsObject()) {
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weapon_dto2 = obj.At("weapon_dto2");
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weapon_uniid2_ = weapon_dto2->Get("gun_uniid", 0);
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if (weapon_dto2->HasKey("attr") && weapon_dto2->IsArray()) {
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ApplyAttr(weapon2_attr_abs_,
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weapon2_attr_rate_,
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weapon_dto2->At("attr"));
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}
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}
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}
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float BattleDataContext::GetHeroAttrAbs(long long hero_uniid, int attr_id)
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{
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if (hero_uniid && hero_uniid == hero_uniid_) {
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if (IsValidHumanAttr(attr_id)) {
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return hero_attr_abs_[attr_id];
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}
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}
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return 0;
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}
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float BattleDataContext::GetHeroAttrRate(long long hero_uniid, int attr_id)
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{
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if (hero_uniid && hero_uniid == hero_uniid_) {
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if (IsValidHumanAttr(attr_id)) {
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return hero_attr_rate_[attr_id]/ 100.0f;
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}
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}
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return 0;
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}
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float BattleDataContext::GetWeaponAttrAbs(long long weapon_uniid, int attr_id)
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{
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if (!weapon_uniid) {
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return 0;
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}
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if (IsValidHumanAttr(attr_id)) {
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if (weapon_uniid == weapon_uniid1_) {
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return weapon1_attr_abs_[attr_id];
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} else if (weapon_uniid == weapon_uniid2_) {
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return weapon2_attr_abs_[attr_id];
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}
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}
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return 0;
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}
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float BattleDataContext::GetWeaponAttrRate(long long weapon_uniid, int attr_id)
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{
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if (!weapon_uniid) {
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return 0;
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}
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if (IsValidHumanAttr(attr_id)) {
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if (weapon_uniid == weapon_uniid1_) {
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return weapon1_attr_rate_[attr_id];
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} else if (weapon_uniid == weapon_uniid2_) {
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return weapon2_attr_rate_[attr_id];
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}
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}
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return 0;
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}
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void BattleDataContext::ApplyAttr(std::array<float, kHAT_End>& attr_abs,
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std::array<float, kHAT_End>& attr_rate,
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std::shared_ptr<a8::XObject> obj)
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{
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if (obj->IsArray()) {
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for (int i = 0; i < obj->Size(); ++i) {
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std::shared_ptr<a8::XObject> obj = obj->At(i);
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if (obj->IsObject()) {
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int attr_id = obj->Get("attr_id", 0);
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int type = obj->Get("type", 0);
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int val = obj->Get("val", 0);
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if (type == 1) {
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float* p = GetAttrAbsPtr(attr_abs, attr_id);
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if (p) {
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*p = val;
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}
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} else if (type == 2) {
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float* p = GetAttrRatePtr(attr_rate, attr_id);
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if (p) {
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*p = val;
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}
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}
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}
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}
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}
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}
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void BattleDataContext::GetHeroLvQualit(int& hero_lv, int& quality)
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{
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hero_lv = 0;
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quality = 0;
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if (hero_uniid_) {
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hero_lv = hero_dto->Get("hero_lv", 0).GetInt();
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quality = hero_dto->Get("quality", 0).GetInt();
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}
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}
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void BattleDataContext::GetWeaponLvQualit(int& weapon_lv, int& quality)
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{
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weapon_lv = 0;
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quality = 0;
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if (weapon_uniid1_) {
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weapon_lv += weapon_dto1->Get("gun_lv", 0).GetInt();
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quality += weapon_dto1->Get("quality", 0).GetInt();
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}
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if (weapon_uniid2_) {
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weapon_lv += weapon_dto2->Get("gun_lv", 0).GetInt();
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quality += weapon_dto2->Get("quality", 0).GetInt();
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}
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}
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void BattleDataContext::CalcBattleStat(struct PlayerStats* stats)
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{
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auto CalcHeroPvpCeg =
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[] (long long ceg_uplimit, struct PlayerStats* stats) -> long long
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{
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MetaData::FormulaPvp* meta = MetaMgr::Instance()->GetFormulaPvp(stats->ranked_topx);
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if (!meta) {
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return 0;
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}
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long long ceg = round
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(
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ceg_uplimit *
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(
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(0.5 * stats->ranked_topx * meta->i->ranked_topx()) +
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(0.25 * stats->kills_topx * meta->i->kills_topx()) +
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(0.15 * stats->hero_topx * meta->i->hero_topx()) +
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(0.5 * stats->weapon_topx * meta->i->weapon_topx()) +
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(0.5 * stats->survival_topx * meta->i->survival_topx())
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)
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);
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return ceg;
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};
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auto CalcWeaponPvpCeg =
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[] (long long ceg_uplimit, struct PlayerStats* stats) -> long long
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{
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MetaData::FormulaPvp* meta = MetaMgr::Instance()->GetFormulaPvp(stats->ranked_topx);
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if (!meta) {
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return 0;
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}
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long long ceg = round
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(
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ceg_uplimit *
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(
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(0.5 * stats->ranked_topx * meta->i->ranked_topx()) +
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(0.25 * stats->kills_topx * meta->i->kills_topx()) +
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(0.15 * stats->hero_topx * meta->i->hero_topx()) +
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(0.5 * stats->weapon_topx * meta->i->weapon_topx()) +
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(0.5 * stats->survival_topx * meta->i->survival_topx())
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)
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);
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return ceg;
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};
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if (hero_uniid_) {
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int hero_id = hero_dto->Get("hero_id", 0).GetInt();
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int quality = hero_dto->Get("quality", 0).GetInt();
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int today_get_gold = hero_dto->Get("today_get_gold", 0).GetInt();
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MetaData::Player* hero_meta = MetaMgr::Instance()->GetPlayer(hero_id);
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MetaData::HeroQuality* quality_meta = MetaMgr::Instance()->GetHeroQuality(quality);
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stats->pb_hero_stats.set_hero_uniid(a8::XValue(hero_uniid_).GetString());
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stats->pb_hero_stats.set_hero_id(hero_id);
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stats->pb_hero_stats.set_hero_name(hero_meta ? hero_meta->i->name() : "");
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if (quality_meta) {
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int up_limit = quality_meta->GetPvpCegUpLimit();
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int ceg = CalcHeroPvpCeg(up_limit, stats);
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int new_ceg = std::min(up_limit, today_get_gold + ceg);
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int finaly_ceg = std::max(0, new_ceg - today_get_gold);
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stats->pb_hero_stats.set_ceg_uplimit(up_limit);
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stats->pb_hero_stats.set_today_get_ceg
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(std::min(up_limit, today_get_gold + finaly_ceg));
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stats->pb_hero_stats.set_reward_ceg(finaly_ceg);
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}
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}
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std::vector<std::shared_ptr<a8::XObject>> weapons;
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if (weapon_dto1) {
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weapons.push_back(weapon_dto1);
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}
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if (weapon_dto2) {
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weapons.push_back(weapon_dto2);
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}
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for (auto& weapon_dto : weapons) {
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std::string gun_uniid = weapon_dto->Get("gun_uniid", 0).GetString();
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int gun_id = weapon_dto->Get("gun_id", 0).GetInt();
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int quality = weapon_dto->Get("quality", 0).GetInt();
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int today_get_gold = weapon_dto->Get("today_get_gold", 0).GetInt();
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MetaData::Item* item_meta = MetaMgr::Instance()->GetItem(gun_id);
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MetaData::GunQuality* quality_meta = MetaMgr::Instance()->GetGunQuality(quality);
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auto p = stats->pb_weapons_stats.Add();
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p->set_weapon_uniid(gun_uniid);
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p->set_weapon_id(gun_id);
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p->set_weapon_name(item_meta ? item_meta->i->name() : "");
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if (quality_meta) {
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int up_limit = quality_meta->GetPvpCegUpLimit();
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int ceg = CalcWeaponPvpCeg(up_limit, stats);
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int new_ceg = std::min(up_limit, today_get_gold + ceg);
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int finaly_ceg = std::max(0, new_ceg - today_get_gold);
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p->set_ceg_uplimit(up_limit);
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p->set_today_get_ceg
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(std::min(up_limit, today_get_gold + finaly_ceg));
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p->set_reward_ceg(finaly_ceg);
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}
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}
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}
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float BattleDataContext::CalcDmg(Creature* target, int weapon_uniid)
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{
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float total_atk = (GetTotalAtk() / 100 + 1) * GetWeaponAtk();
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float normal_dmg = total_atk * (1 - target->GetBattleContext()->GetDef() / 1000);
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float crit = IsCrit() ? GetCritRate() : 0;
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float dodge = IsDodge() ? GetDodgeRate() : 0;
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float finaly_dmg = normal_dmg * (1.0f + crit + dodge);
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return finaly_dmg;
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}
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float BattleDataContext::GetTotalAtk()
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{
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return 0;
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}
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float BattleDataContext::GetDef()
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{
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return 0;
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}
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float BattleDataContext::GetHeroTotalAtk()
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{
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return 0;
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}
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float BattleDataContext::GetWeaponAtk()
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{
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return 0;
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}
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bool BattleDataContext::IsCrit()
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{
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return true;
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}
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bool BattleDataContext::IsDodge()
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{
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return true;
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}
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float BattleDataContext::GetCritRate()
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{
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return 0;
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}
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float BattleDataContext::GetDodgeRate()
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{
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return 0;
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}
|
75
server/gameserver/battledatacontext.h
Normal file
75
server/gameserver/battledatacontext.h
Normal file
@ -0,0 +1,75 @@
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#pragma once
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|
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|
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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
|
||||
2、计算普通伤害
|
||||
3、判断是否暴击(百分比系数),对方是否闪避(系数)
|
||||
4、得到实际伤害
|
||||
|
||||
免伤后伤害=实际伤害*(1-免伤率)
|
||||
吸血值=吸血系数*实际伤害
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||||
|
||||
*/
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class Creature;
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struct PlayerStats;
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struct BattleDataContext
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{
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std::shared_ptr<cs::CMJoin> join_msg;
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long long battle_uuid = 0;
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int is_valid_battle = 0;
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std::string payload;
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int errcode = 0;
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std::string errmsg;
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|
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std::shared_ptr<a8::XObject> hero_dto;
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std::shared_ptr<a8::XObject> weapon_dto1;
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std::shared_ptr<a8::XObject> weapon_dto2;
|
||||
|
||||
float GetHeroAttrAbs(long long hero_uniid, int attr_id);
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||||
float GetHeroAttrRate(long long hero_uniid, int attr_id);
|
||||
|
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void GetHeroLvQualit(int& hero_lv, int& quality);
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void GetWeaponLvQualit(int& weapon_lv, int& quality);
|
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|
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float GetWeaponAttrAbs(long long weapon_uniid, int attr_id);
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float GetWeaponAttrRate(long long weapon_uniid, int attr_id);
|
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|
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void ParseResult(a8::XObject& obj);
|
||||
|
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void CalcBattleStat(struct PlayerStats* stats);
|
||||
|
||||
float CalcDmg(Creature* target, int weapon_uniid);
|
||||
|
||||
float GetDef();
|
||||
|
||||
private:
|
||||
void Clear();
|
||||
void ApplyAttr(std::array<float, kHAT_End>& attr_abs,
|
||||
std::array<float, kHAT_End>& attr_rate,
|
||||
std::shared_ptr<a8::XObject> obj);
|
||||
|
||||
float GetTotalAtk();
|
||||
float GetHeroTotalAtk();
|
||||
float GetWeaponAtk();
|
||||
bool IsCrit();
|
||||
float GetCritRate();
|
||||
bool IsDodge();
|
||||
float GetDodgeRate();
|
||||
|
||||
private:
|
||||
long long hero_uniid_ = 0;
|
||||
long long weapon_uniid1_ = 0;
|
||||
long long weapon_uniid2_ = 0;
|
||||
|
||||
std::array<float, kHAT_End> hero_attr_abs_ = {};
|
||||
std::array<float, kHAT_End> hero_attr_rate_ = {};
|
||||
|
||||
std::array<float, kHAT_End> weapon1_attr_abs_ = {};
|
||||
std::array<float, kHAT_End> weapon1_attr_rate_ = {};
|
||||
|
||||
std::array<float, kHAT_End> weapon2_attr_abs_ = {};
|
||||
std::array<float, kHAT_End> weapon2_attr_rate_ = {};
|
||||
};
|
@ -5,7 +5,7 @@
|
||||
#include "trigger.h"
|
||||
#include "ability.h"
|
||||
#include "weapon.h"
|
||||
#include "attr.h"
|
||||
#include "battledatacontext.h"
|
||||
|
||||
#include "cs_proto.pb.h"
|
||||
|
||||
@ -91,7 +91,6 @@ class Creature : public MoveableEntity
|
||||
bool playing_skill = false;
|
||||
int power_idx = -1;
|
||||
int hold_shield_hp = 0;
|
||||
Attr* attr = nullptr;
|
||||
|
||||
Weapon second_weapon;
|
||||
a8::Vec2 context_pos;
|
||||
|
@ -2,6 +2,8 @@
|
||||
|
||||
#include "cs_proto.pb.h"
|
||||
|
||||
#include "battledatacontext.h"
|
||||
|
||||
enum MatchTeamPhase_e
|
||||
{
|
||||
kMatchCombining = 1,
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
#include <a8/timer_attacher.h>
|
||||
|
||||
#include "battledatacontext.h"
|
||||
namespace cs
|
||||
{
|
||||
class CMJoin;
|
||||
|
@ -4,262 +4,3 @@
|
||||
|
||||
#include "metamgr.h"
|
||||
#include "human.h"
|
||||
|
||||
float* GetAttrAbsPtr(std::array<float, kHAT_End>& attr, int attr_id)
|
||||
{
|
||||
if (!IsValidHumanAttr(attr_id)) {
|
||||
return nullptr;
|
||||
}
|
||||
return &attr[attr_id];
|
||||
}
|
||||
|
||||
float* GetAttrRatePtr(std::array<float, kHAT_End>& attr, int attr_id)
|
||||
{
|
||||
if (!IsValidHumanAttr(attr_id)) {
|
||||
return nullptr;
|
||||
}
|
||||
return &attr[attr_id];
|
||||
}
|
||||
|
||||
void BattleDataContext::Clear()
|
||||
{
|
||||
hero_attr_abs_ = {};
|
||||
hero_attr_rate_ = {};
|
||||
weapon1_attr_abs_ = {};
|
||||
weapon1_attr_rate_ = {};
|
||||
weapon2_attr_abs_ = {};
|
||||
weapon2_attr_rate_ = {};
|
||||
}
|
||||
|
||||
void BattleDataContext::ParseResult(a8::XObject& obj)
|
||||
{
|
||||
is_valid_battle = obj.Get("is_valid_battle");
|
||||
payload = obj.Get("payload").GetString();
|
||||
errcode = obj.Get("errcode");
|
||||
errmsg = obj.Get("errmsg").GetString();
|
||||
if (obj.HasKey("hero_dto") && obj.At("hero_dto")->IsObject()) {
|
||||
hero_dto = obj.At("hero_dto");
|
||||
hero_uniid_ = hero_dto->Get("hero_uniid", "");
|
||||
if (hero_dto->HasKey("attr") && hero_dto->IsArray()) {
|
||||
ApplyAttr(hero_attr_abs_,
|
||||
hero_attr_rate_,
|
||||
hero_dto->At("attr"));
|
||||
}
|
||||
}
|
||||
if (obj.HasKey("weapon_dto1") && obj.At("weapon_dto1")->IsObject()) {
|
||||
weapon_dto1 = obj.At("weapon_dto1");
|
||||
weapon_uniid1_ = weapon_dto1->Get("gun_uniid", 0);
|
||||
if (weapon_dto1->HasKey("attr") && weapon_dto1->IsArray()) {
|
||||
ApplyAttr(weapon1_attr_abs_,
|
||||
weapon1_attr_rate_,
|
||||
weapon_dto1->At("attr"));
|
||||
}
|
||||
}
|
||||
if (obj.HasKey("weapon_dto2") && obj.At("weapon_dto2")->IsObject()) {
|
||||
weapon_dto2 = obj.At("weapon_dto2");
|
||||
weapon_uniid2_ = weapon_dto2->Get("gun_uniid", 0);
|
||||
if (weapon_dto2->HasKey("attr") && weapon_dto2->IsArray()) {
|
||||
ApplyAttr(weapon2_attr_abs_,
|
||||
weapon2_attr_rate_,
|
||||
weapon_dto2->At("attr"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float BattleDataContext::GetHeroAttrAbs(long long hero_uniid, int attr_id)
|
||||
{
|
||||
if (hero_uniid && hero_uniid == hero_uniid_) {
|
||||
if (IsValidHumanAttr(attr_id)) {
|
||||
return hero_attr_abs_[attr_id];
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
float BattleDataContext::GetHeroAttrRate(long long hero_uniid, int attr_id)
|
||||
{
|
||||
if (hero_uniid && hero_uniid == hero_uniid_) {
|
||||
if (IsValidHumanAttr(attr_id)) {
|
||||
return hero_attr_rate_[attr_id]/ 100.0f;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
float BattleDataContext::GetWeaponAttrAbs(long long weapon_uniid, int attr_id)
|
||||
{
|
||||
if (!weapon_uniid) {
|
||||
return 0;
|
||||
}
|
||||
if (IsValidHumanAttr(attr_id)) {
|
||||
if (weapon_uniid == weapon_uniid1_) {
|
||||
return weapon1_attr_abs_[attr_id];
|
||||
} else if (weapon_uniid == weapon_uniid2_) {
|
||||
return weapon2_attr_abs_[attr_id];
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
float BattleDataContext::GetWeaponAttrRate(long long weapon_uniid, int attr_id)
|
||||
{
|
||||
if (!weapon_uniid) {
|
||||
return 0;
|
||||
}
|
||||
if (IsValidHumanAttr(attr_id)) {
|
||||
if (weapon_uniid == weapon_uniid1_) {
|
||||
return weapon1_attr_rate_[attr_id];
|
||||
} else if (weapon_uniid == weapon_uniid2_) {
|
||||
return weapon2_attr_rate_[attr_id];
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void BattleDataContext::ApplyAttr(std::array<float, kHAT_End>& attr_abs,
|
||||
std::array<float, kHAT_End>& attr_rate,
|
||||
std::shared_ptr<a8::XObject> obj)
|
||||
{
|
||||
if (obj->IsArray()) {
|
||||
for (int i = 0; i < obj->Size(); ++i) {
|
||||
std::shared_ptr<a8::XObject> obj = obj->At(i);
|
||||
if (obj->IsObject()) {
|
||||
int attr_id = obj->Get("attr_id", 0);
|
||||
int type = obj->Get("type", 0);
|
||||
int val = obj->Get("val", 0);
|
||||
if (type == 1) {
|
||||
float* p = GetAttrAbsPtr(attr_abs, attr_id);
|
||||
if (p) {
|
||||
*p = val;
|
||||
}
|
||||
} else if (type == 2) {
|
||||
float* p = GetAttrRatePtr(attr_rate, attr_id);
|
||||
if (p) {
|
||||
*p = val;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleDataContext::GetHeroLvQualit(int& hero_lv, int& quality)
|
||||
{
|
||||
hero_lv = 0;
|
||||
quality = 0;
|
||||
if (hero_uniid_) {
|
||||
hero_lv = hero_dto->Get("hero_lv", 0).GetInt();
|
||||
quality = hero_dto->Get("quality", 0).GetInt();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleDataContext::GetWeaponLvQualit(int& weapon_lv, int& quality)
|
||||
{
|
||||
weapon_lv = 0;
|
||||
quality = 0;
|
||||
if (weapon_uniid1_) {
|
||||
weapon_lv += weapon_dto1->Get("gun_lv", 0).GetInt();
|
||||
quality += weapon_dto1->Get("quality", 0).GetInt();
|
||||
}
|
||||
if (weapon_uniid2_) {
|
||||
weapon_lv += weapon_dto2->Get("gun_lv", 0).GetInt();
|
||||
quality += weapon_dto2->Get("quality", 0).GetInt();
|
||||
}
|
||||
}
|
||||
|
||||
void BattleDataContext::CalcBattleStat(struct PlayerStats* stats)
|
||||
{
|
||||
auto CalcHeroPvpCeg =
|
||||
[] (long long ceg_uplimit, struct PlayerStats* stats) -> long long
|
||||
{
|
||||
MetaData::FormulaPvp* meta = MetaMgr::Instance()->GetFormulaPvp(stats->ranked_topx);
|
||||
if (!meta) {
|
||||
return 0;
|
||||
}
|
||||
long long ceg = round
|
||||
(
|
||||
ceg_uplimit *
|
||||
(
|
||||
(0.5 * stats->ranked_topx * meta->i->ranked_topx()) +
|
||||
(0.25 * stats->kills_topx * meta->i->kills_topx()) +
|
||||
(0.15 * stats->hero_topx * meta->i->hero_topx()) +
|
||||
(0.5 * stats->weapon_topx * meta->i->weapon_topx()) +
|
||||
(0.5 * stats->survival_topx * meta->i->survival_topx())
|
||||
)
|
||||
);
|
||||
return ceg;
|
||||
};
|
||||
auto CalcWeaponPvpCeg =
|
||||
[] (long long ceg_uplimit, struct PlayerStats* stats) -> long long
|
||||
{
|
||||
MetaData::FormulaPvp* meta = MetaMgr::Instance()->GetFormulaPvp(stats->ranked_topx);
|
||||
if (!meta) {
|
||||
return 0;
|
||||
}
|
||||
long long ceg = round
|
||||
(
|
||||
ceg_uplimit *
|
||||
(
|
||||
(0.5 * stats->ranked_topx * meta->i->ranked_topx()) +
|
||||
(0.25 * stats->kills_topx * meta->i->kills_topx()) +
|
||||
(0.15 * stats->hero_topx * meta->i->hero_topx()) +
|
||||
(0.5 * stats->weapon_topx * meta->i->weapon_topx()) +
|
||||
(0.5 * stats->survival_topx * meta->i->survival_topx())
|
||||
)
|
||||
);
|
||||
return ceg;
|
||||
};
|
||||
|
||||
if (hero_uniid_) {
|
||||
int hero_id = hero_dto->Get("hero_id", 0).GetInt();
|
||||
int quality = hero_dto->Get("quality", 0).GetInt();
|
||||
int today_get_gold = hero_dto->Get("today_get_gold", 0).GetInt();
|
||||
MetaData::Player* hero_meta = MetaMgr::Instance()->GetPlayer(hero_id);
|
||||
MetaData::HeroQuality* quality_meta = MetaMgr::Instance()->GetHeroQuality(quality);
|
||||
|
||||
stats->pb_hero_stats.set_hero_uniid(a8::XValue(hero_uniid_).GetString());
|
||||
stats->pb_hero_stats.set_hero_id(hero_id);
|
||||
stats->pb_hero_stats.set_hero_name(hero_meta ? hero_meta->i->name() : "");
|
||||
if (quality_meta) {
|
||||
int up_limit = quality_meta->GetPvpCegUpLimit();
|
||||
int ceg = CalcHeroPvpCeg(up_limit, stats);
|
||||
int new_ceg = std::min(up_limit, today_get_gold + ceg);
|
||||
int finaly_ceg = std::max(0, new_ceg - today_get_gold);
|
||||
stats->pb_hero_stats.set_ceg_uplimit(up_limit);
|
||||
stats->pb_hero_stats.set_today_get_ceg
|
||||
(std::min(up_limit, today_get_gold + finaly_ceg));
|
||||
stats->pb_hero_stats.set_reward_ceg(finaly_ceg);
|
||||
}
|
||||
}
|
||||
std::vector<std::shared_ptr<a8::XObject>> weapons;
|
||||
if (weapon_dto1) {
|
||||
weapons.push_back(weapon_dto1);
|
||||
}
|
||||
if (weapon_dto2) {
|
||||
weapons.push_back(weapon_dto2);
|
||||
}
|
||||
for (auto& weapon_dto : weapons) {
|
||||
std::string gun_uniid = weapon_dto->Get("gun_uniid", 0).GetString();
|
||||
int gun_id = weapon_dto->Get("gun_id", 0).GetInt();
|
||||
int quality = weapon_dto->Get("quality", 0).GetInt();
|
||||
int today_get_gold = weapon_dto->Get("today_get_gold", 0).GetInt();
|
||||
MetaData::Item* item_meta = MetaMgr::Instance()->GetItem(gun_id);
|
||||
MetaData::GunQuality* quality_meta = MetaMgr::Instance()->GetGunQuality(quality);
|
||||
|
||||
|
||||
auto p = stats->pb_weapons_stats.Add();
|
||||
p->set_weapon_uniid(gun_uniid);
|
||||
p->set_weapon_id(gun_id);
|
||||
p->set_weapon_name(item_meta ? item_meta->i->name() : "");
|
||||
if (quality_meta) {
|
||||
int up_limit = quality_meta->GetPvpCegUpLimit();
|
||||
int ceg = CalcWeaponPvpCeg(up_limit, stats);
|
||||
int new_ceg = std::min(up_limit, today_get_gold + ceg);
|
||||
int finaly_ceg = std::max(0, new_ceg - today_get_gold);
|
||||
p->set_ceg_uplimit(up_limit);
|
||||
p->set_today_get_ceg
|
||||
(std::min(up_limit, today_get_gold + finaly_ceg));
|
||||
p->set_reward_ceg(finaly_ceg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -19,50 +19,3 @@ struct AddItemDTO
|
||||
MetaData::Equip* item_meta = nullptr;
|
||||
bool handled = false;
|
||||
};
|
||||
|
||||
struct BattleDataContext
|
||||
{
|
||||
std::shared_ptr<cs::CMJoin> join_msg;
|
||||
long long battle_uuid = 0;
|
||||
int is_valid_battle = 0;
|
||||
std::string payload;
|
||||
int errcode = 0;
|
||||
std::string errmsg;
|
||||
|
||||
std::shared_ptr<a8::XObject> hero_dto;
|
||||
std::shared_ptr<a8::XObject> weapon_dto1;
|
||||
std::shared_ptr<a8::XObject> weapon_dto2;
|
||||
|
||||
float GetHeroAttrAbs(long long hero_uniid, int attr_id);
|
||||
float GetHeroAttrRate(long long hero_uniid, int attr_id);
|
||||
|
||||
void GetHeroLvQualit(int& hero_lv, int& quality);
|
||||
void GetWeaponLvQualit(int& weapon_lv, int& quality);
|
||||
|
||||
float GetWeaponAttrAbs(long long weapon_uniid, int attr_id);
|
||||
float GetWeaponAttrRate(long long weapon_uniid, int attr_id);
|
||||
|
||||
void ParseResult(a8::XObject& obj);
|
||||
|
||||
void CalcBattleStat(struct PlayerStats* stats);
|
||||
|
||||
private:
|
||||
void Clear();
|
||||
void ApplyAttr(std::array<float, kHAT_End>& attr_abs,
|
||||
std::array<float, kHAT_End>& attr_rate,
|
||||
std::shared_ptr<a8::XObject> obj);
|
||||
|
||||
private:
|
||||
long long hero_uniid_ = 0;
|
||||
long long weapon_uniid1_ = 0;
|
||||
long long weapon_uniid2_ = 0;
|
||||
|
||||
std::array<float, kHAT_End> hero_attr_abs_ = {};
|
||||
std::array<float, kHAT_End> hero_attr_rate_ = {};
|
||||
|
||||
std::array<float, kHAT_End> weapon1_attr_abs_ = {};
|
||||
std::array<float, kHAT_End> weapon1_attr_rate_ = {};
|
||||
|
||||
std::array<float, kHAT_End> weapon2_attr_abs_ = {};
|
||||
std::array<float, kHAT_End> weapon2_attr_rate_ = {};
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user