FightPower_Calculate.php 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231
  1. <?php
  2. /*
  3. * To change this license header, choose License Headers in Project Properties.
  4. * To change this template file, choose Tools | Templates
  5. * and open the template in the editor.
  6. */
  7. namespace loyalsoft;
  8. /**
  9. * 【四舍五入】
  10. * 战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数)*(1+装备系数+角色系数)
  11. */
  12. class FightPower_Calculate {
  13. public static function GetFightPower() {
  14. $file = __NAMESPACE__ . '\\' . 'E_PredicateActionType';
  15. $reflectionClass = new \ReflectionClass($file);
  16. $constants = $reflectionClass->getConstants();
  17. $dic = new \stdClass();
  18. foreach ($constants as $name => $predicateActionType) {
  19. $dic->$predicateActionType = 0;
  20. }
  21. $CurrentHeroId = ctx()->heros->CurrentHeroId;
  22. $mo = GameConfig::hero_getItem($CurrentHeroId);
  23. my_Assert($mo != null, ErrCode::err_const_no);
  24. //【1.当前英雄表里的基础攻击 2.装备品质解锁的攻击力 3.装备里镶嵌的宝石攻击力 4.组成套装的攻击力5.启灵攻击力 6.英雄自带词条】 7.装备等级带来的攻击力/生命
  25. //英雄带的
  26. $hero_special_predicate = explode(',', $mo->special_predicate);
  27. foreach ($hero_special_predicate as $hero_predicateId) {
  28. self::predicateActionParamVal($hero_predicateId,$dic);
  29. }
  30. //装备
  31. $attck = 0;
  32. $hp = 0;
  33. $equipDic = ctx()->store->equipLocation;
  34. $suitDic = new \stdClass();
  35. $equipParam = 0;
  36. foreach ($equipDic as $index => $equipUid) {
  37. //等级
  38. $ins_Equip = new Ins_Equip(ctx()->store->equip->$equipUid);
  39. $equipParam += GameConfig::equip_power_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position)->power;
  40. if ($ins_Equip->mo()->position % 2 == 1) {
  41. $attck += GameConfig::equip_levelupgrade_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position, $ins_Equip->level)->attckNum;
  42. } elseif ($ins_Equip->mo()->position % 2 == 0) {
  43. $hp += GameConfig::equip_levelupgrade_getItem($ins_Equip->mo()->rarity, $ins_Equip->qual, $ins_Equip->mo()->position, $ins_Equip->level)->hpNum;
  44. }
  45. //品阶解锁
  46. $str = explode(';', $ins_Equip->mo()->qual_predicateId);
  47. foreach ($str as $val) {
  48. $str2 = explode(',', $val);
  49. if($ins_Equip->qual >= $str2[0]){
  50. self::predicateActionParamVal($str2[1],$dic);
  51. }
  52. }
  53. //套装
  54. $suitId = $ins_Equip->mo()->suitId;
  55. if(StlUtil::dictHasProperty($suitDic, $suitId)){
  56. $suitDic->$suitId += 1;
  57. } else {
  58. $suitDic->$suitId = 1;
  59. }
  60. //宝石
  61. if($ins_Equip->qual >=4 && $ins_Equip->gemSetSlot != null){
  62. foreach ($ins_Equip->gemSetSlot as $index => $gemUid) {
  63. if($gemUid != 0){
  64. $gem_predicateId = ctx()->store->gemStore->$gemUid->predicateId;
  65. self::predicateActionParamVal($gem_predicateId,$dic);
  66. }
  67. }
  68. }
  69. }
  70. foreach ($suitDic as $suitId => $num) {
  71. $suitMo = GameConfig::equip_suit_getItem($suitId);
  72. my_Assert($suitMo != null, ErrCode::err_const_no);
  73. if($num >= $suitMo->num){
  74. self::predicateActionParamVal($suitMo->effect,$dic);
  75. }
  76. }
  77. $arr = GameConfig::evolve();
  78. $evolveMaxId_left = ctx()->gates->evolveMaxId_left;
  79. $evolveMaxId_right = ctx()->gates->evolveMaxId_right;
  80. foreach ($arr as $key => $value) {
  81. isEditor() and $value = new \sm_evolve();
  82. if ($key <= $evolveMaxId_left) {
  83. self::predicateActionParamVal($value->predicateId,$dic);
  84. //continue;
  85. }
  86. if($value->specificEvolveId >0 && $value->specificEvolveId <= $evolveMaxId_right){
  87. self::predicateActionParamVal($value->specificPredicateId,$dic);
  88. //continue;
  89. }
  90. }
  91. //战力 = (基础攻击力 * 攻击力系数 + 基础生命值 * 生命值系数 + (1+暴击率) * (1+暴击伤害) * 攻击力系数 + 肉食恢复加成 * (1+肉食恢复效果)*生命值系数+伤害减免值 * (1+伤害减免效果)* 生命值系数) * (1+装备系数+角色系数)
  92. $attackParas = glc()->fightPower_MulAtk;
  93. $hpParas = glc()->fightPower_MulHp;
  94. $fightPower_bitHitParas = GameConfig::glc2()->fightPower_bitHitParas;
  95. $addDamage_ActionKey = E_PredicateActionType::addDamage;
  96. $dic->$addDamage_ActionKey += $mo->attack;
  97. $dic->$addDamage_ActionKey +=$attck;
  98. $base_addDamage = $dic->$addDamage_ActionKey;//基础攻击
  99. $addHp_ActionKey = E_PredicateActionType::addHp;
  100. $dic->$addHp_ActionKey += $mo->hp;
  101. $dic->$addHp_ActionKey +=$hp;
  102. $base_addHp = $dic->$addHp_ActionKey;//基础生命值
  103. $addBigHitRate_ActionKey = E_PredicateActionType::addBigHitRate;
  104. $dic->$addBigHitRate_ActionKey += $mo->bigHit_rate;
  105. $baojilv = $dic->$addBigHitRate_ActionKey;//暴击率
  106. $addBigHitVal_ActionKey = E_PredicateActionType::addBigHitVal;
  107. $dic->$addBigHitVal_ActionKey += $mo->bigHit_Val;
  108. $baojishanghai = $dic->$addBigHitVal_ActionKey;//暴击伤害
  109. $mulDamage_ActionKey = E_PredicateActionType::mulDamage;
  110. $mulDamageVal = $dic->$mulDamage_ActionKey;//攻击里加成百分比
  111. $mulHp_ActionKey = E_PredicateActionType::mulHp;
  112. $mulHpVal = $dic->$mulHp_ActionKey;//生命额外加成
  113. $addEatFood_ActionKey = E_PredicateActionType::addEatFood;
  114. $roushihuifu = $dic->$addEatFood_ActionKey;
  115. $mulEatFood_ActionKey = E_PredicateActionType::mulEatFood;
  116. $roushihuifu_xiaoguo = $dic->$mulEatFood_ActionKey;
  117. $addDecDamage_ActionKey = E_PredicateActionType::addDecDamage;
  118. $shanghaijianmian = $dic->$addDecDamage_ActionKey;
  119. $mulDecDamage_ActionKey = E_PredicateActionType::mulDecDamage;
  120. $shanghaijianmian_xiaoguo = $dic->$mulDecDamage_ActionKey;
  121. $mulEquipBasicProps_damage_ActionKey = E_PredicateActionType::mulEquipBasicProps_damage;
  122. $mulEquipBasicProps_damage_val = $dic->$mulEquipBasicProps_damage_ActionKey;
  123. $mulEquipBasicProps_hp_ActionKey = E_PredicateActionType::mulEquipBasicProps_hp;
  124. $mulEquipBasicProps_hp_val = $dic->$mulEquipBasicProps_hp_ActionKey;
  125. $gongji = round($base_addDamage*(1+$mulDamageVal+$mulEquipBasicProps_damage_val),0);
  126. $shengming = round($base_addHp*(1+$mulHpVal+$mulEquipBasicProps_hp_val),0);
  127. $fightPower = ($gongji*$attackParas + $shengming*$hpParas + (1+$baojilv)*(1+$baojishanghai)*$attackParas*$fightPower_bitHitParas + $roushihuifu*(1+$roushihuifu_xiaoguo)*$hpParas + $shanghaijianmian*(1+$shanghaijianmian_xiaoguo)* $hpParas)*(1 + $equipParam + $mo->mulFightPower);
  128. // var_dump('---base_addDamage攻击-------------------'.$base_addDamage);
  129. // var_dump('攻击里加成百分比---------------'.$mulDamageVal);
  130. // var_dump('mulEquipBasicProps_damage_val----'.$mulEquipBasicProps_damage_val);
  131. // var_dump('---攻击最后值-------------------'.$gongji);
  132. // var_dump('---攻击系数-------------------'.$attackParas);
  133. //
  134. //
  135. // var_dump('---base_addHp-------------------'.$base_addHp);
  136. // var_dump('---生命额外加成-------------------'.$mulHpVal);
  137. // var_dump('---启灵加成-------------------'.$mulEquipBasicProps_hp_val);
  138. // var_dump('---生命最后值-------------------'.$shengming);
  139. //
  140. // var_dump('---生命系数-------------------'.$hpParas);
  141. //
  142. // var_dump('---baojilv-------------------'.$baojilv);
  143. // var_dump('---baojishanghai------------------'.$baojishanghai);
  144. // var_dump('---roushihuifu-------------------'.$roushihuifu);
  145. // var_dump('---roushihuifu_xiaoguo-------------------'.$roushihuifu_xiaoguo);
  146. // var_dump('---shanghaijianmian-------------------'.$shanghaijianmian);
  147. // var_dump('---shanghaijianmian_xiaoguo-------------------'.$shanghaijianmian_xiaoguo);
  148. // var_dump('---equipParam-------------------'.$equipParam);
  149. //
  150. // var_dump('shanghaijianmian_xiaoguo_val----'.$mulEquipBasicProps_hp_val);
  151. //
  152. //
  153. return round($fightPower,0);
  154. }
  155. /**
  156. * 获取词条对应的参数值
  157. * @param type $predicateId
  158. */
  159. public static function predicateActionParamVal($predicateId,&$dic) {
  160. $predicateMo = GameConfig::predicate_getItem($predicateId);
  161. my_Assert(null != $predicateMo, ErrCode::err_const_no);
  162. switch ($predicateMo->actionType) {
  163. case E_PredicateActionType::mulEquipBasicProps://所有装备基础属性+5%---基础攻击力/生命 攻击力取actionParam1 生命actionParam2
  164. if ($predicateMo->actionParam1 != null) {
  165. $actionKey = E_PredicateActionType::mulEquipBasicProps_damage;
  166. $actionVal = $predicateMo->actionParam1;
  167. $dic->$actionKey += $actionVal;
  168. }
  169. if ($predicateMo->actionParam2 != null) {
  170. $actionKey = E_PredicateActionType::mulEquipBasicProps_hp;
  171. $actionVal = $predicateMo->actionParam2;
  172. $dic->$actionKey += $actionVal;
  173. }
  174. break;
  175. case E_PredicateActionType::addBigHitRateAndVal://增加X%暴击率且增加Y%暴击伤害 actionParam1 X actionParam1 Y
  176. $actionKey1 = E_PredicateActionType::addBigHitRate;
  177. $actionKey2 = E_PredicateActionType::addBigHitVal;
  178. $actionVal1 = $predicateMo->actionParam1;
  179. $actionVal2 = $predicateMo->actionParam2;
  180. $dic->$actionKey1 += $actionVal1;
  181. $dic->$actionKey2 += $actionVal2;
  182. break;
  183. default:
  184. $actionKey = $predicateMo->actionType;
  185. $actionVal = $predicateMo->actionParam1;
  186. if(StlUtil::dictHasProperty($dic, $actionKey)){
  187. $dic->$actionKey += $actionVal;
  188. }
  189. break;
  190. }
  191. }
  192. }