373 lines
13 KiB
C#
Executable File
373 lines
13 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using Cal;
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using Cal.DataTable;
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namespace ET
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{
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public static class ItemHelper
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{
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private static float randomMax;
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const float randomMin = -0.20f;
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public static void GenerateRandomMainAttribute(EquipItem self, Cal.DataTable.EquipBase equipBase, float randomMax)
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{
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ItemHelper.randomMax = randomMax;
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if (equipBase.Hp != 0)
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{
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self.SetMainAttribute(AttributeType.最大生命, GetRandom());
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}
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if (equipBase.Mp != 0)
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{
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self.SetMainAttribute(AttributeType.最大精力, GetRandom());
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}
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if (equipBase.Str != 0)
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{
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self.SetMainAttribute(AttributeType.力量, GetRandom());
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}
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if (equipBase.Quk != 0)
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{
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self.SetMainAttribute(AttributeType.敏捷, GetRandom());
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}
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if (equipBase.Spi != 0)
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{
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self.SetMainAttribute(AttributeType.精神, GetRandom());
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}
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if (equipBase.Wim != 0)
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{
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self.SetMainAttribute(AttributeType.智慧, GetRandom());
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}
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if (equipBase.Phy != 0)
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{
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self.SetMainAttribute(AttributeType.体质, GetRandom());
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}
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if (equipBase.Sta != 0)
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{
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self.SetMainAttribute(AttributeType.耐力, GetRandom());
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}
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if (equipBase.PhyAtk != 0)
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{
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self.SetMainAttribute(AttributeType.物理攻击, GetRandom());
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}
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if (equipBase.SpiAtk != 0)
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{
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self.SetMainAttribute(AttributeType.精神攻击, GetRandom());
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}
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if (equipBase.PhyDef != 0)
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{
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self.SetMainAttribute(AttributeType.物理防御, GetRandom());
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}
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if (equipBase.SpiDef != 0)
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{
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self.SetMainAttribute(AttributeType.精神防御, GetRandom());
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}
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if (equipBase.Pcrir != 0)
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{
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self.SetMainAttribute(AttributeType.物理暴击系数, GetRandom());
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}
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if (equipBase.Mcrir != 0)
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{
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self.SetMainAttribute(AttributeType.精神暴击系数, GetRandom());
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}
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if (equipBase.Pcri != 0)
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{
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self.SetMainAttribute(AttributeType.物理暴击效果, GetRandom());
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}
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if (equipBase.Mcri != 0)
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{
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self.SetMainAttribute(AttributeType.精神暴击效果, GetRandom());
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}
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if (equipBase.Rpcrir != 0)
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{
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self.SetMainAttribute(AttributeType.抗物理暴击系数, GetRandom());
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}
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if (equipBase.Rmcrir != 0)
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{
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self.SetMainAttribute(AttributeType.抗精神暴击系数, GetRandom());
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}
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if (equipBase.Rpcri != 0)
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{
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self.SetMainAttribute(AttributeType.抗物理暴击效果, GetRandom());
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}
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if (equipBase.Rmcri != 0)
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{
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self.SetMainAttribute(AttributeType.抗精神暴击效果, GetRandom());
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}
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if (equipBase.Dvo != 0)
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{
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self.SetMainAttribute(AttributeType.辅助值, GetRandom());
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}
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if (equipBase.Nphyi != 0)
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{
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self.SetMainAttribute(AttributeType.物理免伤, GetRandom());
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}
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if (equipBase.Nmeni != 0)
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{
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self.SetMainAttribute(AttributeType.精神免伤, GetRandom());
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}
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}
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static List<int> qualityWeightList = new() { 0, 1025, 856, 1 };
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public static void GenerateAdditionalAttribute(EquipItem self, int useLevel)
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{
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self.addtionalAttributes.Clear();
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int randCount = 0;
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if (MathHelper.IsHit(0.6f))
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randCount = 1;
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else if (MathHelper.IsHit(0.2f))
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randCount = 2;
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for (int i = 0; i < randCount; i++)
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{
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//稀有度
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int quality = MathHelper.GetProbabilityIndexByWeight(qualityWeightList);
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List<int> vidList = EquipAffixConfigCategory.Instance.vidDic[quality];
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if (vidList == null || vidList.Count == 0) continue;
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int vidCount = vidList.Count;
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int vid = vidList[RandomHelper.RandomNumber(0, vidCount)];
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List<int> levelList = EquipAffixConfigCategory.Instance.levelDic[vid];
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if (levelList == null || levelList.Count == 0) continue;
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int level = levelList[^1];
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for (int j = 0; j < levelList.Count; j++)
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{
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if (useLevel < levelList[j])
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{
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if (j == 0) break;
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level = levelList[j - 1];
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break;
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}
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}
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EquipAffixConfig equipAffix = EquipAffixConfigCategory.Instance.Get(vid * 100000 + quality * 10000 + level);
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if (equipAffix == null)
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{
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Log.Error($"affix == null where vid = {vid} level = {level}");
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continue;
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}
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self.addtionalAttributes.Add((int) equipAffix.Id);
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}
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}
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static readonly List<int> starSoulQualityWeightList = new() { 32, 4, 1 };
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private static readonly List<int> starSoulViceCountWeight = new()
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{
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0,
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15,
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60,
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20,
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5
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};
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public static StarSoulItem GenerateStarSoulItem(byte type, byte difficulty)
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{
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if (type == 0)
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{
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Log.Error($"type={type} difficulty={difficulty}");
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return null;
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}
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if (difficulty == 0)
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{
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Log.Error($"type={type} difficulty={difficulty}");
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return null;
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}
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var list = StarSoulTypeConfigCategory.Instance.idDic[type];
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if (list.Count != 0)
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{
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int id = list.RandomArray();
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return GenerateStarSoulItem(id, (Quality) difficulty);
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}
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return null;
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}
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public static StarSoulItem GenerateStarSoulItem(EquipType equipType, int typeId, Quality starQuality = Quality.Common)
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{
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StarSoulItem item = new();
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item.typeId = typeId;
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item.level = 0;
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item.exp = 0;
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int qualityInt = RandomHelper.RandomByWeight(starSoulQualityWeightList);
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if (qualityInt == -1)
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return null;
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qualityInt = (int) (starQuality + (byte) qualityInt);
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if (qualityInt > (int) Quality.Legendary)
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qualityInt = (int) Quality.Ulti;
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else if (qualityInt > (int) Quality.Epic)
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qualityInt = (int) Quality.Legendary;
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Quality quality = (Quality) qualityInt;
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item.quality = quality;
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item.Id = Game.IdGenerater.GenerateId();
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item.posType = equipType;
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long mainId = GenerateMain(item.posType, quality);
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if (mainId == -1) return null;
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item.mainId = (int) mainId;
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GenerateVice(item);
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return item;
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static long GenerateMain(EquipType type, Quality qualityInt)
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{
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StarSoulEquipAttributeTypeConfig starSoulEquipAttributeTypeConfig =
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StarSoulEquipAttributeTypeConfigCategory.Instance.Get((long) type);
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if (starSoulEquipAttributeTypeConfig == null) return -1;
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using var weightList = ListComponent<int>.Create();
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foreach (StarSoulEquipAttributeTypeConfig.AttributeType attributeType in starSoulEquipAttributeTypeConfig.AttributeTypeArr)
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{
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weightList.List.Add(attributeType.Prob);
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}
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int mainIndex = RandomHelper.RandomByWeight(weightList.List);
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if (mainIndex == -1)
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{
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Log.Error("配置表错误");
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return -1;
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}
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byte key = starSoulEquipAttributeTypeConfig.AttributeTypeArr[mainIndex].Key;
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long Id = StarSoulAttributeConfigCategory.Instance.GetMainValue(qualityInt, key);
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return Id;
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}
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static void GenerateVice(StarSoulItem starSoulItem)
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{
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int count = RandomHelper.RandomByWeight(starSoulViceCountWeight);
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var list = StarSoulAttributeConfigCategory.Instance.viceKeyList;
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using var listComponent = ListComponent<long>.Create();
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for (int i = 0; i < count; i++)
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{
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AddStarSoulViceAttribute(starSoulItem, list, listComponent, i);
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}
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}
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}
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public static StarSoulItem GenerateStarSoulItem(int typeId, Quality starQuality = Quality.Common)
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{
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EquipType equipType = (EquipType) RandomHelper.RandomNumber(0, 12);
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return GenerateStarSoulItem(equipType, typeId, starQuality);
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}
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private static void AddStarSoulViceAttribute(StarSoulItem starSoulItem, List<KeyValuePair<AttributeType, long>> list,
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ListComponent<long> listComponent, int index
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)
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{
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long id = 0;
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do
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{
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int weitIndex = RandomHelper.RandomByWeight(StarSoulAttributeConfigCategory.Instance.viceWeigt);
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if (weitIndex >= list.Count)
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{
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Log.Error($"{weitIndex}>{list.Count}");
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return;
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}
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id = list[weitIndex].Value;
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}
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while (listComponent.List.Contains(id));
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listComponent.List.Add(id);
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starSoulItem.viceIds[index] = (int) id;
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}
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public static float GetRealMainValue(float oldValue, byte level)
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{
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return oldValue * MathF.Pow(mainAddCoe, level);
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}
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private const float mainAddCoe = 1.1f;
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private const float reduceCoe = 0.8f;
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private const float reduceCoe1 = 0.6f;
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public static float GetRealViceValue(float oldValue, Quality quality) => quality switch
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{
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>=Quality.Legendary => oldValue,
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>=Quality.Rare => oldValue * reduceCoe,
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<=Quality.UnCommon => oldValue * (reduceCoe * reduceCoe1),
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};
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public static float GetRandom()
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{
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return GetRandom(randomMax);
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}
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public static float GetRandom(float randomMax)
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{
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float maxRandomMultier = randomMax;
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if (MathHelper.IsHit(0.4f))
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{
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maxRandomMultier -= 0.07f;
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}
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if (MathHelper.IsHit(0.1f))
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{
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maxRandomMultier -= 0.13f;
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}
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return RandomHelper.RandomFloat(randomMin, maxRandomMultier);
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}
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/// <summary>
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/// 升级一个副属性
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/// </summary>
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/// <param name="item"></param>
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/// <param name="attributeCount"></param>
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public static void UpgradeStarSoulItemVice(StarSoulItem item, int attributeCount)
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{
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int index = RandomHelper.RandomNumber(0, attributeCount);
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//强化第index个副属性
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float add = item.addViceCount switch
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{
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3 => RandomHelper.RandomFloat(ConstDefine.StarSoulViceAttributeAddArr1[0], ConstDefine.StarSoulViceAttributeAddArr1[1]),
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4 => RandomHelper.RandomFloat(ConstDefine.StarSoulViceAttributeAddArr2[0], ConstDefine.StarSoulViceAttributeAddArr2[1]),
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_ => RandomHelper.RandomFloat(ConstDefine.StarSoulViceAttributeAddArr[0], ConstDefine.StarSoulViceAttributeAddArr[1])
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};
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item.viceAdd[index] += add;
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item.addViceCount++;
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}
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/// <summary>
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/// 添加一个副属性
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/// </summary>
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/// <param name="item"></param>
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public static void AddStarSoulItemVice(StarSoulItem item)
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{
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int count = RandomHelper.RandomByWeight(starSoulViceCountWeight);
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var list = StarSoulAttributeConfigCategory.Instance.viceKeyList;
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using var listComponent = ListComponent<long>.Create();
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for (var i = 0; i < item.viceIds.Length; i++)
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{
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if (item.viceIds[i] == 0)
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{
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AddStarSoulViceAttribute(item, list, listComponent, i);
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return;
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}
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}
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}
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}
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} |