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- local battleUtils = require "battle.battleUtils"
- local battleAdapt = require "adapt.battleAdapt"
- local battleHero = require "battle.battleHero"
- local battleLog = require "battle.battleLog"
- local battleConst = require "battle.battleConst"
- local battleAiAssistSkillEvaluate = require "battleAiAssistSkillEvaluate"
- local AI_MODEL_TEST = false
- -- AI 工具类
- local root = {}
- local function log2Client(core, logStr)
- if not logStr then
- return
- end
- battleLog:logClient(logStr)
- core:notifyClientLog(logStr)
- end
- local function showDataLog(data)
- local tab = {}
- for key, value in pairs(data) do
- if type(value) ~= "table" then
- tab[key] = value
- end
- end
- end
- -- 获取指定龙的战力评价
- function root:getLongEvaluate(core, actionCastle, ids, linkColor, skip, enableExSkill)
- local params = self:getParams(core, actionCastle, ids, linkColor)
- local blockList = self:getBlockList(core, ids)
- local exceptBlockList = {}
- if not skip then
- local exceptIds = {1111, 2031, 2041, 2131, 3041, 3071, 4091, 4101}
- local heroBlockExceptIds = {1031, 2131, 2041}
- local enemyHasExceptSkill = false
- for _, block in ipairs(params.enemySkillBlockList) do
- if table.member(exceptIds, block.skillId) then
- enemyHasExceptSkill = true
- end
- end
- for _, block in ipairs(blockList) do
- if table.member(exceptIds, block.skillId) or block.skillId == 1111 and enemyHasExceptSkill then
- table.insert(exceptBlockList, block)
- end
- end
- local selfHasHeroBlockExceptSkill = false
- for _, block in ipairs(blockList) do
- if table.member(heroBlockExceptIds, block.skillId) then
- selfHasHeroBlockExceptSkill = true
- end
- end
- if selfHasHeroBlockExceptSkill then
- for _, id in ipairs(ids) do
- if core:getHeroByBlockId(id) then
- table.insert(exceptBlockList, battleUtils:getColorBlockByID(core.map, id))
- end
- end
- end
- end
- local skillInfoList = self:getSkillInfoList(core, blockList)
- local exSkillInfoList = {}
- if enableExSkill then
- exSkillInfoList = self:getExSkillInfoList(core, actionCastle, blockList, skillInfoList)
- end
- local longList = {}
- for _, v in ipairs(blockList) do
- table.insert(longList, {v.y, v.x})
- end
- log2Client(core, string.format("===> 开始评价龙:%s", cjson_encode(longList)))
- --[[
- -- 测试代码
- local allSkillId = {
- 1011,
- 1021,
- 1031,
- 1041,
- 1051,
- 1061,
- 1071,
- 1081,
- 1091,
- 1101,
- 1111,
- 1121,
- 1131,
- 2011,
- 2021,
- 2031,
- 2041,
- 2051,
- 2061,
- 2071,
- 2081,
- 2091,
- 2101,
- 2111,
- 2121,
- 2131,
- 3011,
- 3021,
- 3031,
- 3041,
- 3051,
- 3061,
- 3071,
- 3081,
- 3091,
- 3101,
- 3111,
- 3121,
- 3131,
- 4011,
- 4021,
- 4031,
- 4041,
- 4051,
- 4061,
- 4071,
- 4081,
- 4091,
- 4101,
- 4111,
- 4121,
- 4131,
- 2211,
- 1211,
- 4211,
- 3211,
- 2221,
- 1221,
- 4221,
- 3221,
- 2231,
- 1231,
- 4231,
- 3231,
- 2241,
- 1241,
- 4241,
- 3241,
- 2251,
- 1251,
- 4251,
- 3251,
- 2261,
- 1261,
- 4261,
- 3261,
- 2351,
- 1351,
- 4351,
- 3351,
- 2361,
- 1361,
- 4361,
- 3361,
- 2281,
- 1281,
- 4281,
- 3281,
- 2291,
- 1291,
- 4291,
- 3291,
- 2311,
- 1311,
- 4311,
- 3311,
- 2321,
- 1321,
- 4321,
- 3321,
- 2331,
- 1331,
- 4331,
- 3331,
- 2341,
- 1341,
- 4341,
- 3341
- }
- local skillInfoList = {}
- for _, v in ipairs(allSkillId) do
- local skillInfo = {skillId = v, skillBase = 10, skillCount = 3}
- if v == 3031 then
- skillInfo.data3031 = {}
- skillInfo.data3031[0] = true
- skillInfo.data3031[1] = true
- skillInfo.data3031[2] = true
- skillInfo.data3031[3] = true
- end
- if v == 3241 then
- skillInfo.data3241 = {}
- skillInfo.data3241[0] = true
- skillInfo.data3241[1] = true
- skillInfo.data3241[2] = true
- skillInfo.data3241[3] = true
- end
- table.insert(skillInfoList, skillInfo)
- end
- ]]
- local ret = 0
- local exSkillGridId = nil
- if self:isKill(core, skillInfoList, params) then
- ret = 1000000
- log2Client(core, "斩杀")
- else
- --]]
- local skillTotalEv = 0
- for _, v in ipairs(skillInfoList) do
- local skillEv = self:getSkillEvaluate(core, v, params)
- log2Client(core, string.format("===> 获取技能[%s]评价, 评价结果是: %s", v.skillId, tostring(skillEv)))
- if skillEv then
- skillTotalEv = skillTotalEv + skillEv
- end
- end
- -- 怒气技能评价
- local exSkillEv = 0
- if exSkillInfoList and #exSkillInfoList > 0 then
- local config = battleAdapt:getSkillSetConfig()
- local secondIds = {}
- for _, v in ipairs(skillInfoList) do
- table.insert(secondIds, v.skillId)
- end
- for _, v in ipairs(exSkillInfoList) do
- local skillEv = self:getSkillEvaluate(core, v, params)
- if skillEv then
- local skillSetTotalEv = self:getSkillSetTotalEv(config, v.skillId, secondIds) * params.baseAttack
- local total = skillEv + skillSetTotalEv
- local msg =
- string.format(
- "===> 获取怒气技能[%s]评价, 评价结果是: %s + %s = %s",
- v.skillId,
- skillEv,
- skillSetTotalEv,
- tostring(total)
- )
- log2Client(core, msg)
- if total > exSkillEv then
- exSkillEv = total
- exSkillGridId = v.id
- end
- end
- end
- end
- ------------------------------------------------------------
- do
- -- 辅助技能AI评分
- -- 辅助技能评分和英雄相关
- for _, v in ipairs(skillInfoList or {}) do
- local assistSkillLevel = actionCastle:getAssistSkillLv(v.skillId)
- -- TODO: Debug 测试代码,上线前修改过来.
- -- v.newHeroAssistSkillLevel = 2
- v.newHeroAssistSkillLevel = assistSkillLevel or 0
- local skillEvaluate =
- battleAiAssistSkillEvaluate:getAiAssistSkillEvaluate(core, actionCastle, v, params)
- if skillEvaluate and skillEvaluate > 0 then
- skillTotalEv = skillTotalEv + skillEvaluate
- end
- end
- end
- ------------------------------------------------------------
- -- 天赋技能AI评分
- local baseAttack = params.baseAttack
- local linkCount = params.linkCount
- local rebelHeroTotalEv = params.rebelHeroTotalEv
- local yEv = self:getYEvaluate(core, params.newHeroY, baseAttack)
- local talentEv = self:getTalentEvaluate(core, params, skillInfoList)
- local more3Ev = linkCount > 3 and baseAttack or 0
- ret = baseAttack * linkCount + skillTotalEv + rebelHeroTotalEv + yEv + talentEv + more3Ev + exSkillEv
- -- TODO: Debug 测试代码,AI跑分第一阶段.
- if AI_MODEL_TEST then
- ret = baseAttack * linkCount + math.floor(baseAttack * 3.1 + 0.5)
- end
- ---[[
- log2Client(
- core,
- string.format(
- "===> 战力评价结果: %s = 基战%s * 长度%s + 技战%s + 叛战%s + 落战%s + 天赋%s + 超3连%s + 怒气%s\n\n++++++++++++++++++++\n",
- ret,
- baseAttack,
- linkCount,
- skillTotalEv,
- rebelHeroTotalEv,
- yEv,
- talentEv,
- more3Ev,
- exSkillEv
- )
- )
- end
- if table.empty(exceptBlockList) then
- return ret, exSkillGridId, nil
- else
- return ret, exSkillGridId, {blocks = blockList, exceptBlocks = exceptBlockList}
- end
- end
- -- 获取普通的怒气技能选项
- function root:getNormatlExSkillGridId(core, actionCastle, ids)
- local blockList = self:getBlockList(core, ids)
- local skillInfoList = self:getSkillInfoList(core, blockList)
- local exSkillInfoList = self:getExSkillInfoList(core, actionCastle, blockList, skillInfoList)
- if exSkillInfoList and #exSkillInfoList > 0 then
- local skillInfo = exSkillInfoList[math.random(#exSkillInfoList)]
- return skillInfo.id
- else
- return nil
- end
- end
- -- 获取参数
- function root:getParams(core, actionCastle, ids, linkColor)
- local linkHeroInfo = self:getLinkHeroResult(core, actionCastle, ids, linkColor)
- local enemyHeroList = linkHeroInfo.enemyHeroList
- local selfHeroList = linkHeroInfo.selfHeroList
- local rebelHeroList = linkHeroInfo.rebelHeroList
- local newHero = linkHeroInfo.newHero
- local newHeroX = linkHeroInfo.newHeroX
- local newHeroY = linkHeroInfo.newHeroY
- local absorbBuffList = linkHeroInfo.absorbBuffList
- local enemySkillBlockList = linkHeroInfo.enemySkillBlockList
- local enemyBeforeSkillBlockList = linkHeroInfo.enemyBeforeSkillBlockList
- local selfNormalBlockCount = linkHeroInfo.selfNormalBlockCount
- local yDirection = linkHeroInfo.yDirection
- local selfSkillBlockList = linkHeroInfo.selfSkillBlockList
- local newBlockXYMap = self:getNewBlockXYMap(core, actionCastle, ids)
- local enemyCastle = core:getEnemyCastle(actionCastle)
- local averageBaseAttack = self:getAverageBaseAttack(core, actionCastle)
- local enemyAverageBaseAttack = self:getAverageBaseAttack(core, enemyCastle)
- local enemyHeroCount = #enemyHeroList
- local enemyHeroTotalEv = self:getHeroListEvaluate(core, enemyHeroList)
- local enemyCastleHp = enemyCastle.castleCurHp
- local enemyCastleMaxHp = enemyCastle.castleMaxHp
- local selfHeroCount = #selfHeroList
- local selfHeroTotalEv = self:getHeroListEvaluate(core, selfHeroList)
- local selfCastleHp = actionCastle.castleCurHp
- local selfCastleMaxHp = actionCastle.castleMaxHp
- local rebelHeroTotalEv = self:getHeroListEvaluate(core, rebelHeroList)
- local newHeroAttack = newHero:getHp()
- local baseAttack = self:getBaseAttack(core, actionCastle, linkColor)
- local linkCount = #ids
- local enemyHasDun = enemyCastle:hasBuffType(battleConst.BUFF_TYPE.CASTLE_SHIELD)
- local selfHasPoison = actionCastle:hasBuffType(battleConst.BUFF_TYPE.POISON)
- local enemyCurseEv = self:getCastleBuffEv(enemyCastle, battleConst.BUFF_TYPE.CURSE)
- local enemyHasAssassin = enemyCastle:hasBuffType(battleConst.BUFF_TYPE.ASSASSIN)
- local ret = {
- averageBaseAttack = averageBaseAttack, -- 我方卡组平均卡牌基础战力
- enemyAverageBaseAttack = enemyAverageBaseAttack, -- 敌方卡组平均卡牌基础战力
- enemyHeroList = enemyHeroList, -- 敌方英雄列表:消除色块后的。计算了叛变
- enemyHeroCount = enemyHeroCount, -- 敌方英雄个数:消除色块后的。计算了叛变
- enemyHeroTotalEv = enemyHeroTotalEv, -- 敌方英雄总战力:消除色块后的。计算了叛变
- enemyCastleHp = enemyCastleHp, -- 敌方基地血量
- enemyCastleMaxHp = enemyCastleMaxHp, -- 敌方基地最大血量
- enemyHasDun = enemyHasDun, -- 敌方是否有盾
- selfHasPoison = selfHasPoison, -- 我方基地是否中毒
- enemyCurseEv = enemyCurseEv, -- 诅咒战力
- enemyHasAssassin = enemyHasAssassin, -- 敌方基地是否有刺客BUFF
- selfHeroList = selfHeroList, -- 我方英雄列表:消除色块后的。计算了叛变,包含新英雄
- selfHeroCount = selfHeroCount, -- 我方英雄个数:消除色块后的。计算了叛变,包含新英雄
- selfHeroTotalEv = selfHeroTotalEv, -- 我方英雄总战力:消除色块后的。计算了叛变,包含新英雄
- selfCastleHp = selfCastleHp, -- 我方基地血量
- selfCastleMaxHp = selfCastleMaxHp, -- 我方基地最大血量
- rebelHeroTotalEv = rebelHeroTotalEv, -- 叛变英雄总战力
- newHeroAttack = newHeroAttack, -- 新英雄攻击力:计算了连线英雄的继承。不计buff、护盾
- baseAttack = baseAttack, -- 普通色块基础战力: 连线将生成的英雄的基础战力
- linkCount = linkCount, -- 色块数量:即连线的长度
- newHeroX = newHeroX, -- 新英雄的落点X
- newHeroY = newHeroY, -- 新英雄的落点Y
- absorbBuffList = absorbBuffList, -- 新英雄继承的buff列表
- newHero = newHero, -- 新英雄
- enemySkillBlockList = enemySkillBlockList, -- 敌方技能色块列表:消除色块后的。
- enemyBeforeSkillBlockList = enemyBeforeSkillBlockList, -- 敌方技能色块列表:消除色块前的。
- selfNormalBlockCount = selfNormalBlockCount, -- 我方普通色块数量:消除色块后的。
- yDirection = yDirection, -- 获取Y方向掉落的方向:1表示向上掉落,-1表示向下掉落
- newBlockXYMap = newBlockXYMap, -- 消除后的色块位置
- selfSkillBlockList = selfSkillBlockList -- 我方的技能数
- }
- return ret
- end
- function root:getHeroMinHp(heroList)
- if not heroList or #heroList <= 0 then
- return 0
- end
- local minHp
- for index, value in ipairs(heroList) do
- local hp = value:getHp()
- if not minHp or minHp > hp then
- minHp = hp
- end
- end
- return minHp or 0
- end
- -- 技能色块平均收益
- function root:getSkillAvgEvaluate(core, skillInfo, params, skillBlockList, skillId)
- local skillCount = skillInfo.skillCount
- local blockList = {}
- for _, block in ipairs(skillBlockList or {}) do
- if block.skillId ~= (skillId or 1111) then
- table.insert(blockList, block)
- end
- end
- if #blockList <= 0 then
- return 0
- end
- skillCount = math.min(skillCount, #blockList)
- local skillInfoList = self:getSkillInfoList(core, blockList)
- local skillTotalEv = 0
- for _, v in ipairs(skillInfoList) do
- local skillEv = self:getSkillEvaluate(core, v, params)
- if skillEv then
- skillTotalEv = skillTotalEv + skillEv
- end
- end
- local evaluate = skillTotalEv / #blockList * skillCount
- return math.floor(evaluate + 0.5)
- end
- function root:getLowHeroCount(newHeroAttack, enemyHeroList)
- local ev = 0
- local lowHeroCount = 0
- for _, hero in ipairs(enemyHeroList) do
- local hp = hero:getHp()
- if hp < (newHeroAttack * 0.25) then
- lowHeroCount = lowHeroCount + 1
- end
- end
- return lowHeroCount
- end
- -- 获取联系后的英雄结果
- function root:getLinkHeroResult(core, actionCastle, ids, linkColor)
- -- 连线前所有英雄
- local oldAllHero = core:getAllHero()
- -- 连线包含的英雄列表,将合并到新英雄
- local linkHeroList = {}
- -- 反之
- local notLinkHeroList = {}
- -- 掉落方向
- local yDirection = self:getYDirection(core, actionCastle)
- -- 格子列表
- local blockList = self:getBlockList(core, ids)
- for _, v in ipairs(oldAllHero) do
- local id = v.bindBlock.id
- if table.indexof(ids, id) then
- table.insert(linkHeroList, v)
- else
- table.insert(notLinkHeroList, v)
- end
- end
- -- 每行y方向掉落的数量
- local yDeltaList = {}
- for i = 1, core.areaW do
- table.insert(yDeltaList, 0)
- end
- -- 新英雄的落点
- local lastBlock = blockList[#blockList]
- local newHeroX = lastBlock.x
- local newHeroY = lastBlock.y
- yDeltaList[lastBlock.x + 1] = -1
- for _, v in ipairs(blockList) do
- yDeltaList[v.x + 1] = yDeltaList[v.x + 1] + 1
- if v.x == lastBlock.x and (v.y - lastBlock.y) * yDirection > 0 then
- -- (第2行空了 - 落地在第3行) * -1 > 0,英雄-1行
- -- (第8行空了 - 落地在第7行) * 1 > 0,英雄+1行
- newHeroY = newHeroY + yDirection
- end
- end
- local enemyHeroList = {}
- local selfHeroList = {}
- local rebelHeroList = {}
- for _, v in ipairs(notLinkHeroList) do
- local isSelf = self:isSelfBlock(yDirection, v.bindBlock.y)
- if isSelf then
- table.insert(selfHeroList, v)
- else
- local deltaY = yDirection * yDeltaList[v.bindBlock.x + 1]
- local isSelf = self:isSelfBlock(yDirection, v.bindBlock.y + deltaY)
- if isSelf then
- table.insert(selfHeroList, v)
- table.insert(rebelHeroList, v)
- else
- table.insert(enemyHeroList, v)
- end
- end
- end
- table.sort(
- selfHeroList,
- function(a, b)
- return a:getHp() < b:getHp()
- end
- )
- table.sort(
- enemyHeroList,
- function(a, b)
- return a:getHp() < b:getHp()
- end
- )
- local enemyBeforeSkillBlockList = {}
- local enemySkillBlockList = {}
- local selfSkillBlockList = {}
- local selfNormalBlockCount = 0
- for _, block in ipairs(core.map) do
- if block.skillId > 0 then
- if not self:isSelfBlock(yDirection, block.y) then
- table.insert(enemyBeforeSkillBlockList, block)
- local deltaY = yDirection * yDeltaList[block.x + 1]
- if not self:isSelfBlock(yDirection, block.y + deltaY) then
- table.insert(enemySkillBlockList, block)
- end
- else
- local deltaY = yDirection * yDeltaList[block.x + 1]
- if self:isSelfBlock(yDirection, block.y + deltaY) then
- table.insert(selfSkillBlockList, block)
- end
- end
- else
- if self:isSelfBlock(yDirection, block.y) then
- selfNormalBlockCount = selfNormalBlockCount + 1
- else
- local deltaY = yDirection * yDeltaList[block.x + 1]
- if self:isSelfBlock(yDirection, block.y + deltaY) then
- selfNormalBlockCount = selfNormalBlockCount + 1
- end
- end
- end
- end
- local absorbHeroHp = 0
- local absorbBuffList = {} -- 不严谨的buffList,仅用于天赋buff的判定
- for _, v in ipairs(linkHeroList) do
- absorbHeroHp = absorbHeroHp + v:getHp()
- table.arry_merge(absorbBuffList, v.buffList)
- end
- local playerData = actionCastle:getMainPlayer()
- local cardInfo = playerData:getCardByColor(linkColor)
- local cardId = cardInfo.id
- local baseAttack = cardInfo.attack
- local talentSkillLevel = cardInfo.talentSkillLevel
- local heroLv = #ids
- local hp = math.floor(baseAttack * heroLv + absorbHeroHp)
- local heroParams = {
- id = cardId,
- hp = hp,
- maxHp = hp,
- attack = hp,
- level = heroLv,
- cardLv = baseAttack,
- block = lastBlock,
- isCall = false,
- exHp = 0,
- exAttack = 0,
- talentSkillLevel = talentSkillLevel
- }
- local newHero = self:newHero(heroParams)
- table.insert(selfHeroList, newHero)
- return {
- enemyHeroList = enemyHeroList,
- selfHeroList = selfHeroList,
- rebelHeroList = rebelHeroList,
- newHero = newHero,
- newHeroX = newHeroX,
- newHeroY = newHeroY,
- absorbBuffList = absorbBuffList,
- enemySkillBlockList = enemySkillBlockList,
- enemyBeforeSkillBlockList = enemyBeforeSkillBlockList,
- selfNormalBlockCount = selfNormalBlockCount,
- yDirection = yDirection,
- selfSkillBlockList = selfSkillBlockList
- }
- end
- -- 获取消除后色块对应的位置
- function root:getNewBlockXYMap(core, actionCastle, ids)
- local needUpdateIds = table.clone(ids, true)
- table.remove(needUpdateIds)
- battleUtils:setBlockUpdateState(core.map, needUpdateIds)
- local map = {}
- for x = 0, 4 do
- local xyBlockList = battleUtils:getNewXYBlockList(core.map, actionCastle.seat, x)
- for y = 0, 9 do
- local battleBlock = xyBlockList[y + 1]
- map[battleBlock.id] = {x = x, y = y}
- end
- end
- battleUtils:setBlockNormalState(core.map, needUpdateIds)
- return map
- end
- -- 获取落点的战力评估
- function root:getYEvaluate(core, y, baseAttack)
- local evList
- if core.areaH == 5 then
- -- evList = {0.5, 0, -0.5, -1, -2, -2, -1, -0.5, 0, 0.5}
- evList = {2, 1, -0.5, -1.5, -3, -3, -1.5, -0.5, 1, 2}
- elseif core.areaH == 6 then
- evList = {1, 0.5, 0, -0.5, -1, -2, -2, -1, -0.5, 0, 0.5, 1}
- elseif core.areaH == 7 then
- evList = {1, 0.5, 0, -0.5, -1, -2, -2, -2, -2, -1, -0.5, 0, 0.5, 1}
- else
- evList = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
- end
- return evList[y + 1] * baseAttack
- end
- function root:getTalentEvaluate(core, params, skillInfoList)
- local absorbBuffList = params.absorbBuffList
- local newHero = params.newHero
- local heroId = newHero.id
- local talentId = battleAdapt:getTalentIdByCardID(heroId)
- if not talentId then
- return 0
- end
- local talentInfo = battleAdapt:getTalentByID(talentId)
- local exBuffIds = talentInfo.exBuffIds
- local exSkillIds = talentInfo.exSkillIds
- if exBuffIds then
- if self:isExcludeBuff(exBuffIds, absorbBuffList) then
- return 0
- end
- end
- if exSkillIds then
- if self:isExcludeSkill(exSkillIds, skillInfoList) then
- return 0
- end
- end
- local funcName = string.format("getTalentEvaluate%s", talentId)
- local func = self[funcName]
- if not func then
- log.warning("!!!天赋评价需要接入 " .. funcName)
- return 0
- end
- return func(self, core, talentInfo, params)
- end
- -- 判断是否是被buff排斥
- function root:isExcludeBuff(exBuffIds, buffList)
- for _, v in ipairs(buffList) do
- local buffId = v.buffId
- if table.indexof(exBuffIds, buffId) then
- return true
- end
- end
- return false
- end
- -- 判断是否是被技能排斥
- function root:isExcludeSkill(exSkillIds, skillInfoList)
- for _, v in ipairs(skillInfoList) do
- local skillId = v.skillId
- if table.indexof(exSkillIds, skillId) then
- return true
- end
- end
- return false
- end
- -- 获取Y方向掉落的方向:1表示向上掉落,-1表示向下掉落
- function root:getYDirection(core, actionCastle)
- local castles = core:getAllCastle()
- if actionCastle == castles[1] then
- -- 自己在下方,向下掉落
- return -1
- else
- -- 自己在上方,向上掉落
- return 1
- end
- end
- -- 判断是否是自己格子
- function root:isSelfBlock(yDirection, y)
- if yDirection == -1 then
- -- 自己在下方,0~4是自己的
- return y < 5
- else
- -- 自己在上方,5~9是自己的
- return y >= 5
- end
- end
- -- 新建英雄
- function root:newHero(heroParams)
- local hero = battleHero.new(heroParams)
- return hero
- end
- -- 卡组平均卡牌基础战力
- function root:getAverageBaseAttack(core, actionCastle)
- local playerData = actionCastle:getMainPlayer()
- local cards = playerData.cards
- local total = 0
- for _, v in ipairs(cards) do
- total = total + v.attack
- end
- return math.floor(total / 4 + 0.5)
- end
- -- 普通色块基础战力: 连线将生成的英雄的基础战力
- function root:getBaseAttack(core, actionCastle, linkColor)
- local playerData = actionCastle:getMainPlayer()
- local cardInfo = playerData:getCardByColor(linkColor)
- return cardInfo.attack
- end
- -- 基地buff战力
- function root:getCastleBuffEv(actionCastle, buffType)
- local ev = 0
- local buffs = actionCastle:getBuffByType(buffType)
- for _, buff in ipairs(buffs) do
- ev = ev + buff.cardLv
- end
- return ev
- end
- -- 获取指定的格子列表
- function root:getBlockList(core, ids)
- local ret = {}
- for _, v in ipairs(ids) do
- local block = battleUtils:getColorBlockByID(core.map, v)
- table.insert(ret, block)
- end
- return ret
- end
- -- 获取技能色块信息列表
- function root:getSkillInfoList(core, blockList)
- local ret = {}
- local skillInfoMap = {}
- for _, v in ipairs(blockList) do
- if v.skillId > 0 then
- if not skillInfoMap[v.skillId] then
- local skillInfo = {
- id = v.id,
- skillId = v.skillId,
- skillBase = v.cardLv,
- skillCount = 1,
- x = v.x,
- y = v.y
- }
- if v.skillId == 3031 then
- skillInfo.data3031 = skillInfo.data3031 or {}
- skillInfo.data3031[skillInfo.x] = true
- end
- -- 这奇葩的做法,反来者不要骂我.
- if v.skillId == 3241 then
- skillInfo.data3241 = skillInfo.data3241 or {}
- skillInfo.data3241[skillInfo.x] = true
- end
- table.insert(ret, skillInfo)
- skillInfoMap[v.skillId] = skillInfo
- else
- -- 可叠加的色块处理
- if self:getSkillEnableAdd(v.skillId) then
- local skillInfo = skillInfoMap[v.skillId]
- local canAdd = true
- if v.skillId == 3031 then
- canAdd = false
- skillInfo.data3031 = skillInfo.data3031 or {}
- skillInfo.data3031[v.x] = true
- end
- -- 这奇葩的做法,反来者不要骂我.
- if v.skillId == 3241 then
- canAdd = false
- skillInfo.data3241 = skillInfo.data3241 or {}
- skillInfo.data3241[v.x] = true
- end
- if canAdd then
- skillInfo.skillCount = skillInfo.skillCount + 1
- end
- end
- end
- end
- end
- return ret
- end
- -- 获取额外技能色块信息列表
- function root:getExSkillInfoList(core, actionCastle, blockList, skillInfoList)
- local skillBlocks = core:getCastleSkillBlockObjs(actionCastle)
- local ret = {}
- for _, v in ipairs(skillBlocks) do
- if not v:isLock() then
- local skillId = v.skillId
- -- 技能不能在连线上
- if not table.indexof(blockList, v) then
- -- 技能不可叠加
- if not table.key_find(skillInfoList, "skillId", skillId) and not table.key_find(ret, "skillId", skillId) then
- local skillInfo = {
- id = v.id,
- skillId = v.skillId,
- skillBase = v.cardLv,
- skillCount = 1,
- x = v.x,
- y = v.y
- }
- if v.skillId == 3031 then
- skillInfo.data3031 = {[skillInfo.x] = true}
- end
- -- 这奇葩的做法,反来者不要骂我.
- if v.skillId == 3241 then
- skillInfo.data3241 = {[skillInfo.x] = true}
- end
- table.insert(ret, skillInfo)
- end
- end
- end
- end
- return ret
- end
- -- 获取技能配置
- function root:getSkillConfig(skillId)
- return battleAdapt:getSkillByID(skillId)
- end
- -- 判断技能是否可以叠加
- function root:getSkillEnableAdd(skillId)
- local config = self:getSkillConfig(skillId) or {}
- return config.isAdd and config.isAdd == 1
- end
- -- 获取技能组合的总评价
- function root:getSkillSetTotalEv(config, firstId, secondIds)
- local ret = 0
- if secondIds and #secondIds > 0 then
- for _, v in ipairs(secondIds) do
- ret = ret + self:getSkillSetEv(config, firstId, v)
- end
- end
- return ret
- end
- -- 获取技能组合评价
- function root:getSkillSetEv(config, firstId, secondId)
- for _, v in ipairs(config) do
- if v.firstId == firstId and v.secondId == secondId then
- return v.ev
- end
- end
- return 0
- end
- -- 获取英雄的战力
- function root:getHeroEvaluate(core, hero)
- -- local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.VALUE_SHIELD)
- -- local shield = 0
- -- for _, buff in ipairs(buffs) do
- -- shield = shield + (buff.hp or 0)
- -- end
- -- return hero:getHp() + shield * 0.5
- return hero:getHp()
- end
- -- 获取英雄列表的总战力
- function root:getHeroListEvaluate(core, heroList)
- local ret = 0
- for _, v in ipairs(heroList) do
- ret = ret + self:getHeroEvaluate(core, v)
- end
- return ret
- end
- -- 判断是否斩杀
- function root:isKill(core, skillInfoList, params)
- local enemyHasDun = params.enemyHasDun
- local enemyCastleHp = params.enemyCastleHp
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroCount = params.selfHeroCount
- local enemyHeroList = params.enemyHeroList
- local selfHeroList = params.selfHeroList
- local selfHasPoison = params.selfHasPoison
- local selfCastleHp = params.selfCastleHp
- local selfNormalBlockCount = params.selfNormalBlockCount
- local enemyCurseEv = params.enemyCurseEv
- local enemyHasAssassin = params.enemyHasAssassin
- local rebelHeroTotalEv = params.rebelHeroTotalEv
- local enemyHeroHighestEv =
- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
- local enemyHeroLowestEv = enemyHeroList[1] and self:getHeroEvaluate(core, enemyHeroList[1]) or 0
- local selfHeroLowestEv = selfHeroList[1] and self:getHeroEvaluate(core, selfHeroList[1]) or 0
- if enemyHasDun then
- return false
- end
- local function getSkill(skillId)
- for _, skill in ipairs(skillInfoList) do
- if skill.skillId == skillId then
- return skill
- end
- end
- end
- if getSkill(3041) then
- return enemyCastleMaxHp * 0.1 >= enemyCastleHp
- end
- -- 小青
- if getSkill(3351) then
- return enemyCastleMaxHp * 0.1 >= enemyCastleHp
- end
- local A = selfHeroTotalEv
- local skill = getSkill(1031)
- if skill then
- A = A + selfHeroCount * 2 * skill.skillBase * skill.skillCount
- end
- skill = getSkill(2011)
- if skill then
- A = A + 3 * skill.skillBase * math.min(skill.skillCount, math.floor(selfNormalBlockCount / 3))
- end
- skill = getSkill(2051)
- if skill then
- A = A + selfHeroCount * 1 * skill.skillBase * skill.skillCount
- end
- skill = getSkill(2131)
- if skill then
- A = A + enemyHeroHighestEv - selfHeroLowestEv
- end
- skill = getSkill(3101)
- if skill then
- A = A + 2 * skill.skillBase * skill.skillCount
- end
- skill = getSkill(4351)
- if skill then
- A = A + 2 * skill.skillBase * skill.skillCount
- end
- skill = getSkill(3121)
- if skill then
- A = A + 2 * skill.skillBase * skill.skillCount
- end
- local B = enemyHeroTotalEv
- skill = getSkill(3071)
- if skill then
- for i = 1, skill.skillCount do
- if enemyHeroList[i] then
- B = B - self:getHeroEvaluate(core, enemyHeroList[i])
- end
- end
- end
- -- 旧的乔乔
- skill = getSkill(4031)
- if skill then
- for i = 1, skill.skillCount do
- if enemyHeroList[i] then
- B = B - self:getHeroEvaluate(core, enemyHeroList[i])
- end
- end
- end
- -- 新的乔乔
- skill = getSkill(2361)
- if skill then
- for i = 1, skill.skillCount do
- if enemyHeroList[i] then
- B = B - self:getHeroEvaluate(core, enemyHeroList[i])
- end
- end
- end
- skill = getSkill(4101)
- if skill then
- for i = 1, skill.skillCount do
- if enemyHeroList[#enemyHeroList + 1 - i] then
- B = B - self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList + 1 - i])
- end
- end
- end
- skill = getSkill(2131)
- if skill then
- B = B - (enemyHeroHighestEv - selfHeroLowestEv)
- end
- local C = 0
- skill = getSkill(2041)
- if skill then
- C = C + enemyCastleMaxHp * 0.25 * math.min(skill.skillCount, selfHeroCount)
- end
- skill = getSkill(2071)
- if skill then
- C = C + 2 * skill.skillBase * skill.skillCount
- end
- skill = getSkill(4011)
- if skill then
- C = C + enemyCastleMaxHp * 0.15 * skill.skillCount
- end
- skill = getSkill(4091)
- if skill then
- C = C + (enemyCastleHp + selfCastleHp) / 2 - selfCastleHp
- end
- local k1 = getSkill(3111) and 1.5 or 1
- local k2 = 0
- for _, hero in ipairs(enemyHeroList) do
- local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.VALUE_SHIELD)
- for _, buff in ipairs(buffs) do
- k2 = k2 + (buff.hp or 0)
- end
- end
- local k3 = selfHasPoison and 0.5 or 1
- local n = 0
- for _, hero in ipairs(enemyHeroList) do
- n = n + #hero:getBuffByType(battleConst.BUFF_TYPE.LIFE_SHIELD)
- end
- local k4 = 0
- for i = 1, n do
- if selfHeroList[#selfHeroList + 1 - i] then
- k4 = k4 + 0.5 * self:getHeroEvaluate(core, selfHeroList[#selfHeroList + 1 - i])
- end
- end
- local k5 = 1
- for _, hero in ipairs(enemyHeroList) do
- if hero:hasBuffType(battleConst.BUFF_TYPE.ALL_SHIELD) then
- k5 = 0.5
- break
- end
- end
- local k6 = 0
- for _, hero in ipairs(selfHeroList) do
- local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.RESUME)
- for _, buff in ipairs(buffs) do
- k6 = k6 + 3 * buff.cardLv
- end
- end
- local k7 = 0
- for _, hero in ipairs(selfHeroList) do
- if hero:hasBuffType(battleConst.BUFF_TYPE.BRIBE) then
- k7 = k7 + self:getHeroEvaluate(core, hero)
- end
- end
- local k8 = 0
- for _, hero in ipairs(selfHeroList) do
- local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.CALL)
- for _, buff in ipairs(buffs) do
- k8 = k8 + 2 * buff.cardLv
- end
- end
- local k9 = 0
- for _, hero in ipairs(selfHeroList) do
- if hero:hasBuffType(battleConst.BUFF_TYPE.LOCK) then
- k9 = k9 + self:getHeroEvaluate(core, hero)
- end
- end
- local k10 = 0
- for _, hero in ipairs(selfHeroList) do
- if hero:hasBuffType(battleConst.BUFF_TYPE.FREEZE) then
- k10 = k10 + self:getHeroEvaluate(core, hero)
- end
- end
- local k11 = 2 * enemyCurseEv
- local k12 = enemyHasAssassin and rebelHeroTotalEv or 0
- local ret = math.max((A - k4 + k6 - k7 + k8 - k9 - k10 - k12) * k1 * k3 * k5 - (B + k2), 0) + (C + k11)
- log2Client(
- core,
- string.format(
- "===> 斩杀评价:A=%s B=%s C=%s k1=%s k2=%s k3=%s k4=%s k5=%s k6=%s k7=%s k8=%s k9=%s k10=%s k11=%s k12=%s ret=%s",
- A,
- B,
- C,
- k1,
- k2,
- k3,
- k4,
- k5,
- k6,
- k7,
- k8,
- k9,
- k10,
- k11,
- k12,
- ret
- )
- )
- return ret > enemyCastleHp
- end
- function root:getSkillEvaluate(core, skillInfo, params)
- local skillId = skillInfo.skillId
- local funcName = string.format("getSkillEvaluate%s", skillId)
- -- TODO: Debug 测试代码,上线前修改过来.
- -- showDataLog(params)
- local func = self[funcName]
- if func then
- return func(self, core, skillInfo, params)
- else
- battleLog:logError(string.format("技能[%d],对应的功能方法不存在!", skillId))
- return self:getSkillEvaluateCommon(core, skillInfo, params)
- end
- end
- -- 技能评价 - 不叠加 - 3221 装备护甲,使受到的伤害降低50%。持续到死亡 (参考 3051 SWAT 生成英雄的血量*65%)
- function root:getSkillEvaluateCommon(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return newHeroAttack * 0.65
- end
- -- 技能评价 - 可叠加 - 1011 机器人 (15%*我方基地最大血量*50%)+根据我方基地血量百分比(30%、10%)增加不同个普通色块数的战力(0.5、1)
- function root:getSkillEvaluate1011(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local baseAttack = params.baseAttack
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local ev = 0.15 * selfCastleMaxHp * 0.5 * skillCount
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.1 then
- ev = ev + baseAttack * 1 * skillCount
- elseif percent <= 0.3 then
- ev = ev + baseAttack * 0.5 * skillCount
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 2011 洛克犬 3*对应技能色块战力*75%
- function root:getSkillEvaluate2011(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- return 3 * skillBase * 0.75 * skillCount
- end
- -- 技能评价 - 可叠加 - 3011 特警 max{(5*敌方平均技能色块战力+max{(敌方所有英雄战力总和-我方所有英雄战力总和),0} - 我方所有英雄战力总和), 0}*50%+根据我方基地血量百分比(30%、10%)增加不同个普通色块数的战力(1.5、3)
- function root:getSkillEvaluate3011(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local baseAttack = params.baseAttack
- local ev =
- math.max(5 * enemyAverageBaseAttack + math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) - selfHeroTotalEv, 0) *
- 0.5
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.1 then
- ev = ev + baseAttack * 3
- elseif percent <= 0.3 then
- ev = ev + baseAttack * 1.5
- end
- return ev * skillCount
- end
- -- 技能评价 - 可叠加 - 4011 扎克 敌方基地最大血量*15%*50%
- -- 有盾
- -- 收益值=0
- function root:getSkillEvaluate4011(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local enemyHasDun = params.enemyHasDun
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- if enemyHasDun then
- return 0
- end
- return enemyCastleMaxHp * 0.15 * 0.5 * skillCount
- end
- -- 技能评价 - 不叠加 - 1021 修理师 根据我方基地血量百分比(100%,50%)增加不同倍对应技能色块的战力(2,1)
- function root:getSkillEvaluate1021(core, skillInfo, params)
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local percent = selfCastleHp / selfCastleMaxHp
- local skillBase = skillInfo.skillBase
- if percent <= 0.5 then
- return skillBase
- end
- return skillBase * 2
- end
- -- 技能评价 - 不叠加 - 2021 朋克头 敌方所有英雄战力总和*50%*75%
- -- 有盾
- -- 若对方只有一个英雄则为0
- -- 多个英雄:
- -- 敌方所有英雄战力总和*50%*50%
- function root:getSkillEvaluate2021(core, skillInfo, params)
- local enemyHasDun = params.enemyHasDun
- local enemyHeroCount = params.enemyHeroCount
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- if enemyHasDun then
- return enemyHeroCount > 1 and enemyHeroTotalEv * 0.5 * 0.5 or 0
- end
- return enemyHeroTotalEv * 0.75 * 0.5
- end
- -- 技能评价 - 可叠加 - 3021 罗杰 我方平均技能色块战力*3*65%
- function root:getSkillEvaluate3021(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local averageBaseAttack = params.averageBaseAttack
- return averageBaseAttack * 3 * 0.65 * skillCount
- end
- -- 技能评价 - 不叠加 - 4021 神枪手 min(max{(敌方最强英雄战力-生成英雄的血量),0}, 生成英雄的血量)*75%,如果对方没英雄,收益值=生成英雄的血量*50%
- -- 有盾
- -- min(max{(敌方最强英雄战力-生成英雄的血量),0}, 生成英雄的血量)*75%,对方没英雄时,收益值=0
- function root:getSkillEvaluate4021(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local newHeroAttack = params.newHeroAttack
- local enemyHasDun = params.enemyHasDun
- if not enemyHeroList[#enemyHeroList] then
- return not enemyHasDun and newHeroAttack * 0.5 or 0
- else
- return math.min(
- math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0),
- newHeroAttack
- ) * 0.75
- end
- end
- -- 技能评价 - 可叠加 - 1031 博士 我方所有英雄数*2*对应技能色块战力
- function root:getSkillEvaluate1031(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local selfHeroCount = params.selfHeroCount
- local skillBase = skillInfo.skillBase
- return selfHeroCount * skillBase * 2 * skillCount
- end
- -- 技能评价 - 可叠加 - 2031 死神 (我方基地最大血量*25%*50%-我方最弱英雄战力*100%)+根据我方基地血量百分比(30%、10%)增加不同个普通色块数的战力(1、1.5)
- function root:getSkillEvaluate2031(core, skillInfo, params)
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local baseAttack = params.baseAttack
- local skillCount = skillInfo.skillCount
- local selfHeroList = params.selfHeroList
- local ev = 0
- for i = 1, skillCount do
- if selfHeroList[i] then
- ev = ev + selfCastleMaxHp * 0.25 * 0.5 - self:getHeroEvaluate(core, selfHeroList[i]) * 1
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.1 then
- ev = ev + baseAttack * 1.5
- elseif percent <= 0.3 then
- ev = ev + baseAttack * 1
- end
- end
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 3031 间谍 同列上敌方英雄战力总和+英雄落点变化收益(生成英雄落点变化收益+我方英雄落点变化收益]
- -- 生成英雄落点变化收益=用完技能后的落地收益-生成英雄后用技能前的落地收益
- -- 我方英雄落点变化收益= 满足数量1*普通色块基础战力+满足数量2*0.5*普通色块基础战力
- -- 满足数量1 = 用完技能后落点Y轴变化≥3的我方英雄数 (与生成英雄后用技能前的Y轴对比)
- -- 满足数量2 = 用完技能后落点Y轴变化 = 2 的我方英雄数(与生成英雄后用技能前的Y轴对比)
- function root:getSkillEvaluate3031(core, skillInfo, params)
- local xMap = skillInfo.data3031
- local totalHeroEvaluate = 0
- local enemyHeroList = params.enemyHeroList
- local selfHeroList = params.selfHeroList
- local baseAttack = params.baseAttack
- local yDirection = params.yDirection
- local newHeroX = params.newHeroX
- local newHeroY = params.newHeroY
- local newBlockXYMap = params.newBlockXYMap
- local xHeros = {}
- local function changeToXHeros(heroList)
- for _, hero in ipairs(heroList) do
- if xMap[hero.bindBlock.x] then
- if not xHeros[hero.bindBlock.x] then
- xHeros[hero.bindBlock.x] = {}
- end
- table.insert(xHeros[hero.bindBlock.x], {hero = hero, point = newBlockXYMap[hero.bindBlock.id]})
- end
- end
- end
- changeToXHeros(enemyHeroList)
- changeToXHeros(selfHeroList)
- local newHeroLastY = -1
- local selfYChange3Count = 0
- local selfYChange2Count = 0
- local function calc(v, yDirection)
- local sortY, getY
- if yDirection < 0 then
- sortY = function(a, b)
- return a.point.y < b.point.y
- end
- getY = function(i)
- return i - 1
- end
- elseif yDirection > 0 then
- sortY = function(a, b)
- return a.point.y > b.point.y
- end
- getY = function(i)
- return 10 - i
- end
- end
- table.sort(v, sortY)
- for i = 1, #v do
- local y = getY(i)
- if v[i].point.x == newHeroX and v[i].point.y == newHeroY then
- newHeroLastY = y
- else
- local beforeIsSelf = self:isSelfBlock(yDirection, v[i].point.y)
- local afterIsSelf = self:isSelfBlock(yDirection, y)
- if not beforeIsSelf and afterIsSelf then
- totalHeroEvaluate = totalHeroEvaluate + self:getHeroEvaluate(core, v[i].hero)
- elseif beforeIsSelf and afterIsSelf then
- local change = math.abs(y - v[i].point.y)
- if change >= 3 then
- selfYChange3Count = selfYChange3Count + 1
- elseif change == 2 then
- selfYChange2Count = selfYChange2Count + 1
- end
- end
- end
- end
- end
- for _, v in pairs(xHeros) do
- calc(v, yDirection)
- end
- local enemyHeroEv = totalHeroEvaluate
- local newHeroEv = 0
- if newHeroLastY > 0 then
- newHeroEv = self:getYEvaluate(core, newHeroLastY, baseAttack) - self:getYEvaluate(core, newHeroY, baseAttack)
- end
- local selfHeroEv = selfYChange3Count * 1 * baseAttack + selfYChange2Count * 0.5 * baseAttack
- totalHeroEvaluate = enemyHeroEv + newHeroEv + selfHeroEv
- return totalHeroEvaluate
- end
- -- 技能评价 - 可叠加 - 4031 化学老师 敌方最弱英雄战力*75%
- function root:getSkillEvaluate4031(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local skillCount = skillInfo.skillCount
- local ev = 0
- for i = 1, skillCount do
- if enemyHeroList[i] then
- ev = ev + self:getHeroEvaluate(core, enemyHeroList[i]) * 0.75
- end
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 1041 医师 根据敌方英雄站位算出收益值(60%:30%:10%:0:0)
- -- eg:敌方英雄战力分布:第一排:第二排:第三排:第四排:第五排=100:50:30:50:30(第一排为接近中线的那排)
- -- 收益值为=100*60%+50*30%+30*10%+50*0%+30*0%=78
- --
- -- 叠加比例上升(30%:20%:10%:5%:5%) max为100%
- -- 连接技能色块数=x;
- -- 基础比例为(a,b,c,d,e)
- -- 叠加比例为(f,g,h,i,j)
- -- 最终比例{min(a+(x-1)f,100),min(b+(x-1)g,100),…,min(e+(x-1)j,100)}
- function root:getSkillEvaluate1041(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local newBlockXYMap = params.newBlockXYMap
- local enemyHeroEv = {}
- local areaH = core.areaH
- for i = 1, areaH * 2 do
- table.insert(enemyHeroEv, 0)
- end
- local enemyHeroList = params.enemyHeroList
- for _, hero in ipairs(enemyHeroList) do
- enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] =
- enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] + hero:getHp()
- end
- local enemyHeroParam = {0, 0, 0.1, 0.3, 0.6, 0.6, 0.3, 0.1, 0, 0}
- -- 半场行数超过5的,给补充0.6在中间
- for i = 1, areaH - 5 do
- table.insert(enemyHeroParam, 6, 0.6)
- table.insert(enemyHeroParam, 6, 0.6)
- end
- local addHeroParam = {0.05, 0.05, 0.1, 0.2, 0.3, 0.3, 0.2, 0.1, 0.05, 0.05}
- -- 半场行数超过5的,给补充0.3在中间
- for i = 1, areaH - 5 do
- table.insert(enemyHeroParam, 6, 0.3)
- table.insert(enemyHeroParam, 6, 0.3)
- end
- for i = 1, #enemyHeroParam do
- enemyHeroParam[i] = math.min(enemyHeroParam[i] + addHeroParam[i] * (skillCount - 1), 1)
- end
- local totalHeroEvaluate = 0
- for i = 1, #enemyHeroParam do
- totalHeroEvaluate = totalHeroEvaluate + enemyHeroEv[i] * enemyHeroParam[i]
- end
- return totalHeroEvaluate
- end
- -- 技能评价 - 可叠加 - 2041 爆破专家 (敌方基地最大血量*25%*50%-我方最弱英雄战力*100%)
- -- 有盾
- -- -我方最弱英雄战力*75%
- function root:getSkillEvaluate2041(core, skillInfo, params)
- local enemyHasDun = params.enemyHasDun
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- local selfHeroList = params.selfHeroList
- local skillCount = skillInfo.skillCount
- local ev = 0
- for i = 1, skillCount do
- if selfHeroList[i] then
- if enemyHasDun then
- ev = ev - self:getHeroEvaluate(core, selfHeroList[i]) * 0.75
- else
- ev = ev + enemyCastleMaxHp * 0.25 * 0.5 - self:getHeroEvaluate(core, selfHeroList[i]) * 1
- end
- end
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 3041 极限特工 (新英雄战力 + 敌战力总和) * 0.5 - 我方战力总和
- function root:getSkillEvaluate3041(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- return (newHeroAttack + enemyHeroTotalEv) * 0.5 - selfHeroTotalEv
- end
- -- 技能评价 - 可叠加 - 4041 黑帮 敌方受到的伤害总和*75%
- -- 敌方受到的伤害总和=sum( min{hero_1_hp,3倍对应技能色块战力}, … , min{hero_999_hp,3倍对应技能色块战力})
- function root:getSkillEvaluate4041(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local damage = skillBase * 3 * skillCount
- local enemyHeroList = params.enemyHeroList
- local ev = 0
- for _, hero in ipairs(enemyHeroList) do
- ev = ev + math.min(damage, self:getHeroEvaluate(core, hero))
- end
- return ev * 0.75
- end
- -- 技能评价 - 不叠加 - 1051 布雷泽 生成英雄的血量*50%*75%
- function root:getSkillEvaluate1051(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return newHeroAttack * 0.5 * 0.75
- end
- -- 技能评价 - 可叠加 - 2051 查理 (我方基地最大血量*15%*50%+我方所有英雄数*1*对应技能色块战力)
- function root:getSkillEvaluate2051(core, skillInfo, params)
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfHeroCount = params.selfHeroCount
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- return (selfCastleMaxHp * 0.15 * 0.5 + selfHeroCount * 1 * skillBase) * skillCount
- end
- -- 技能评价 - 不叠加 - 3051 SWAT 生成英雄的血量*65%
- function root:getSkillEvaluate3051(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return newHeroAttack * 0.65
- end
- -- 技能评价 - 不叠加 - 4051 纵火犯 if 敌方所有英雄战力总和 - 我方所有英雄战力总和 >0: 敌方所有英雄数*对应技能色块战力*1*75% + 普通色块基础站力*1
- -- else :敌方所有英雄数*对应技能色块战力*1*75%
- function root:getSkillEvaluate4051(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local enemyHeroCount = params.enemyHeroCount
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local baseAttack = params.baseAttack
- if enemyHeroTotalEv - selfHeroTotalEv > 0 then
- return enemyHeroCount * skillBase * 1 * 0.75 + baseAttack * 1
- else
- return enemyHeroCount * skillBase * 1 * 0.75
- end
- end
- -- 技能评价 - 可叠加 - 1061 辐射工兵 1*普通色块基础战力+max{(敌方所有英雄数-2),0}*2*对应技能色块战力*75%
- function root:getSkillEvaluate1061(core, skillInfo, params)
- local baseAttack = params.baseAttack
- local enemyHeroCount = params.enemyHeroCount
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- return (baseAttack + math.max(enemyHeroCount - 2, 0) * 2 * skillBase * 0.75) * skillCount
- end
- -- 技能评价 - 可叠加 - 2061 派对DJ (我方所有英雄战力总和-敌方所有英雄战力总和)≥2*普通色块基础战力→2*普通色块基础战力,else0.5*普通色块基础战力
- function root:getSkillEvaluate2061(core, skillInfo, params)
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local baseAttack = params.baseAttack
- local skillCount = skillInfo.skillCount
- if (selfHeroTotalEv - enemyHeroTotalEv) >= 2 * baseAttack then
- return 2 * baseAttack * skillCount
- else
- return 0.5 * baseAttack * skillCount
- end
- end
- -- 技能评价 - 不叠加 - 3061 无人机队长 我方所有英雄战力总和*50%
- function root:getSkillEvaluate3061(core, skillInfo, params)
- local selfHeroTotalEv = params.selfHeroTotalEv
- return selfHeroTotalEv * 0.5
- end
- -- 技能评价 - 不叠加 - 4061 杀手 max{(敌方最强英雄战力-生成英雄的血量),0}*75%+生成英雄的血量参数(≥7*色块数,+3*普通色块基础战力)
- function root:getSkillEvaluate4061(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local newHeroAttack = params.newHeroAttack
- local linkCount = params.linkCount
- local baseAttack = params.baseAttack
- local ev = 0
- if enemyHeroList[#enemyHeroList] then
- ev = ev + math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0) * 0.75
- end
- if linkCount >= 7 then
- ev = ev + 3 * baseAttack
- end
- return ev
- end
- -- 技能评价 - 不叠加 - 1071 齐姆 连线数*对应技能色块战力*65%
- function root:getSkillEvaluate1071(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local linkCount = params.linkCount
- return skillBase * linkCount * 0.65
- end
- -- 技能评价 - 可叠加 - 2071 温蒂 if 我方基地当前血量 ≥ 我方基地最大血量*50% : 2*对应技能色块战力*50%+2*对应技能色块战力*30%+2*对应技能色块战力*20% else:2*对应技能色块战力*50%
- -- 有盾
- -- if 我方基地当前血量 ≥ 我方基地最大血量*50% :
- -- 2*对应技能色块战力*30%+2*对应技能色块战力*20%
- -- else:0
- function root:getSkillEvaluate2071(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local selfCastleHp = params.selfCastleHp
- local selfCastleMaxHp = params.selfCastleMaxHp
- local enemyHasDun = params.enemyHasDun
- if enemyHasDun then
- if selfCastleHp >= selfCastleMaxHp * 0.5 then
- return skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
- else
- return 0
- end
- end
- if selfCastleHp >= selfCastleMaxHp * 0.5 then
- return skillBase * 2 * 0.5 * skillCount + skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
- else
- return skillBase * 2 * 0.5 * skillCount
- end
- end
- -- 技能评价 - 可叠加 - 3071 查克警长 敌方最弱英雄战力*60%(如果对方只有一个目标囚禁>贿赂)+敌方最弱英雄战力*补偿参数 ;补偿参数= 根据敌方基地血量百分比(100,60,30)赋值不同(-75%,-50%,0)
- function root:getSkillEvaluate3071(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local enemyCastleHp = params.enemyCastleHp
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- local skillCount = skillInfo.skillCount
- local percent = enemyCastleHp / enemyCastleMaxHp
- local ev = 0
- for i = 1, skillCount do
- if enemyHeroList[i] then
- local heroEv = self:getHeroEvaluate(core, enemyHeroList[i])
- ev = ev + heroEv * 0.6
- if percent <= 0.3 then
- ev = ev + heroEv * 0
- elseif percent <= 0.6 then
- ev = ev + heroEv * -0.5
- else
- ev = ev + heroEv * -0.75
- end
- end
- end
- return ev
- end
- -- 技能评价 - 不叠加 - 4071 忍者 根据敌方hero数不同的公式
- -- hero=1→生成英雄的血量*75%*50%
- -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
- -- 有盾
- -- hero=1→收益值=0
- -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
- function root:getSkillEvaluate4071(core, skillInfo, params)
- local enemyHasDun = params.enemyHasDun
- local newHeroAttack = params.newHeroAttack
- local enemyHeroList = params.enemyHeroList
- local ev = 0
- if #enemyHeroList == 1 then
- ev = ev + (not enemyHasDun and newHeroAttack * 0.75 * 0.5 or 0)
- elseif #enemyHeroList >= 2 then
- ev = ev + math.min(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList - 1]), newHeroAttack * 0.75) * 0.75
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 1081 特斯拉教授 (我方所有英雄战力总和-敌方英雄所有战力总和)≥2*普通色块基础战力→1.5*对应技能色块战力,else 1*对应技能色块战力
- function root:getSkillEvaluate1081(core, skillInfo, params)
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local baseAttack = params.baseAttack
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- if (selfHeroTotalEv - enemyHeroTotalEv) >= 2 * baseAttack then
- return 1.5 * skillBase * skillCount
- else
- return 1 * skillBase * skillCount
- end
- end
- -- 技能评价 - 可叠加 - 2081 真希 4*2*对应技能色块战力*50%*修正参数(敌方拥有一个低于2*对应技能色块战力的英雄则乘一个修正参数,参数为75%)
- -- 有盾
- -- 4*2*对应技能色块战力*50%*修正参数*偏正参数
- -- 修正参数=敌方拥有一个低于2*对应技能色块战力的英雄则乘一个修正参数,参数为75%
- -- 偏正参数=敌方英雄数/敌方英雄数+1
- -- 叠加第二次时为:
- -- 4*2*对应技能色块战力*50%*修正参数*偏正参数*0.5
- -- 叠加第三次…第N次时为:
- -- 0
- function root:getSkillEvaluate2081(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- local enemyHasDun = params.enemyHasDun
- local enemyHeroList = params.enemyHeroList
- local count = 0
- for _, hero in ipairs(enemyHeroList) do
- if self:getHeroEvaluate(core, hero) < 2 * skillBase then
- count = count + 1
- end
- end
- if enemyHasDun then
- local ev = 4 * 2 * skillBase * 0.5 * 0.75 ^ count * (#enemyHeroList / (#enemyHeroList + 1))
- if skillCount > 1 then
- ev = ev + 4 * 2 * skillBase * 0.5 * 0.75 ^ count * (#enemyHeroList / (#enemyHeroList + 1)) * 0.5
- end
- return ev
- end
- return 4 * 2 * skillBase * 0.5 * 0.75 ^ count * skillCount
- end
- -- 技能评价 - 不叠加 - 3081 爱丽丝 2*普通色块基础战力
- function root:getSkillEvaluate3081(core, skillInfo, params)
- local baseAttack = params.baseAttack
- return 2 * baseAttack
- end
- -- 技能评价 - 不叠加 - 4081 解脱者 max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}*50%+0.5普通色块基础战力
- function root:getSkillEvaluate4081(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local baseAttack = params.baseAttack
- return math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5 + 0.5 * baseAttack
- end
- -- 技能评价 - 不叠加 - 1091 海德博士 根据我方基地血量百分比(100%,50%)增加不同倍对应技能色块的战力(5,2.5)
- function root:getSkillEvaluate1091(core, skillInfo, params)
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local skillBase = skillInfo.skillBase
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.5 then
- return skillBase * 2.5
- else
- return skillBase * 5
- end
- end
- -- 技能评价 - 不叠加 - 2091 露西 max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}*75%
- function root:getSkillEvaluate2091(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- return math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.75
- end
- -- 技能评价 - 不叠加 - 3091 刺客 1.5*普通色块基础战力
- function root:getSkillEvaluate3091(core, skillInfo, params)
- local baseAttack = params.baseAttack
- return 1.5 * baseAttack
- end
- -- 技能评价 - 不叠加 - 4091 魔术师 2*(双方基地总血量/2-我方基地当前血量)*50%
- function root:getSkillEvaluate4091(core, skillInfo, params)
- local selfCastleHp = params.selfCastleHp
- local enemyCastleHp = params.enemyCastleHp
- return 2 * ((selfCastleHp + enemyCastleHp) / 2 - selfCastleHp) * 0.5
- end
- -- 技能评价 - 不叠加 - 1101 德布林格尔 (max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}+5*敌方平均技能色块战力)*50%*50%
- function root:getSkillEvaluate1101(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- return (math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) + 5 * enemyAverageBaseAttack) * 0.5 * 0.5
- end
- -- 技能评价 - 不叠加 - 2101 鲜血女王 min{生成英雄的血量,敌方最强英雄战力}*75%(站位在左边两列时),else min{max{敌方所有英雄战力总和-我方所有英雄战力总和+生成英雄的血量,1*普通色块基础战力},生成英雄的血量}*75%
- function root:getSkillEvaluate2101(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- local baseAttack = params.baseAttack
- local newHeroX = params.newHeroX
- local yDirection = params.yDirection
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyHeroList = params.enemyHeroList
- if (yDirection < 0 and newHeroX < 2) or (yDirection > 0 and newHeroX > 2) then
- local enemyHeroHighestEv = 0
- if enemyHeroList[#enemyHeroList] then
- enemyHeroHighestEv = self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList])
- end
- return math.min(newHeroAttack, enemyHeroHighestEv) * 0.75
- else
- return (math.min(math.max(enemyHeroTotalEv - selfHeroTotalEv + newHeroAttack, 1 * baseAttack), newHeroAttack)) *
- 0.75
- end
- end
- -- 技能评价 - 可叠加 - 3101 汤米 2*对应技能色块战力*生成英雄的血量参数(≥7*色块数,1.5否则1)
- function root:getSkillEvaluate3101(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- local linkCount = params.linkCount
- if linkCount >= 7 then
- return 2 * skillBase * 1.5 * skillCount
- else
- return 2 * skillBase * 1 * skillCount
- end
- end
- -- 技能评价 - 可叠加 - 4101 魔术先生 敌方最强英雄战力*50%+敌方最强英雄战力*补偿参数 ;补偿参数= 根据敌方基地血量百分比(100,60,30)赋值不同(-75%,-50%,0)
- function root:getSkillEvaluate4101(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local enemyCastleHp = params.enemyCastleHp
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- local skillCount = skillInfo.skillCount
- if not enemyHeroList[#enemyHeroList] then
- return 0
- end
- local percent = enemyCastleHp / enemyCastleMaxHp
- local ev = 0
- for i = 1, skillCount do
- if enemyHeroList[#enemyHeroList + 1 - i] then
- local heroEv = self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList + 1 - i])
- ev = ev + heroEv * 0.5
- if percent <= 0.3 then
- ev = ev + heroEv * 0
- elseif percent <= 0.6 then
- ev = ev + heroEv * -0.5
- else
- ev = ev + heroEv * -0.75
- end
- end
- end
- return ev
- end
- -- 技能评价 - 不叠加 - 1111 冰暴 max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}*50%
- function root:getSkillEvaluate1111(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- return math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5
- end
- -- 技能评价 - 可叠加 - 2111 斯凯特 敌方受到的伤害总和*75%+敌方受到的伤害总和
- -- 敌方受到的伤害总和=sum( min(hero_1_hp,1倍对应技能色块战力),…,min(hero_999_hp,1倍对应技能色块战力))
- function root:getSkillEvaluate2111(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local damage = skillBase * 1 * skillCount
- local enemyHeroList = params.enemyHeroList
- local ev = 0
- for _, hero in ipairs(enemyHeroList) do
- ev = ev + math.min(damage, hero:getHp())
- end
- return ev * 0.75 + ev
- end
- -- 技能评价 - 不叠加 - 3111 火舞者 我方所有英雄战力总和*50%*75%
- function root:getSkillEvaluate3111(core, skillInfo, params)
- local selfHeroTotalEv = params.selfHeroTotalEv
- return selfHeroTotalEv * 0.5 * 0.75
- end
- -- 技能评价 - 不叠加 - 4111 米斯特 0.5*普通色块基础战力
- function root:getSkillEvaluate4111(core, skillInfo, params)
- local baseAttack = params.baseAttack
- return 0.5 * baseAttack
- end
- -- 技能评价 - 可叠加 - 1121 章鱼博士 平均敌方技能色块收益值(需判断)
- -- avg(skill_1_benefit,…,skill_999_benefit)
- function root:getSkillEvaluate1121(core, skillInfo, params)
- local enemyBeforeSkillBlockList = params.enemyBeforeSkillBlockList
- local skillCount = skillInfo.skillCount
- local blockList = {}
- for _, block in ipairs(enemyBeforeSkillBlockList) do
- if block.skillId ~= 1121 then
- table.insert(blockList, block)
- end
- end
- if #blockList <= 0 then
- return 0
- end
- skillCount = math.min(skillCount, #blockList)
- local skillInfoList = self:getSkillInfoList(core, blockList)
- local skillTotalEv = 0
- for _, v in ipairs(skillInfoList) do
- local skillEv = self:getSkillEvaluate(core, v, params)
- if skillEv then
- skillTotalEv = skillTotalEv + skillEv
- end
- end
- return skillTotalEv / #blockList * skillCount
- end
- -- 技能评价 - 不叠加 - 2121 吉姆 对方技能色块数*敌方卡组平均卡牌基础战力+敌方受到的伤害总和*0.75
- -- 敌方受到的伤害总和=sum(min(hero_1_hp,2倍对应技能色块战力),…,min(hero_999_hp,2倍对应技能色块战力))
- -- [此处hero为技能色块3*3区域的英雄]
- function root:getSkillEvaluate2121(core, skillInfo, params)
- local enemySkillBlockList = params.enemySkillBlockList
- local newBlockXYMap = params.newBlockXYMap
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- local enemyHeroList = params.enemyHeroList
- local skillBase = skillInfo.skillBase
- local damage = skillBase * 2
- local ev = #enemySkillBlockList * enemyAverageBaseAttack
- local enemyHeroMap = {}
- for _, block in ipairs(enemySkillBlockList) do
- local blockPoint = newBlockXYMap[block.id]
- for _, hero in ipairs(enemyHeroList) do
- local heroPoint = newBlockXYMap[hero.bindBlock.id]
- if math.abs(blockPoint.x - heroPoint.x) <= 1 and math.abs(blockPoint.y - heroPoint.y) <= 1 then
- if not enemyHeroMap[hero] then
- enemyHeroMap[hero] = 0
- end
- enemyHeroMap[hero] = enemyHeroMap[hero] + 1
- end
- end
- end
- for hero, count in pairs(enemyHeroMap) do
- ev = ev + math.min(damage * count, self:getHeroEvaluate(core, hero)) * 0.75
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 3121 查基 2*对应技能色块战力*生成英雄的血量参数(≥7*色块数,1.5否则1)
- function root:getSkillEvaluate3121(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- local linkCount = params.linkCount
- if linkCount >= 7 then
- return 2 * skillBase * 1.5 * skillCount
- else
- return 2 * skillBase * 1 * skillCount
- end
- end
- -- 技能评价 - 可叠加 - 4121 拉德马克斯 3*对应技能色块战力*75%
- function root:getSkillEvaluate4121(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- return 3 * skillBase * 0.75 * skillCount
- end
- -- 技能评价 - 可叠加 - 1131 罗伊德 3*对应技能色块战力*50%+根据我方基地血量百分比(30%、10%)增加不同倍对应技能色块的战力(0.5、1)
- function root:getSkillEvaluate1131(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local percent = selfCastleHp / selfCastleMaxHp
- local ev = 3 * skillBase * 0.5 * skillCount
- if percent <= 0.1 then
- ev = ev + skillBase * 1 * skillCount
- elseif percent <= 0.3 then
- ev = ev + skillBase * 0.5 * skillCount
- end
- return ev
- end
- -- 技能评价 - 不叠加 - 2131 足球迷 敌方所有英雄数=0,则为0;else : (敌方最强英雄战力-我方最弱英雄战力)*175%
- function root:getSkillEvaluate2131(core, skillInfo, params)
- local enemyHeroCount = params.enemyHeroCount
- if enemyHeroCount <= 0 then
- return 0
- end
- local enemyHeroList = params.enemyHeroList
- local selfHeroList = params.selfHeroList
- local enemyHeroHighestEv =
- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
- local selfHeroLowestEv = selfHeroList[1] and self:getHeroEvaluate(core, selfHeroList[1]) or 0
- return (enemyHeroHighestEv - selfHeroLowestEv) * 1.75
- end
- -- 技能评价 - 不叠加 - 3131 警察 站位参数(1排赋值1.5、2排赋值1,、3排赋值0.5)*普通色块基础战力
- function root:getSkillEvaluate3131(core, skillInfo, params)
- local selfHeroList = params.selfHeroList
- local newBlockXYMap = params.newBlockXYMap
- local baseAttack = params.baseAttack
- local areaH = core.areaH
- local ev = 0
- local selfHeroParam = {0, 0, 0.5, 1, 1.5, 1.5, 1, 0.5, 0, 0}
- -- 半场行数超过5的,给补充1.5在中间
- for i = 1, areaH - 5 do
- table.insert(selfHeroParam, 6, 1.5)
- table.insert(selfHeroParam, 6, 1.5)
- end
- for _, hero in ipairs(selfHeroList) do
- ev = ev + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack
- end
- return ev
- end
- -- 技能评价 - 不叠加 - 4131 杰西 敌方技能色块数*普通色块基础战力
- function root:getSkillEvaluate4131(core, skillInfo, params)
- local enemySkillBlockList = params.enemySkillBlockList
- local baseAttack = params.baseAttack
- return #enemySkillBlockList * baseAttack
- end
- --#region ----------------------------------------- 新的英雄和技能:功能代码块
- -- 技能评价 - 不叠加 - 2211 米斯特 普通色块基础战力(参考: 技能评价 - 不叠加 - 4111)
- -- 公式: 1*技能战力*100%
- function root:getSkillEvaluate2211(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- return skillBase
- end
- -- 技能评价 - 不叠加 - 1211 扎克 为主角恢复1格英雄基础战力的血量
- -- 公式: 1*技能战力*50%
- function root:getSkillEvaluate1211(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- return math.floor(skillBase * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 4211 扎克 对手主角失去1格战力血量
- -- 有盾
- -- 收益值=0
- -- 公式: 1*技能战力*50%
- function root:getSkillEvaluate4211(core, skillInfo, params)
- --[[
- local enemyHasDun = params.enemyHasDun
- if enemyHasDun then
- return 0
- end
- local baseAttack = params.baseAttack
- return baseAttack
- ]]
- local skillBase = skillInfo.skillBase
- return math.floor(skillBase * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 3211 无人机队长 我英雄基本战力50%
- -- 公式: 生成英雄战力*25%*65%
- function root:getSkillEvaluate3211(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.25 * 0.65 + 0.5)
- end
- -- 技能评价 - 不叠加 - 2221 在下一次攻击时提升50%攻击力(参考 4021)
- -- 公式: 生成英雄战力*50%*100%
- function root:getSkillEvaluate2221(core, skillInfo, params)
- --[[
- local enemyHeroList = params.enemyHeroList
- local newHeroAttack = params.newHeroAttack
- local enemyHasDun = params.enemyHasDun
- if not enemyHeroList[#enemyHeroList] then
- return not enemyHasDun and newHeroAttack * 0.5 or 0
- else
- return math.min(
- math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0),
- newHeroAttack
- ) * 0.75
- end
- ]]
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 1221 主角恢复2格战力血量(参考 1011 机器人 (15%*我方基地最大血量*50%)+根据我方基地血量百分比(30%、10%)增加不同个普通色块数的战力(0.5、1))
- -- 公式: 2*技能战力*50%
- function root:getSkillEvaluate1221(core, skillInfo, params)
- --[[
- local skillCount = skillInfo.skillCount
- local baseAttack = params.baseAttack
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local ev = 0.15 * selfCastleMaxHp * 0.5 * skillCount
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.1 then
- ev = ev + baseAttack * 1 * skillCount
- elseif percent <= 0.3 then
- ev = ev + baseAttack * 0.5 * skillCount
- end
- return ev
- ]]
- local skillBase = skillInfo.skillBase
- return math.floor(2 * skillBase * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 4221 用迷雾屏蔽己方场地,让敌方不可见 (参考 4111 米斯特 0.5*普通色块基础战力)
- -- 公式: 0.5*技能战力
- function root:getSkillEvaluate4221(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- return math.floor(skillBase * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 3221 装备护甲,使受到的伤害降低50%。持续到死亡 (参考 3051 SWAT 生成英雄的血量*65%)
- -- 公式: 生成英雄战力*50%*65%
- function root:getSkillEvaluate3221(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.5 * 0.65 + 0.5)
- end
- -- 技能评价 - 可叠加 - 2231 对手方角失去2格战力血量 (4011 扎克 敌方基地最大血量*15%*50%)
- -- 公式: 2*技能战力*50%
- function root:getSkillEvaluate2231(core, skillInfo, params)
- --[[
- local skillCount = skillInfo.skillCount
- local enemyHasDun = params.enemyHasDun
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- if enemyHasDun then
- return 0
- end
- return enemyCastleMaxHp * 0.15 * 0.5 * skillCount
- ]]
- local skillBase = skillInfo.skillBase
- return math.floor(2 * skillBase * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 1231 恢复我方国王1个色块战力的血量,提升我方怪兽1个技能色块的基础战力 (2051 查理 (我方基地最大血量*15%*50%+我方所有英雄数*1*对应技能色块战力))
- -- 公式: 1*技能色块战力*50%+我方英雄数*1倍技能色块战力*100%
- function root:getSkillEvaluate1231(core, skillInfo, params)
- --[[
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfHeroCount = params.selfHeroCount
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- return (selfCastleMaxHp * 0.15 * 0.5 + selfHeroCount * 1 * skillBase) * skillCount
- ]]
- local selfHeroCount = params.selfHeroCount
- local skillBase = skillInfo.skillBase
- return math.floor(skillBase * (selfHeroCount + 0.5) + 0.5)
- end
- -- 技能评价 - 可叠加 - 4231 感染三个敌方的色块,每个被感染的芯片对周围单位造成伤害,直到色块被消掉 (1061 辐射工兵 1*普通色块基础战力+max{(敌方所有英雄数-2),0}*2*对应技能色块战力*75%)
- --[[ 公式:
- if(我方所有英雄战力总和-敌方英雄所有战力总和)≥2*普通色块基础战力:
- 1.5*技能战力
- else 1*技能战力
- ]]
- function root:getSkillEvaluate4231(core, skillInfo, params)
- --[[
- local baseAttack = params.baseAttack
- local enemyHeroCount = params.enemyHeroCount
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- return (baseAttack + math.max(enemyHeroCount - 2, 0) * 2 * skillBase * 0.75) * skillCount
- ]]
- --[[
- if(我方所有英雄战力总和-敌方英雄所有战力总和)≥2*普通色块基础战力:
- 1.5*对应技能色块战力
- else 1*对应技能色块战力
- ]]
- local skillBase = skillInfo.skillBase
- local baseAttack = params.baseAttack
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- if (selfHeroTotalEv - enemyHeroTotalEv) >= (2 * baseAttack) then
- return math.floor(skillBase * 1.5 + 0.5)
- else
- return skillBase
- end
- end
- -- 技能评价 - 可叠加 - 3231 囚禁一个敌方英雄单位几回合 (3071 查克警长 敌方最弱英雄战力*60%(如果对方只有一个目标囚禁>贿赂)+敌方最弱英雄战力*补偿参数 ;补偿参数= 根据敌方基地血量百分比(100,60,30)赋值不同(-75%,-50%,0))
- --[[
- -- 公式:
- 敌方最弱英雄战力*60%(如果对方只有一个目标囚禁>贿赂)+敌方最弱英雄战力*补偿参数 ;
- 补偿参数= 根据敌方基地血量百分比(100,60,30)赋值不同(-75%,-50%,0)
- ]]
- function root:getSkillEvaluate3231(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local enemyCastleHp = params.enemyCastleHp
- local enemyCastleMaxHp = params.enemyCastleMaxHp
- local skillCount = skillInfo.skillCount
- local percent = enemyCastleHp / enemyCastleMaxHp
- local ev = 0
- for i = 1, skillCount do
- if enemyHeroList[i] then
- local heroEv = self:getHeroEvaluate(core, enemyHeroList[i])
- ev = ev + heroEv * 0.6
- if percent <= 0.3 then
- ev = ev + heroEv * 0
- elseif percent <= 0.6 then
- ev = ev + heroEv * -0.5
- else
- ev = ev + heroEv * -0.75
- end
- end
- end
- return ev
- end
- -- 技能评价 - 不叠加 - 2241 (参考: 纵火犯)
- -- 公式: if 敌方所有英雄战力总和 - 我方所有英雄战力总和 >0: (敌方所有英雄数*对应技能色块战力*1*75% + 普通色块基础站力*1)else :敌方所有英雄数*对应技能色块战力*1*75%
- function root:getSkillEvaluate2241(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local enemyHeroCount = params.enemyHeroCount
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local baseAttack = params.baseAttack
- if enemyHeroTotalEv - selfHeroTotalEv > 0 then
- return enemyHeroCount * skillBase * 1 * 0.75 + baseAttack * 1
- else
- return enemyHeroCount * skillBase * 1 * 0.75
- end
- end
- -- 技能评价 - 不叠加 - 1241 鸢萝 (参考: 技能评价 - 不叠加 - 2021 朋克头 敌方所有英雄战力总和*50%*75%)
- -- 有盾
- -- 若对方只有一个英雄则为0
- -- 多个英雄:
- -- 敌方所有英雄战力总和*50%*50%
- function root:getSkillEvaluate1241(core, skillInfo, params)
- --[[
- local enemyHasDun = params.enemyHasDun
- local enemyHeroCount = params.enemyHeroCount
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local evaluate = math.floor((enemyHeroTotalEv or 0) * 0.5 + 0.5)
- if enemyHasDun then
- return enemyHeroCount > 1 and evaluate or 0
- end
- return evaluate
- ]]
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- return math.floor(enemyHeroTotalEv * 0.5 * 0.75 + 0.5)
- end
- -- 技能评价 - 可叠加 - 4241 (参考: 技能评价 - 可叠加 - 2011 洛克犬 3*对应技能色块战力*75%)
- -- 公式: 3*技能色块战力*100%
- function root:getSkillEvaluate4241(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- return 3 * skillBase * 1
- end
- -- 技能评价 - 可叠加 - 3241 (参考: 3031 间谍 同列上敌方英雄战力总和+英雄落点变化收益(生成英雄落点变化收益+我方英雄落点变化收益])
- -- 生成英雄落点变化收益=用完技能后的落地收益-生成英雄后用技能前的落地收益
- -- 我方英雄落点变化收益= 满足数量1*普通色块基础战力+满足数量2*0.5*普通色块基础战力
- -- 满足数量1 = 用完技能后落点Y轴变化≥3的我方英雄数 (与生成英雄后用技能前的Y轴对比)
- -- 满足数量2 = 用完技能后落点Y轴变化 = 2 的我方英雄数(与生成英雄后用技能前的Y轴对比)
- -- 公式:
- function root:getSkillEvaluate3241(core, skillInfo, params)
- local xMap = skillInfo.data3241
- local totalHeroEvaluate = 0
- local enemyHeroList = params.enemyHeroList
- local selfHeroList = params.selfHeroList
- local baseAttack = params.baseAttack
- local yDirection = params.yDirection
- local newHeroX = params.newHeroX
- local newHeroY = params.newHeroY
- local newBlockXYMap = params.newBlockXYMap
- local xHeros = {}
- local function changeToXHeros(heroList)
- for _, hero in ipairs(heroList) do
- if xMap[hero.bindBlock.x] then
- if not xHeros[hero.bindBlock.x] then
- xHeros[hero.bindBlock.x] = {}
- end
- table.insert(xHeros[hero.bindBlock.x], {hero = hero, point = newBlockXYMap[hero.bindBlock.id]})
- end
- end
- end
- changeToXHeros(enemyHeroList)
- changeToXHeros(selfHeroList)
- local newHeroLastY = -1
- local selfYChange3Count = 0
- local selfYChange2Count = 0
- local function calc(v, yDirection)
- local sortY, getY
- if yDirection < 0 then
- sortY = function(a, b)
- return a.point.y < b.point.y
- end
- getY = function(i)
- return i - 1
- end
- elseif yDirection > 0 then
- sortY = function(a, b)
- return a.point.y > b.point.y
- end
- getY = function(i)
- return 10 - i
- end
- end
- table.sort(v, sortY)
- for i = 1, #v do
- local y = getY(i)
- if v[i].point.x == newHeroX and v[i].point.y == newHeroY then
- newHeroLastY = y
- else
- local beforeIsSelf = self:isSelfBlock(yDirection, v[i].point.y)
- local afterIsSelf = self:isSelfBlock(yDirection, y)
- if not beforeIsSelf and afterIsSelf then
- totalHeroEvaluate = totalHeroEvaluate + self:getHeroEvaluate(core, v[i].hero)
- elseif beforeIsSelf and afterIsSelf then
- local change = math.abs(y - v[i].point.y)
- if change >= 3 then
- selfYChange3Count = selfYChange3Count + 1
- elseif change == 2 then
- selfYChange2Count = selfYChange2Count + 1
- end
- end
- end
- end
- end
- for _, v in pairs(xHeros) do
- calc(v, yDirection)
- end
- local enemyHeroEv = totalHeroEvaluate
- local newHeroEv = 0
- if newHeroLastY > 0 then
- newHeroEv = self:getYEvaluate(core, newHeroLastY, baseAttack) - self:getYEvaluate(core, newHeroY, baseAttack)
- end
- local selfHeroEv = selfYChange3Count * 1 * baseAttack + selfYChange2Count * 0.5 * baseAttack
- totalHeroEvaluate = enemyHeroEv + newHeroEv + selfHeroEv
- return totalHeroEvaluate
- end
- -- 技能评价 - 不叠加 - 2251 (参考: 技能评价 - 不叠加 - 1051 布雷泽)
- -- 公式: 生成英雄的血量*50%*75%
- function root:getSkillEvaluate2251(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.5 * 0.75 + 0.5)
- end
- -- 技能评价 - 不叠加 - 1251 (参考: -- 技能评价 - 不叠加 - 2091 露西)
- -- 公式:max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}*75%, 这里如果要精确的拉取血量,需要模拟战斗才行
- function root:getSkillEvaluate1251(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- return math.floor(math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.75 + 0.5)
- end
- -- 技能评价 - 不叠加 - 4251 (参考: -- 技能评价 - 不叠加 - 4081 解脱者)
- -- 公式: max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}*50%+0.5普通色块基础战力
- function root:getSkillEvaluate4251(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local baseAttack = params.baseAttack
- return math.floor(math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5 + 0.5 * baseAttack + 0.5)
- end
- -- 技能评价 - 3251 (参考: -- 技能评价 - 可叠加 - 3011 特警)
- -- 公式: max{(5*敌方平均技能色块战力+max{(敌方所有英雄战力总和-我方所有英雄战力总和),0} - 我方所有英雄战力总和), 0}*50%+根据我方基地血量百分比(30%、10%)增加不同个普通色块数的战力(1.5、3)
- function root:getSkillEvaluate3251(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local baseAttack = params.baseAttack
- local ev =
- math.max(5 * enemyAverageBaseAttack + math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) - selfHeroTotalEv, 0) *
- 0.5
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.1 then
- ev = ev + baseAttack * 3
- elseif percent <= 0.3 then
- ev = ev + baseAttack * 1.5
- end
- return math.floor(ev * skillCount + 0.5)
- end
- -- 技能评价 - 可叠加 - 1261 (参考: 技能评价 - 可叠加 - 2071 温蒂)
- -- 公式: 3*技能战力+存活单位收益+1*技能战力
- function root:getSkillEvaluate1261(core, skillInfo, params)
- --[[
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local selfCastleHp = params.selfCastleHp
- local selfCastleMaxHp = params.selfCastleMaxHp
- local enemyHasDun = params.enemyHasDun
- if enemyHasDun then
- if selfCastleHp >= selfCastleMaxHp * 0.5 then
- return skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
- else
- return 0
- end
- end
- if selfCastleHp >= selfCastleMaxHp * 0.5 then
- return skillBase * 2 * 0.5 * skillCount + skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
- else
- return skillBase * 2 * 0.5 * skillCount
- end
- ]]
- local skillBase = skillInfo.skillBase
- return skillBase * 3 + skillBase * 1 + 0
- end
- -- 技能评价 - 不叠加 - 2261 (参考: -- 技能评价 - 不叠加 - 1021 修理师)
- --[[
- if 我方基地当前血量 ≥ 我方基地最大血量*50% : 2*对应技能色块战力*50%+2*对应技能色块战力*30% else:2*对应技能色块战力*50%
- 有盾(100%)
- if 我方基地当前血量 ≥ 我方基地最大血量*50% :
- 2*对应技能色块战力*30%
- else:0
- ]]
- function root:getSkillEvaluate2261(core, skillInfo, params)
- --[[
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local percent = selfCastleHp / selfCastleMaxHp
- local skillBase = skillInfo.skillBase
- if percent <= 0.5 then
- return skillBase
- end
- return skillBase * 2
- ]]
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local selfCastleHp = params.selfCastleHp
- local selfCastleMaxHp = params.selfCastleMaxHp
- local enemyHasDun = params.enemyHasDun
- if enemyHasDun then
- if selfCastleHp >= selfCastleMaxHp * 0.5 then
- return math.floor(skillBase * 2 * 0.3 + 0.5)
- else
- return 0
- end
- end
- if selfCastleHp >= selfCastleMaxHp * 0.5 then
- return math.floor(skillBase * 2 * 0.5 + skillBase * 2 * 0.3 + 0.5)
- else
- return math.floor(skillBase * 2 * 0.5 + 0.5)
- end
- return 0
- end
- -- 技能评价 - 不叠加 - 3261 (参考: 技能评价 - 不叠加 - 4061 杀手)
- -- 公式: 2*对应技能色块战力*生成英雄的血量参数(≥7*色块数,1.5否则1)+存活单位收益
- function root:getSkillEvaluate3261(core, skillInfo, params)
- --[[
- local enemyHeroList = params.enemyHeroList
- local newHeroAttack = params.newHeroAttack
- local linkCount = params.linkCount
- local baseAttack = params.baseAttack
- local ev = 0
- if enemyHeroList[#enemyHeroList] then
- ev = ev + math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0) * 0.75
- end
- if linkCount >= 7 then
- ev = ev + 3 * baseAttack
- end
- return ev
- ]]
- local skillBase = skillInfo.skillBase
- local linkCount = params.linkCount
- local ev = skillBase * 2
- if linkCount >= 7 then
- ev = ev * 1.5
- end
- return math.floor(ev + 0.5)
- end
- -- 技能评价 - 不叠加 - 4261 (参考: 技能评价 - 可叠加 - 3121 查基)
- -- 公式: max{(敌方最强英雄战力-生成英雄的血量),0}*75%+生成英雄的血量参数(≥7*色块数,+3*普通色块基础战力)
- function root:getSkillEvaluate4261(core, skillInfo, params)
- --[[
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- local linkCount = params.linkCount
- if linkCount >= 7 then
- return 2 * skillBase * 1.5 * skillCount
- else
- return 2 * skillBase * 1 * skillCount
- end
- ]]
- local enemyHeroList = params.enemyHeroList
- local newHeroAttack = params.newHeroAttack
- local linkCount = params.linkCount
- local baseAttack = params.baseAttack
- local ev = 0
- if enemyHeroList[#enemyHeroList] then
- ev = ev + math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0) * 0.75
- end
- if linkCount >= 7 then
- ev = ev + 3 * baseAttack
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 2351 (旧的技能ID:2111) 金羽/斯凯特
- --[[公式:
- 敌方受到的伤害总和*75%+敌方受到的伤害总和
- 敌方受到的伤害总和=sum( min(hero_1_hp,1倍对应技能色块战力),…,min(hero_999_hp,1倍对应技能色块战力))
- ]]
- function root:getSkillEvaluate2351(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local damage = skillBase * 1 * skillCount
- local enemyHeroList = params.enemyHeroList
- local ev = 0
- for _, hero in ipairs(enemyHeroList) do
- ev = ev + math.min(damage, hero:getHp())
- end
- return math.floor(ev * 0.75 + ev + 0.5)
- end
- -- 技能评价 - 不叠加 - 1351(旧的技能ID:1091) 海德博士/盈缺
- -- 公式: 根据我方基地血量百分比(100%,50%)增加不同倍对应技能色块的战力(5,2.5)
- function root:getSkillEvaluate1351(core, skillInfo, params)
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local skillBase = skillInfo.skillBase
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.5 then
- return skillBase * 2.5
- else
- return skillBase * 5
- end
- end
- -- 技能评价 - 可叠加 - 4351(旧的技能ID:3101) 汤米/无情
- -- 公式: 2*对应技能色块战力*生成英雄的血量参数(≥7*色块数,1.5否则1)
- function root:getSkillEvaluate4351(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local skillCount = skillInfo.skillCount
- local linkCount = params.linkCount
- if linkCount >= 7 then
- return 2 * skillBase * 1.5 * skillCount
- else
- return 2 * skillBase * 1 * skillCount
- end
- end
- -- 技能评价 - 可叠加 - 3351 (旧的技能ID:3041) 极限特工/小青
- -- 公式: (敌方英雄战力总和-我方英雄战力总和)+(我敌双方复活buff差)*复活技能收益评分
- function root:getSkillEvaluate3351(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- return (newHeroAttack + enemyHeroTotalEv) * 0.5 - selfHeroTotalEv
- end
- -- 技能评价 - 可叠加 - 2361 (旧的技能:4031) 乔乔/化学老师
- -- 公式: 对手最弱英雄战力*75%+存活单位收益
- function root:getSkillEvaluate2361(core, skillInfo, params)
- local enemyHeroList = params.enemyHeroList
- local skillCount = skillInfo.skillCount
- local ev = 0
- for i = 1, skillCount do
- if enemyHeroList[i] then
- ev = ev + self:getHeroEvaluate(core, enemyHeroList[i]) * 0.75
- end
- end
- return ev
- end
- -- 技能评价 - 可叠加 - 1361 (旧的技能ID:1041) 十里/医师 根据敌方英雄站位算出收益值(60%:30%:10%:0:0)
- -- eg:敌方英雄战力分布:第一排:第二排:第三排:第四排:第五排=100:50:30:50:30(第一排为接近中线的那排)
- -- 收益值为=100*60%+50*30%+30*10%+50*0%+30*0%=78
- --
- -- 叠加比例上升(30%:20%:10%:5%:5%) max为100%
- -- 连接技能色块数=x;
- -- 基础比例为(a,b,c,d,e)
- -- 叠加比例为(f,g,h,i,j)
- -- 最终比例{min(a+(x-1)f,100),min(b+(x-1)g,100),…,min(e+(x-1)j,100)}
- -- 公式:
- function root:getSkillEvaluate1361(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local newBlockXYMap = params.newBlockXYMap
- local enemyHeroEv = {}
- local areaH = core.areaH
- for i = 1, areaH * 2 do
- table.insert(enemyHeroEv, 0)
- end
- local enemyHeroList = params.enemyHeroList
- for _, hero in ipairs(enemyHeroList) do
- enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] =
- enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] + hero:getHp()
- end
- local enemyHeroParam = {0, 0, 0.1, 0.3, 0.6, 0.6, 0.3, 0.1, 0, 0}
- -- 半场行数超过5的,给补充0.6在中间
- for i = 1, areaH - 5 do
- table.insert(enemyHeroParam, 6, 0.6)
- table.insert(enemyHeroParam, 6, 0.6)
- end
- local addHeroParam = {0.05, 0.05, 0.1, 0.2, 0.3, 0.3, 0.2, 0.1, 0.05, 0.05}
- -- 半场行数超过5的,给补充0.3在中间
- for i = 1, areaH - 5 do
- table.insert(enemyHeroParam, 6, 0.3)
- table.insert(enemyHeroParam, 6, 0.3)
- end
- for i = 1, #enemyHeroParam do
- enemyHeroParam[i] = math.min(enemyHeroParam[i] + addHeroParam[i] * (skillCount - 1), 1)
- end
- local totalHeroEvaluate = 0
- for i = 1, #enemyHeroParam do
- totalHeroEvaluate = totalHeroEvaluate + enemyHeroEv[i] * enemyHeroParam[i]
- end
- return totalHeroEvaluate
- end
- -- 技能评价 - 不叠加 - 4361 (旧的技能ID:4071) 千两/忍者 根据敌方hero数不同的公式
- -- hero=1→生成英雄的血量*75%*50%
- -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
- -- 有盾
- -- hero=1→收益值=0
- -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
- -- 公式:
- function root:getSkillEvaluate4361(core, skillInfo, params)
- local enemyHasDun = params.enemyHasDun
- local newHeroAttack = params.newHeroAttack
- local enemyHeroList = params.enemyHeroList
- local ev = 0
- if #enemyHeroList == 1 then
- ev = ev + (not enemyHasDun and newHeroAttack * 0.75 * 0.5 or 0)
- elseif #enemyHeroList >= 2 then
- ev = ev + math.min(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList - 1]), newHeroAttack * 0.75) * 0.75
- end
- return math.floor(ev)
- end
- -- 技能评价 - 可叠加 - 3361 (旧的技能ID:3021) 一叶/罗杰
- -- 公式: 我方平均技能色块战力*3*65%+扰乱棋盘附加评分
- function root:getSkillEvaluate3361(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local averageBaseAttack = params.averageBaseAttack
- return math.floor(averageBaseAttack * 3 * 0.65 + 0)
- end
- -- 技能评价 - 不叠加 - 2281 (参考: ) 团团
- --[[
- 对方技能色块数*敌方卡组平均卡牌基础战力+敌方受到的伤害总和*0.75
- 敌方受到的伤害总和=sum( min(hero_1_hp,2倍对应技能色块战力),…,min(hero_999_hp,2倍对应技能色块战力))
- [此处hero为技能色块3*3区域的英雄]
- ]]
- -- 公式:
- function root:getSkillEvaluate2281(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local damage = skillBase * 1 * skillCount
- local enemyHeroList = params.enemyHeroList
- local ev = 0
- for _, hero in ipairs(enemyHeroList) do
- ev = ev + math.min(damage, hero:getHp())
- end
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- return ev + enemyAverageBaseAttack * skillCount
- end
- -- 技能评价 - 不叠加 - 1281 (参考: ) 烧麦
- -- 公式:2*对应技能色块战力*50%+根据我方基地血量百分比(>30%、<30%)增加不同倍对应技能色块的战力(0.5、1)
- function root:getSkillEvaluate1281(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local ev = skillBase * 3 * 0.5
- local percent = selfCastleHp / selfCastleMaxHp
- if percent <= 0.3 then
- ev = ev + skillBase
- else
- ev = ev + skillBase * 0.5
- end
- return math.floor(ev + 0.5)
- end
- -- 技能评价 - 不叠加 - 4281 (参考: ) 猴宝
- -- 公式: 敌方技能数*普通色块基础战力
- function root:getSkillEvaluate4281(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local baseAttack = params.baseAttack
- return baseAttack * skillCount
- end
- -- 技能评价 - 不叠加 - 3281 (参考: ) 阿呆
- -- 公式: 3*普通色块基础战力
- function root:getSkillEvaluate3281(core, skillInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 3
- end
- -- 技能评价 - 不叠加 - 2291 (参考: ) 夜阑
- --[[
- min{生成英雄的血量,敌方最强英雄战力}*75%(站位在左边两列时),
- else min{max{敌方所有英雄战力总和-我方所有英雄战力总和+生成英雄的血量,1*普通色块基础战力},生成英雄的血量}*75%
- #这里如果要精确的吸血血量,需要模拟战斗才行
- ]]
- -- 公式:
- function root:getSkillEvaluate2291(core, skillInfo, params)
- local newHeroX = params.newHeroX or 1
- local baseAttack = params.baseAttack
- local newHeroAttack = params.newHeroAttack
- local evaluate = 0
- if newHeroX < 3 then
- local enemyHeroList = params.enemyHeroList
- if enemyHeroList[#enemyHeroList] then
- evaluate = min(newHeroAttack, self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList])) * 0.75
- end
- else
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local v1 = enemyHeroTotalEv - selfHeroTotalEv + newHeroAttack
- local v2 = max(v1, baseAttack)
- evaluate = max(v2, newHeroAttack) * 0.75
- end
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 1291 (参考: ) 桃桃
- -- 公式:我方棋盘英雄总战力*25%*100%
- function root:getSkillEvaluate1291(core, skillInfo, params)
- local selfHeroTotalEv = params.selfHeroTotalEv
- return math.floor(selfHeroTotalEv * 0.25 * 1 + 0.5)
- end
- -- 技能评价 - 不叠加 - 4291 (参考: ) 倒倒
- -- 公式: 站位参数和(1排赋值1.5、2排赋值1)*普通色块基础战力
- function root:getSkillEvaluate4291(core, skillInfo, params)
- local selfHeroList = params.selfHeroList
- local newBlockXYMap = params.newBlockXYMap
- local baseAttack = params.baseAttack
- local selfHeroCount = params.selfHeroCount
- local areaH = core.areaH
- local ev = 0
- local selfHeroParam = {0, 0, 0, 1, 1.5, 1.5, 1, 0, 0, 0}
- -- 半场行数超过5的,给补充1.5在中间
- for i = 1, areaH - 5 do
- table.insert(selfHeroParam, 6, 1.5)
- table.insert(selfHeroParam, 6, 1.5)
- end
- for _, hero in ipairs(selfHeroList) do
- ev = ev + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack * selfHeroCount
- end
- return math.floor(ev + 0.5)
- end
- -- 技能评价 - 不叠加 - 3291 (参考: ) 咕噜
- --[[
- 判断是否有技能色块,
- 平均敌方技能色块收益值(需判断)*2
- avg(skill_1_benefit,…,skill_999_benefit)
- ]]
- -- 公式:
- function root:getSkillEvaluate3291(core, skillInfo, params)
- local enemyBeforeSkillBlockList = params.enemyBeforeSkillBlockList
- local skillCount = skillInfo.skillCount
- local blockList = {}
- for _, block in ipairs(enemyBeforeSkillBlockList) do
- if block.skillId ~= 3291 then
- table.insert(blockList, block)
- end
- end
- if #blockList <= 0 then
- return 0
- end
- skillCount = math.min(skillCount, #blockList)
- local skillInfoList = self:getSkillInfoList(core, blockList)
- local skillTotalEv = 0
- for _, v in ipairs(skillInfoList) do
- local skillEv = self:getSkillEvaluate(core, v, params)
- if skillEv then
- skillTotalEv = skillTotalEv + skillEv
- end
- end
- local evaluate = skillTotalEv / #blockList * skillCount
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 2311 (参考: ) 画意:
- -- 公式:(我方所有英雄战力总和-敌方所有英雄战力总和)≥2*普通色块基础战力→2*普通色块基础战力+1.5*技能战力,else0.5*普通色块基础战力+1.5*技能战力
- function root:getSkillEvaluate2311(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local baseAttack = params.baseAttack
- local skillBase = skillInfo.skillBase
- local evaluate = 0
- if (selfHeroTotalEv - enemyHeroTotalEv) >= 2 * baseAttack then
- evaluate = 2 * baseAttack + 1.5 * skillBase
- else
- evaluate = 0.5 * baseAttack + 1.5 * skillBase
- end
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 1311 (参考: ) 糯米:
- -- 公式: 连线生成英雄战力*65%
- function root:getSkillEvaluate1311(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.65 + 0.5)
- end
- -- 技能评价 - 不叠加 - 4311 (参考: ) 纤纤:
- -- 公式: 4*对应技能色块战力*50%+扰乱棋盘分布附加评分
- function root:getSkillEvaluate4311(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- local skillBase = skillInfo.skillBase
- return skillBase * 4 + 0
- end
- -- 技能评价 - 不叠加 - 3311 (参考: ) 孤梦:
- -- 公式: max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}*50%
- function root:getSkillEvaluate3311(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local evaluate = max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 2321 (参考: ) 不酸:
- -- 公式: 低战英雄数量*1*技能伤害战力(低战英雄定义:低于25%连线生成英雄战力)
- function root:getSkillEvaluate2321(core, skillInfo, params)
- local skillBase = skillInfo.skillBase
- local enemyHeroList = params.enemyHeroList
- local newHeroAttack = params.newHeroAttack
- local lowHeroCount = self:getLowHeroCount(newHeroAttack, enemyHeroList)
- local evaluate = skillBase * lowHeroCount
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 1321 (参考: ) 绿蛛:
- -- 公式: (普通色块基础战力*3*50%-我方最弱英雄战力*100%)
- -- 有盾 ->我方最弱英雄战力*75%
- function root:getSkillEvaluate1321(core, skillInfo, params)
- -- 最弱的自己人
- local selfHeroList = params.selfHeroList
- local selfHeroLowestEv = 0
- if #selfHeroList > 0 and selfHeroList[1] then
- selfHeroLowestEv = self:getHeroEvaluate(core, selfHeroList[1]) or 0
- end
- local enemyHasDun = params.enemyHasDun
- local valueEv = 0
- -- 敌方是否有盾
- if enemyHasDun then
- valueEv = math.floor(selfHeroLowestEv * 0.75 + 0.5)
- else
- local baseAttack = params.baseAttack
- valueEv = baseAttack * 3 * 0.5 - selfHeroLowestEv * 1
- end
- return math.floor(valueEv + 0.5)
- end
- -- 技能评价 - 不叠加 - 4321 (参考: ) 云中客:使双方基地生命值相等
- -- 公式: 2*(双方基地总血量/2-我方基地当前血量)*50%
- function root:getSkillEvaluate4321(core, skillInfo, params)
- local enemyCastleHp = params.enemyCastleHp
- local selfCastleHp = params.selfCastleHp
- local evaluate = 2 * math.abs((enemyCastleHp + selfCastleHp) / 2 - selfCastleHp) * 0.5
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 3321 (参考: ) 酿酿:
- -- 生成英雄战力*50%*75%
- function root:getSkillEvaluate3321(core, skillInfo, params)
- local newHeroAttack = params.newHeroAttack
- local skillBase = skillInfo.skillBase
- local evaluate = newHeroAttack * 0.5 * 0.75
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 2331 (参考: ) 阿筝 :技能发动时,交换敌方最强单位与己方最弱单位的位置
- -- 公式: 敌方英雄数=0,则为0;else : (敌方最强英雄战力-我方最弱英雄战力)*125%
- function root:getSkillEvaluate2331(core, skillInfo, params)
- local enemyHeroCount = params.enemyHeroCount
- if not enemyHeroCount or enemyHeroCount <= 0 then
- return 0
- end
- local enemyHeroList = params.enemyHeroList
- local selfHeroList = params.selfHeroList
- local enemyHeroHighestEv =
- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
- local selfHeroLowestEv = selfHeroList[1] and self:getHeroEvaluate(core, selfHeroList[1]) or 0
- local evaluate = (enemyHeroHighestEv - selfHeroLowestEv) * 1.25
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 1331 (参考: ) 影生 :对手主角失去2格技能战力血量,并且在接下来的1回合内无法使用技能。
- -- 公式: 2*技能色块战力*50%+if(对方棋盘技能数量>0,2*普通色块基础战力,else 0)
- function root:getSkillEvaluate1331(core, skillInfo, params)
- local enemyBeforeSkillBlockList = params.enemyBeforeSkillBlockList or {} -- 敌方技能色块列表:消除色块前的。
- local skillBase = skillInfo.skillBase
- local baseAttack = params.baseAttack -- 普通色块基础战力: 连线将生成的英雄的基础战力
- local evaluate = 0
- if #enemyBeforeSkillBlockList > 0 then
- evaluate = baseAttack * 2
- end
- return math.floor(skillBase * 2 * 0.5 + evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 4331 (参考: ) 江流儿 :金箍圈住对面所有英雄,减少所有敌方单位50%输出伤害1回合
- -- (max{(敌方所有英雄战力总和-我方所有英雄战力总和),0}+5*敌方平均技能色块战力)*50%*50%
- function root:getSkillEvaluate4331(core, skillInfo, params)
- local SkillAvgEvaluate = self:getSkillAvgEvaluate(core, skillInfo, params, params.enemyBeforeSkillBlockList, 4331)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local evaluate = max(enemyHeroTotalEv - selfHeroTotalEv, 0) + SkillAvgEvaluate * 0.5 * 0.5
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 3331 (参考: ) 烟波 :主角获得buff,被拉扯叛变的英雄转变为炮弹,造成周围3*3的范围伤害,伤害值为50%的被拉英雄战力,持续4个回合
- -- 公式: sum(我方英雄战力*位置系数)*50%
- function root:getSkillEvaluate3331(core, skillInfo, params)
- local selfHeroList = params.selfHeroList
- local newBlockXYMap = params.newBlockXYMap
- local baseAttack = params.baseAttack
- local areaH = core.areaH
- local evaluate = 0
- local selfHeroParam = {0, 0, 0, 1, 1.5, 1.5, 1, 0, 0, 0}
- for _, hero in ipairs(selfHeroList) do
- evaluate = evaluate + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack
- end
- return math.floor(evaluate * 0.5 + 0.5)
- end
- -- 技能评价 - 不叠加 - 2341 (参考: ) 含光 主:我方全体英雄获得护盾,减少受到伤害50%,持续1回合;辅助:增加的临时护盾%s转变为装备护盾
- -- 公式: if(我方英雄战力<当对面英雄战力<我方英雄战力*2),我方英雄战力总和*50%,else 我方英雄战力总和*25%
- function root:getSkillEvaluate2341(core, skillInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local evaluate = 0
- if (selfHeroTotalEv < enemyHeroTotalEv) and (enemyHeroTotalEv < 2 * selfHeroTotalEv) then
- evaluate = selfHeroTotalEv * 0.5
- else
- evaluate = selfHeroTotalEv * 0.25
- end
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 1341 (参考: ) 暖阳 主:当前回合增加所有盟军50%的攻击力;辅助:增加的临时攻击力,%s转化为英雄装备武器
- -- 公式:我方英雄战力总和*75%
- function root:getSkillEvaluate1341(core, skillInfo, params)
- local selfHeroTotalEv = params.selfHeroTotalEv
- return math.floor(selfHeroTotalEv * 0.75 + 0.5)
- end
- -- 技能评价 - 不叠加 - 4341 (参考: ) 蹴鞠 主:对场上所有敌方英雄造成一次伤害,伤害值为3倍自身基础战力,但同时自己也会受到同等伤害。;辅助:使用主动技能受到的伤害的%s转化为主角血量
- -- 公式: 敌方受到的伤害总和*75%-3*技能战力. 敌方受到的伤害总和=sum( min(hero_1_hp,3倍对应技能色块战力),…,min(hero_999_hp,3倍对应技能色块战力)
- function root:getSkillEvaluate4341(core, skillInfo, params)
- local skillCount = skillInfo.skillCount
- local skillBase = skillInfo.skillBase
- local damage = skillBase * 1 * skillCount
- local enemyHeroList = params.enemyHeroList
- local enemyTotalDamage = 0
- for _, hero in ipairs(enemyHeroList) do
- enemyTotalDamage = enemyTotalDamage + math.min(damage, hero:getHp())
- end
- local evaluate = enemyTotalDamage * 0.75 - 3 * skillBase
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 3341 (参考: ) 璨月 主:攻击后,如果杀死对方单位,则以50%的攻击对下一个目标继续攻击,直至未完成击杀/无攻击目标;辅助:追击伤害提升%s
- -- 公式: 需要判断生成的英雄攻击时是否可以杀死对面最高战力单位,如果可以,收益为:连线生成英雄战力*50%*75%,如果不是,收益为0
- function root:getSkillEvaluate3341(core, skillInfo, params)
- local evaluate = 0
- local newHeroAttack = params.newHeroAttack
- local enemyHeroList = params.enemyHeroList
- local enemyHeroHighestEv =
- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
- if newHeroAttack >= enemyHeroHighestEv then
- evaluate = newHeroAttack * 0.75 * 0.5
- end
- return math.floor(evaluate + 0.5)
- end
- -- 技能评价 - 不叠加 - 8888 (参考: )
- -- 公式:
- function root:getSkillEvaluate__(core, skillInfo, params)
- -- local newHeroAttack = params.newHeroAttack
- local evaluate = 0
- return math.floor(evaluate + 0.5)
- end
- --#endregion
- -- 以下为天赋技能 -----------------------------------------------------------
- -- 天赋评价 - 11041 医师 死亡后,自身位置变为万能灵晶
- -- 连线评价:1A
- function root:getTalentEvaluate11041(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack
- end
- -- 天赋评价 - 11091 海德博士 普通状态下,受到致命伤害时,可保留1灵力
- -- 连线评价:0.5A
- function root:getTalentEvaluate11091(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 0.5
- end
- -- 天赋评价 - 13021 罗杰 召唤后,随机1个我方技能灵晶,其相邻2个位置变为同色灵晶
- -- 连线评价:1A
- function root:getTalentEvaluate13021(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack
- end
- -- 天赋评价 - 13041 极限特工 被击杀时,对方所有单位将分担对等灵力的一半伤害
- -- 连线评价:1A
- function root:getTalentEvaluate13041(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack
- end
- -- 天赋评价 - 14031 化学老师 死亡后,自身位置生成一个技能灵晶
- -- 连线评价:0.5A
- function root:getTalentEvaluate14031(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 0.5
- end
- -- 天赋评价 - 14071 忍者 被攻击时,会转移一半的伤害到血量最高的伙伴上
- -- 连线评价
- -- 基地血量[50%~100%]:1.5A
- -- 基地血量[30%~50%):0
- -- 基地血量[0%~30%):-0.5A
- function root:getTalentEvaluate14071(core, talentInfo, params)
- local baseAttack = params.baseAttack
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local percent = selfCastleHp / selfCastleMaxHp
- if percent > 0.5 then
- return baseAttack * 1.5
- elseif percent > 0.3 then
- return 0
- else
- return baseAttack * -0.5
- end
- end
- -- function root:getTalentEvaluate14241(core, talentInfo, params)
- -- local baseAttack = params.baseAttack
- -- local selfCastleMaxHp = params.selfCastleMaxHp
- -- local selfCastleHp = params.selfCastleHp
- -- local percent = selfCastleHp / selfCastleMaxHp
- -- if percent > 0.5 then
- -- return baseAttack * 1.5
- -- elseif percent > 0.3 then
- -- return 0
- -- else
- -- return baseAttack * -0.5
- -- end
- -- end
- -- 天赋评价 - 13101 汤米 非狂暴状态每回合吸取神龛2倍灵力的信仰提升自己,信仰不足则不吸取
- -- 连线评价
- -- 基地血量[50%~100%]:1.5A
- -- 基地血量[30%~50%):0
- -- 基地血量[0%~30%):-0.5A
- function root:getTalentEvaluate13101(core, talentInfo, params)
- local baseAttack = params.baseAttack
- local selfCastleMaxHp = params.selfCastleMaxHp
- local selfCastleHp = params.selfCastleHp
- local percent = selfCastleHp / selfCastleMaxHp
- if percent > 0.5 then
- return baseAttack * 1.5
- elseif percent > 0.3 then
- return 0
- else
- return baseAttack * -0.5
- end
- end
- -- 天赋评价 - 12111 金羽 召唤后,复制对方1个技能到自己场上
- -- 连线评价:1.2A
- function root:getTalentEvaluate12111(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1.2
- end
- -- 天赋评价 - 12241 晴色 自身承受伤害变为80%
- -- 连线评价:生成英雄战力*20%*65%
- function root:getTalentEvaluate12241(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.2 * 0.65)
- end
- -- 天赋评价 - 11241 鸢萝 英雄生成时,随机消除周围的3格色块
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate11241(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1
- --[[
- local selfHeroList = params.selfHeroList
- local newBlockXYMap = params.newBlockXYMap
- local baseAttack = params.baseAttack
- local areaH = core.areaH
- local linkCount = core.linkCount
- local ev = 0
- local selfHeroParam = {0.1, 0.3, 0.5, 0.7, 1, 1, 0.7, 0.5, 0.3, 0.1}
- -- 半场行数超过5的,给补充1.5在中间
- for i = 1, areaH - 5 do
- table.insert(selfHeroParam, 6, 1)
- table.insert(selfHeroParam, 6, 1)
- end
- for _, hero in ipairs(selfHeroList) do
- ev = ev + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack
- end
- local newHeroAttack = params.newHeroAttack
- return math.floor(ev * newHeroAttack * linkCount * 0.1)
- ]]
- end
- -- 天赋评价 - 14241 阿空 该英雄不受技能效果影响,不会被秒杀、斩杀、移出战场等
- -- 连线评价:上阵秒杀英雄数量*1*英雄基础战力
- -- 秒杀英雄数量包括:乔乔、小青、眠眠、百戏、影生,敌我英雄分开计算,上阵秒杀英雄数量最大值为:2
- function root:getTalentEvaluate14241(core, talentInfo, params)
- -- TODO: Debug 测试代码,上线前修改过来.
- local baseAttack = params.baseAttack
- return baseAttack * 1.2
- end
- -- 天赋评价 - 13241 象琪 英雄生成时,给主角增加一个25%减伤护盾,持续2回合
- -- 连线评价:max((max{敌方所有英雄战力总和-我方所有英雄战力总和,0}+5*敌方平均技能色块战力) - 我方所有英雄战力总和, 0)*25%*50%
- function root:getTalentEvaluate13241(core, talentInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- local ev = max((max((enemyHeroTotalEv - selfHeroTotalEv), 0) + 5 * enemyAverageBaseAttack - selfHeroTotalEv), 0)
- return math.floor(ev * 0.25 * 0.5)
- end
- -- 天赋评价 - 12251 绮罗 优先攻击对方最低英雄战力的单位
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate12251(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1
- end
- -- 天赋评价 - 11251 风月 每回合开始时,获得一个抵挡伤害的护盾,抵挡值为1倍基础战力,不可叠加
- -- 连线评价:1*对应技能色块战力*生成英雄的血量参数(≥7*色块数,2否则1)*65%
- function root:getTalentEvaluate11251(core, talentInfo, params)
- local baseAttack = params.baseAttack
- local linkCount = params.linkCount
- local newHeroAttack = params.newHeroAttack
- if linkCount >= 7 then
- return math.floor(1 * baseAttack * 2 * 0.65)
- else
- return math.floor(1 * baseAttack * 1 * 0.65)
- end
- end
- -- 天赋评价 - 14251 凛凛 有此英雄在场时,对面英雄的复活技能将无法生效
- -- 连线评价:上阵复活英雄数量*1*英雄基础战力,复活英雄:盈缺、小景,敌我英雄分开计算
- function root:getTalentEvaluate14251(core, talentInfo, params)
- -- TODO: Debug 测试代码,上线前修改过来.
- local baseAttack = params.baseAttack
- return baseAttack * 1.2
- end
- -- 天赋评价 - 13251 常明 英雄被拉扯过去,引发潮涌爆裂,对周围3*3范围内的敌人造成25%的英雄战力值伤害
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate13251(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1
- end
- -- 天赋评价 - 12261 花椒 有此英雄在场时,己方英雄叛变的伤害伤害增加50%
- -- 连线评价:己方英雄站位系数*英雄战力*50%*50%
- -- 第一排:第二排:第三排:第四排:第五排=100%:70%:50%:30%:10%(第一排为接近中线的那排)
- function root:getTalentEvaluate12261(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack
- local newHeroY = params.newHeroY + 1
- local selfHeroParam = {1, 0.7, 0.5, 0.3, 0.1, 0.1, 0.3, 0.5, 0.7, 1}
- newHeroY = newHeroY > #selfHeroParam and #selfHeroParam or newHeroY
- local valueEv = selfHeroParam[newHeroY]
- return math.floor(newHeroAttack * valueEv * 0.5 * 0.5)
- end
- -- 天赋评价 - 11261 小景 有此英雄在场时,己方英雄叛变的伤害伤害增加50%
- -- 连线评价:己方英雄站位系数*英雄战力*50%*50%
- -- 第一排:第二排:第三排:第四排:第五排=100%:70%:50%:30%:10%(第一排为接近中线的那排)
- function root:getTalentEvaluate11261(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack
- local newHeroY = params.newHeroY + 1
- local selfHeroParam = {01, 0.3, 0.5, 0.7, 1, 1, 0.7, 0.5, 0.3, 0.1}
- newHeroY = newHeroY > #selfHeroParam and #selfHeroParam or newHeroY
- local valueEv = selfHeroParam[newHeroY]
- return math.floor(newHeroAttack * valueEv * 0.5 * 0.5)
- end
- -- 天赋评价 - 14261 百戏 英雄生成时,随机锁定敌方一个技能,使其无法被连接及使用
- -- 连线评价:if:敌方棋盘技能色块数量=1,3*普通色块基础战力*50%;if:敌方棋盘技能色块数量=0,0;else ,1*普通色块基础战力*50%
- function root:getTalentEvaluate14261(core, talentInfo, params)
- local enemySkillBlockList = params.enemySkillBlockList or {}
- local baseAttack = params.baseAttack
- local count = #enemySkillBlockList
- if count == 1 then
- return math.floor(baseAttack * 3 * 0.5)
- elseif count == 0 then
- return 0
- else
- return math.floor(baseAttack * 1 * 0.5)
- end
- end
- -- 天赋评价 - 13261 疏雨 自身承受的第一次伤害变为50%
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate13261(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return 1 * baseAttack * 1
- end
- -- 天赋评价 - 12281 团团 召唤时,对对方主角发起一次冰冷冲击,造成%s倍基础战力的伤害
- -- 连线评价:1*英雄基础战力*50%
- function root:getTalentEvaluate12281(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 0.5)
- end
- -- 天赋评价 - 11281 烧麦 有此英雄在场时,对面英雄叛变的伤害伤害减少50%
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate11281(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1)
- --[[
- local newHeroAttack = core.newHeroAttack
- local newHeroY = core.newHeroY + 1
- local selfHeroParam = {01, 0.3, 0.5, 0.7, 1, 1, 0.7, 0.5, 0.3, 0.1}
- newHeroY = newHeroY > #selfHeroParam and #selfHeroParam or newHeroY
- local valueEv = selfHeroParam[newHeroY]
- return math.floor(newHeroAttack * valueEv * 0.5 * 0.5)
- ]]
- end
- -- 天赋评价 - 14281 猴宝 猴宝操控暗影能量,对面棋盘每存在一个技能色块时,能够提升自身1倍基础战力,增强实力。
- -- 连线评价:敌方棋盘技能数量*1*英雄基础战力
- function root:getTalentEvaluate14281(core, talentInfo, params)
- local selfSkillBlockList = params.selfSkillBlockList or {}
- local count = #selfSkillBlockList
- local baseAttack = params.baseAttack
- return count * baseAttack * 1
- end
- -- 天赋评价 - 13281 阿呆 阿呆拥有自然之助的力量,在召唤时,若我方棋盘存在单位比对方少,生成的英雄攻击力将提升20%,助力战局。
- -- 连线评价:if:我方棋盘英雄数量<敌方棋盘英雄数量,生成英雄战力20%,else 0
- function root:getTalentEvaluate13281(core, talentInfo, params)
- local enemyHeroList = params.enemyHeroList or {}
- local selfHeroList = params.selfHeroList or {}
- local newHeroAttack = params.newHeroAttack or 0
- -- local enemyHeroHighestEv =
- -- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
- -- local selfHeroHighestEv =
- -- selfHeroList[#enemyHeroList] and self:getHeroEvaluate(core, selfHeroList[#enemyHeroList]) or 0
- -- if enemyHeroHighestEv > newHeroAttack and selfHeroHighestEv > newHeroAttack then
- -- return math.floor(newHeroAttack * 0.2)
- -- end
- if #selfHeroList < #enemyHeroList then
- return math.floor(newHeroAttack * 0.2)
- end
- return 0
- end
- -- 天赋评价 - 12291 夜阑 召唤时,我方棋盘存在单位比对方多,则生成的英雄攻击力提升20%
- -- 连线评价:if:我方棋盘英雄数量>敌方棋盘英雄数量,生成英雄战力20%,else 0
- function root:getTalentEvaluate12291(core, talentInfo, params)
- local selfSkillBlockList = params.selfSkillBlockList or {}
- local myCount = #selfSkillBlockList
- local enemySkillBlockList = params.enemySkillBlockList or {}
- local enemyCount = #enemySkillBlockList
- local newHeroAttack = params.newHeroAttack or 0
- if myCount >= enemyCount then
- return math.floor(newHeroAttack * 0.2)
- end
- return 0
- end
- -- 天赋评价 - 11291 桃桃 召唤时,我方棋盘存在单位比对方多,则生成的英雄攻击力提升20%
- -- 连线评价:if:我方棋盘英雄数量>敌方棋盘英雄数量,生成英雄战力20%,else 0
- function root:getTalentEvaluate11291(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack or 0
- local enemyHeroCount = params.enemyHeroCount
- local selfHeroCount = params.selfHeroCount
- if selfHeroCount >= enemyHeroCount then
- return math.floor(newHeroAttack * 0.2)
- end
- return 0
- end
- -- 天赋评价 - 14291 倒倒 根据攻击距离提升英雄伤害,距离每多一格,伤害增加10%
- -- 连线评价:50%*生成英雄战力*75%
- function root:getTalentEvaluate14291(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack or 0
- return math.floor(newHeroAttack * 0.5 * 0.75)
- end
- -- 天赋评价 - 13291 咕噜 咕噜化身为海妖,拥有束缚敌方的能力。英雄生成时,随机束缚对方一个单位英雄,使其在1回合内无法攻击及连线
- -- 连线评价:if:我方英雄总战力>敌方英雄总战力,0,else (敌方英雄总战力-我方英雄总战力)*50%
- function root:getTalentEvaluate13291(core, talentInfo, params)
- local enemyHeroTotalEv = params.enemyHeroTotalEv
- local selfHeroTotalEv = params.selfHeroTotalEv
- if selfHeroTotalEv < enemyHeroTotalEv then
- return math.floor((enemyHeroTotalEv - selfHeroTotalEv) * 0.5)
- end
- return 0
- end
- -- 天赋评价 - 12311 画意 英雄生成时,随机锁住对方1个色块1回合
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate12311(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1
- end
- -- 天赋评价 - 11311 糯米 出生时,随机摧毁敌方一个技能
- -- 连线评价:if:敌方棋盘技能色块数量=1,2*英雄基础战力*100%,if:敌方棋盘技能色块数量=0,0,else 1*英雄基础战力*100%
- function root:getTalentEvaluate11311(core, talentInfo, params)
- local enemySkillBlockList = params.enemySkillBlockList or {}
- local count = #enemySkillBlockList
- local baseAttack = params.baseAttack
- local enemyAverageBaseAttack = params.enemyAverageBaseAttack
- if count == 1 then
- return 2 * baseAttack
- elseif count == 0 then
- return 0
- else
- return 1 * baseAttack
- end
- end
- -- 天赋评价 - 14311 纤纤 造成的伤害增加20%
- -- 连线评价:生成英雄战力*20%*75%
- function root:getTalentEvaluate14311(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.2 * 0.75)
- end
- -- 天赋评价 - 13311 孤梦 出生时,随机改变场上5个色块颜色
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate13311(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1
- end
- -- 天赋评价 - 12321 不酸 每击杀对面一个英雄,都会对对方主角造成一倍英雄基础战力伤害
- -- 连线评价:1*英雄基础战力*50%
- function root:getTalentEvaluate12321(core, talentInfo, params)
- -- local selfHeroCount = params.selfHeroCount
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 0.5)
- end
- -- 天赋评价 - 11321 绿蛛 英雄生成时,随机对对方棋盘2个色块进行污染,感染的色块会对周围的英雄造成%s的伤害,持续4个回合
- -- 连线评价:1.5*英雄基础战力*100%
- function root:getTalentEvaluate11321(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1.5)
- end
- -- 天赋评价 - 14321 云中客 英雄被击杀后,主角获得2倍基础战力的气血恢复
- -- 连线评价:2倍英雄基础战力*50%
- function root:getTalentEvaluate14321(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 2 * 0.5)
- end
- -- 天赋评价 - 13321 酿酿 英雄生成时,会额外召唤一个1倍基础战力英雄单位
- -- 连线评价:1.2*英雄基础战力
- function root:getTalentEvaluate13321(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1.2)
- end
- -- 天赋评价 - 12331 阿筝 阿筝造成伤害的%s转化为自己主角生命恢复
- -- 连线评价:生成英雄战力*10%*50%
- function root:getTalentEvaluate12331(core, talentInfo, params)
- local newHeroAttack = params.newHeroAttack
- return math.floor(newHeroAttack * 0.1 * 0.5)
- end
- -- 天赋评价 - 11331 影生 被击杀后,会以1倍基础战力复活,复活的英雄不会攻击,但是可以抵挡伤害跟被连线
- -- 连线评价:1*英雄基础战力*50%
- function root:getTalentEvaluate11331(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1 * 0.5)
- end
- -- 天赋评价 - 14331 江流儿 英雄在场时,对方主角怒气增涨效果减半
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate14331(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 0.1)
- end
- -- 天赋评价 - 13331 烟波 首次收到致命伤害的时候触发名刀效果,免疫该次致命攻击
- -- 连线评价:1.2*英雄基础战力*100%
- function root:getTalentEvaluate13331(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1.2)
- end
- -- 天赋评价 - 2341 含光 免疫受到的首次攻击伤害
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate12341(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1)
- end
- -- 天赋评价 - 1341 暖阳 英雄生成的时候,如果自身生成的战力不是场上最高,则战力提升20%
- -- 连线评价:if:生成英雄战力不是场上战力最高,生成英雄战力20%,else 0
- function root:getTalentEvaluate11341(core, talentInfo, params)
- local enemyHeroList = params.enemyHeroList
- local selfHeroList = params.selfHeroList
- local newHeroAttack = core.newHeroAttack or 0
- local enemyHeroHighestEv =
- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
- local selfHeroHighestEv =
- selfHeroList[#enemyHeroList] and self:getHeroEvaluate(core, selfHeroList[#enemyHeroList]) or 0
- if enemyHeroHighestEv > newHeroAttack and selfHeroHighestEv > newHeroAttack then
- return math.floor(newHeroAttack * 0.2)
- end
- return 0
- end
- -- 天赋评价 - 4341 蹴鞠 英雄死亡时,对对方主角造成一倍基础战力的技能伤害
- -- 连线评价:1*英雄基础战力*50%
- function root:getTalentEvaluate14341(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1 * 0.5)
- end
- -- 天赋评价 - 3341 璨月 攻击时无视对方护盾、伤害减免效果
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate13341(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return math.floor(baseAttack * 1)
- end
- -- 天赋评价 - 12351 金羽 召唤后,复制对方1个技能到自己场上
- -- 连线评价:1.2*英雄基础战力*100%
- function root:getTalentEvaluate12351(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return 1.2 * baseAttack * 1
- end
- -- 天赋评价 - 11351 盈缺 普通状态下,受到致命伤害时,可保留1灵力
- -- 连线评价:0.5*英雄基础战力*100%
- function root:getTalentEvaluate11351(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return 0.5 * baseAttack * 1
- end
- -- 天赋评价 - 14351 无情 非狂暴状态每回合吸取神龛1.5倍灵力的信仰提升自己,信仰不足则不吸取
- -- 连线评价:基地血量[50%~100%]:1.5*英雄基础战力*100%
- -- 基地血量[30%~50%):0*英雄基础战力*100%
- -- 基地血量[0%~30%):-0.5A*英雄基础战力*100%
- function root:getTalentEvaluate14351(core, talentInfo, params)
- local baseAttack = params.baseAttack
- local selfCastleHp = params.selfCastleHp
- local selfCastleMaxHp = params.selfCastleMaxHp -- 我方基地最大血量
- if (selfCastleHp / selfCastleMaxHp) > 0.5 then
- return math.floor(baseAttack * 1.5)
- elseif (selfCastleHp / selfCastleMaxHp) > 0.3 then
- return 0
- else
- return -math.floor(baseAttack * 0.5)
- end
- end
- -- 天赋评价 - 13351 小青 被击杀时,对方所有单位将分担对等灵力的一半伤害
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate13351(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return 1 * baseAttack * 1
- end
- -- 天赋评价 - 12361 乔乔 死亡后,自身位置生成一个技能灵晶
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate12361(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return 1 * baseAttack * 1
- end
- -- 天赋评价 - 11361 十里 死亡后,自身位置变为万能灵晶
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate11361(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return baseAttack * 1
- end
- -- 天赋评价 - 14361 千两 被攻击时,会转移一半的伤害到血量最高的伙伴上
- -- 连线评价:基地血量[50%~100%]:1.5*英雄基础战力*100%
- -- 基地血量[30%~50%):0*英雄基础战力*100%
- -- 基地血量[0%~30%):-0.5A*英雄基础战力*100%
- function root:getTalentEvaluate14361(core, talentInfo, params)
- local baseAttack = params.baseAttack
- local selfCastleHp = params.selfCastleHp
- local selfCastleMaxHp = params.selfCastleMaxHp -- 我方基地最大血量
- if (selfCastleHp / selfCastleMaxHp) > 0.5 then
- return math.floor(baseAttack * 1.5)
- elseif (selfCastleHp / selfCastleMaxHp) > 0.3 then
- return 0
- else
- return -math.floor(baseAttack * 0.5)
- end
- end
- -- 天赋评价 - 13361 一叶 召唤后,随机1个我方技能灵晶,其相邻2个位置变为同色灵晶
- -- 连线评价:1*英雄基础战力*100%
- function root:getTalentEvaluate13361(core, talentInfo, params)
- local baseAttack = params.baseAttack
- return 1 * baseAttack * 1
- end
- return root
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