battleAiUtils.lua 133 KB

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  1. local battleUtils = require "battle.battleUtils"
  2. local battleAdapt = require "adapt.battleAdapt"
  3. local battleHero = require "battle.battleHero"
  4. local battleLog = require "battle.battleLog"
  5. local battleConst = require "battle.battleConst"
  6. local battleAiAssistSkillEvaluate = require "battleAiAssistSkillEvaluate"
  7. local AI_MODEL_TEST = false
  8. -- AI 工具类
  9. local root = {}
  10. local function log2Client(core, logStr)
  11. if not logStr then
  12. return
  13. end
  14. battleLog:logClient(logStr)
  15. core:notifyClientLog(logStr)
  16. end
  17. local function showDataLog(data)
  18. local tab = {}
  19. for key, value in pairs(data) do
  20. if type(value) ~= "table" then
  21. tab[key] = value
  22. end
  23. end
  24. end
  25. -- 获取指定龙的战力评价
  26. function root:getLongEvaluate(core, actionCastle, ids, linkColor, skip, enableExSkill)
  27. local params = self:getParams(core, actionCastle, ids, linkColor)
  28. local blockList = self:getBlockList(core, ids)
  29. local exceptBlockList = {}
  30. if not skip then
  31. local exceptIds = {1111, 2031, 2041, 2131, 3041, 3071, 4091, 4101}
  32. local heroBlockExceptIds = {1031, 2131, 2041}
  33. local enemyHasExceptSkill = false
  34. for _, block in ipairs(params.enemySkillBlockList) do
  35. if table.member(exceptIds, block.skillId) then
  36. enemyHasExceptSkill = true
  37. end
  38. end
  39. for _, block in ipairs(blockList) do
  40. if table.member(exceptIds, block.skillId) or block.skillId == 1111 and enemyHasExceptSkill then
  41. table.insert(exceptBlockList, block)
  42. end
  43. end
  44. local selfHasHeroBlockExceptSkill = false
  45. for _, block in ipairs(blockList) do
  46. if table.member(heroBlockExceptIds, block.skillId) then
  47. selfHasHeroBlockExceptSkill = true
  48. end
  49. end
  50. if selfHasHeroBlockExceptSkill then
  51. for _, id in ipairs(ids) do
  52. if core:getHeroByBlockId(id) then
  53. table.insert(exceptBlockList, battleUtils:getColorBlockByID(core.map, id))
  54. end
  55. end
  56. end
  57. end
  58. local skillInfoList = self:getSkillInfoList(core, blockList)
  59. local exSkillInfoList = {}
  60. if enableExSkill then
  61. exSkillInfoList = self:getExSkillInfoList(core, actionCastle, blockList, skillInfoList)
  62. end
  63. local longList = {}
  64. for _, v in ipairs(blockList) do
  65. table.insert(longList, {v.y, v.x})
  66. end
  67. log2Client(core, string.format("===> 开始评价龙:%s", cjson_encode(longList)))
  68. --[[
  69. -- 测试代码
  70. local allSkillId = {
  71. 1011,
  72. 1021,
  73. 1031,
  74. 1041,
  75. 1051,
  76. 1061,
  77. 1071,
  78. 1081,
  79. 1091,
  80. 1101,
  81. 1111,
  82. 1121,
  83. 1131,
  84. 2011,
  85. 2021,
  86. 2031,
  87. 2041,
  88. 2051,
  89. 2061,
  90. 2071,
  91. 2081,
  92. 2091,
  93. 2101,
  94. 2111,
  95. 2121,
  96. 2131,
  97. 3011,
  98. 3021,
  99. 3031,
  100. 3041,
  101. 3051,
  102. 3061,
  103. 3071,
  104. 3081,
  105. 3091,
  106. 3101,
  107. 3111,
  108. 3121,
  109. 3131,
  110. 4011,
  111. 4021,
  112. 4031,
  113. 4041,
  114. 4051,
  115. 4061,
  116. 4071,
  117. 4081,
  118. 4091,
  119. 4101,
  120. 4111,
  121. 4121,
  122. 4131,
  123. 2211,
  124. 1211,
  125. 4211,
  126. 3211,
  127. 2221,
  128. 1221,
  129. 4221,
  130. 3221,
  131. 2231,
  132. 1231,
  133. 4231,
  134. 3231,
  135. 2241,
  136. 1241,
  137. 4241,
  138. 3241,
  139. 2251,
  140. 1251,
  141. 4251,
  142. 3251,
  143. 2261,
  144. 1261,
  145. 4261,
  146. 3261,
  147. 2351,
  148. 1351,
  149. 4351,
  150. 3351,
  151. 2361,
  152. 1361,
  153. 4361,
  154. 3361,
  155. 2281,
  156. 1281,
  157. 4281,
  158. 3281,
  159. 2291,
  160. 1291,
  161. 4291,
  162. 3291,
  163. 2311,
  164. 1311,
  165. 4311,
  166. 3311,
  167. 2321,
  168. 1321,
  169. 4321,
  170. 3321,
  171. 2331,
  172. 1331,
  173. 4331,
  174. 3331,
  175. 2341,
  176. 1341,
  177. 4341,
  178. 3341
  179. }
  180. local skillInfoList = {}
  181. for _, v in ipairs(allSkillId) do
  182. local skillInfo = {skillId = v, skillBase = 10, skillCount = 3}
  183. if v == 3031 then
  184. skillInfo.data3031 = {}
  185. skillInfo.data3031[0] = true
  186. skillInfo.data3031[1] = true
  187. skillInfo.data3031[2] = true
  188. skillInfo.data3031[3] = true
  189. end
  190. if v == 3241 then
  191. skillInfo.data3241 = {}
  192. skillInfo.data3241[0] = true
  193. skillInfo.data3241[1] = true
  194. skillInfo.data3241[2] = true
  195. skillInfo.data3241[3] = true
  196. end
  197. table.insert(skillInfoList, skillInfo)
  198. end
  199. ]]
  200. local ret = 0
  201. local exSkillGridId = nil
  202. if self:isKill(core, skillInfoList, params) then
  203. ret = 1000000
  204. log2Client(core, "斩杀")
  205. else
  206. --]]
  207. local skillTotalEv = 0
  208. for _, v in ipairs(skillInfoList) do
  209. local skillEv = self:getSkillEvaluate(core, v, params)
  210. log2Client(core, string.format("===> 获取技能[%s]评价, 评价结果是: %s", v.skillId, tostring(skillEv)))
  211. if skillEv then
  212. skillTotalEv = skillTotalEv + skillEv
  213. end
  214. end
  215. -- 怒气技能评价
  216. local exSkillEv = 0
  217. if exSkillInfoList and #exSkillInfoList > 0 then
  218. local config = battleAdapt:getSkillSetConfig()
  219. local secondIds = {}
  220. for _, v in ipairs(skillInfoList) do
  221. table.insert(secondIds, v.skillId)
  222. end
  223. for _, v in ipairs(exSkillInfoList) do
  224. local skillEv = self:getSkillEvaluate(core, v, params)
  225. if skillEv then
  226. local skillSetTotalEv = self:getSkillSetTotalEv(config, v.skillId, secondIds) * params.baseAttack
  227. local total = skillEv + skillSetTotalEv
  228. local msg =
  229. string.format(
  230. "===> 获取怒气技能[%s]评价, 评价结果是: %s + %s = %s",
  231. v.skillId,
  232. skillEv,
  233. skillSetTotalEv,
  234. tostring(total)
  235. )
  236. log2Client(core, msg)
  237. if total > exSkillEv then
  238. exSkillEv = total
  239. exSkillGridId = v.id
  240. end
  241. end
  242. end
  243. end
  244. ------------------------------------------------------------
  245. do
  246. -- 辅助技能AI评分
  247. -- 辅助技能评分和英雄相关
  248. for _, v in ipairs(skillInfoList or {}) do
  249. local assistSkillLevel = actionCastle:getAssistSkillLv(v.skillId)
  250. -- TODO: Debug 测试代码,上线前修改过来.
  251. -- v.newHeroAssistSkillLevel = 2
  252. v.newHeroAssistSkillLevel = assistSkillLevel or 0
  253. local skillEvaluate =
  254. battleAiAssistSkillEvaluate:getAiAssistSkillEvaluate(core, actionCastle, v, params)
  255. if skillEvaluate and skillEvaluate > 0 then
  256. skillTotalEv = skillTotalEv + skillEvaluate
  257. end
  258. end
  259. end
  260. ------------------------------------------------------------
  261. -- 天赋技能AI评分
  262. local baseAttack = params.baseAttack
  263. local linkCount = params.linkCount
  264. local rebelHeroTotalEv = params.rebelHeroTotalEv
  265. local yEv = self:getYEvaluate(core, params.newHeroY, baseAttack)
  266. local talentEv = self:getTalentEvaluate(core, params, skillInfoList)
  267. local more3Ev = linkCount > 3 and baseAttack or 0
  268. ret = baseAttack * linkCount + skillTotalEv + rebelHeroTotalEv + yEv + talentEv + more3Ev + exSkillEv
  269. -- TODO: Debug 测试代码,AI跑分第一阶段.
  270. if AI_MODEL_TEST then
  271. ret = baseAttack * linkCount + math.floor(baseAttack * 3.1 + 0.5)
  272. end
  273. ---[[
  274. log2Client(
  275. core,
  276. string.format(
  277. "===> 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",
  278. ret,
  279. baseAttack,
  280. linkCount,
  281. skillTotalEv,
  282. rebelHeroTotalEv,
  283. yEv,
  284. talentEv,
  285. more3Ev,
  286. exSkillEv
  287. )
  288. )
  289. end
  290. if table.empty(exceptBlockList) then
  291. return ret, exSkillGridId, nil
  292. else
  293. return ret, exSkillGridId, {blocks = blockList, exceptBlocks = exceptBlockList}
  294. end
  295. end
  296. -- 获取普通的怒气技能选项
  297. function root:getNormatlExSkillGridId(core, actionCastle, ids)
  298. local blockList = self:getBlockList(core, ids)
  299. local skillInfoList = self:getSkillInfoList(core, blockList)
  300. local exSkillInfoList = self:getExSkillInfoList(core, actionCastle, blockList, skillInfoList)
  301. if exSkillInfoList and #exSkillInfoList > 0 then
  302. local skillInfo = exSkillInfoList[math.random(#exSkillInfoList)]
  303. return skillInfo.id
  304. else
  305. return nil
  306. end
  307. end
  308. -- 获取参数
  309. function root:getParams(core, actionCastle, ids, linkColor)
  310. local linkHeroInfo = self:getLinkHeroResult(core, actionCastle, ids, linkColor)
  311. local enemyHeroList = linkHeroInfo.enemyHeroList
  312. local selfHeroList = linkHeroInfo.selfHeroList
  313. local rebelHeroList = linkHeroInfo.rebelHeroList
  314. local newHero = linkHeroInfo.newHero
  315. local newHeroX = linkHeroInfo.newHeroX
  316. local newHeroY = linkHeroInfo.newHeroY
  317. local absorbBuffList = linkHeroInfo.absorbBuffList
  318. local enemySkillBlockList = linkHeroInfo.enemySkillBlockList
  319. local enemyBeforeSkillBlockList = linkHeroInfo.enemyBeforeSkillBlockList
  320. local selfNormalBlockCount = linkHeroInfo.selfNormalBlockCount
  321. local yDirection = linkHeroInfo.yDirection
  322. local selfSkillBlockList = linkHeroInfo.selfSkillBlockList
  323. local newBlockXYMap = self:getNewBlockXYMap(core, actionCastle, ids)
  324. local enemyCastle = core:getEnemyCastle(actionCastle)
  325. local averageBaseAttack = self:getAverageBaseAttack(core, actionCastle)
  326. local enemyAverageBaseAttack = self:getAverageBaseAttack(core, enemyCastle)
  327. local enemyHeroCount = #enemyHeroList
  328. local enemyHeroTotalEv = self:getHeroListEvaluate(core, enemyHeroList)
  329. local enemyCastleHp = enemyCastle.castleCurHp
  330. local enemyCastleMaxHp = enemyCastle.castleMaxHp
  331. local selfHeroCount = #selfHeroList
  332. local selfHeroTotalEv = self:getHeroListEvaluate(core, selfHeroList)
  333. local selfCastleHp = actionCastle.castleCurHp
  334. local selfCastleMaxHp = actionCastle.castleMaxHp
  335. local rebelHeroTotalEv = self:getHeroListEvaluate(core, rebelHeroList)
  336. local newHeroAttack = newHero:getHp()
  337. local baseAttack = self:getBaseAttack(core, actionCastle, linkColor)
  338. local linkCount = #ids
  339. local enemyHasDun = enemyCastle:hasBuffType(battleConst.BUFF_TYPE.CASTLE_SHIELD)
  340. local selfHasPoison = actionCastle:hasBuffType(battleConst.BUFF_TYPE.POISON)
  341. local enemyCurseEv = self:getCastleBuffEv(enemyCastle, battleConst.BUFF_TYPE.CURSE)
  342. local enemyHasAssassin = enemyCastle:hasBuffType(battleConst.BUFF_TYPE.ASSASSIN)
  343. local ret = {
  344. averageBaseAttack = averageBaseAttack, -- 我方卡组平均卡牌基础战力
  345. enemyAverageBaseAttack = enemyAverageBaseAttack, -- 敌方卡组平均卡牌基础战力
  346. enemyHeroList = enemyHeroList, -- 敌方英雄列表:消除色块后的。计算了叛变
  347. enemyHeroCount = enemyHeroCount, -- 敌方英雄个数:消除色块后的。计算了叛变
  348. enemyHeroTotalEv = enemyHeroTotalEv, -- 敌方英雄总战力:消除色块后的。计算了叛变
  349. enemyCastleHp = enemyCastleHp, -- 敌方基地血量
  350. enemyCastleMaxHp = enemyCastleMaxHp, -- 敌方基地最大血量
  351. enemyHasDun = enemyHasDun, -- 敌方是否有盾
  352. selfHasPoison = selfHasPoison, -- 我方基地是否中毒
  353. enemyCurseEv = enemyCurseEv, -- 诅咒战力
  354. enemyHasAssassin = enemyHasAssassin, -- 敌方基地是否有刺客BUFF
  355. selfHeroList = selfHeroList, -- 我方英雄列表:消除色块后的。计算了叛变,包含新英雄
  356. selfHeroCount = selfHeroCount, -- 我方英雄个数:消除色块后的。计算了叛变,包含新英雄
  357. 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
  358. selfCastleHp = selfCastleHp, -- 我方基地血量
  359. selfCastleMaxHp = selfCastleMaxHp, -- 我方基地最大血量
  360. rebelHeroTotalEv = rebelHeroTotalEv, -- 叛变英雄总战力
  361. newHeroAttack = newHeroAttack, -- 新英雄攻击力:计算了连线英雄的继承。不计buff、护盾
  362. baseAttack = baseAttack, -- 普通色块基础战力: 连线将生成的英雄的基础战力
  363. linkCount = linkCount, -- 色块数量:即连线的长度
  364. newHeroX = newHeroX, -- 新英雄的落点X
  365. newHeroY = newHeroY, -- 新英雄的落点Y
  366. absorbBuffList = absorbBuffList, -- 新英雄继承的buff列表
  367. newHero = newHero, -- 新英雄
  368. enemySkillBlockList = enemySkillBlockList, -- 敌方技能色块列表:消除色块后的。
  369. enemyBeforeSkillBlockList = enemyBeforeSkillBlockList, -- 敌方技能色块列表:消除色块前的。
  370. selfNormalBlockCount = selfNormalBlockCount, -- 我方普通色块数量:消除色块后的。
  371. 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
  372. newBlockXYMap = newBlockXYMap, -- 消除后的色块位置
  373. selfSkillBlockList = selfSkillBlockList -- 我方的技能数
  374. }
  375. return ret
  376. end
  377. function root:getHeroMinHp(heroList)
  378. if not heroList or #heroList <= 0 then
  379. return 0
  380. end
  381. local minHp
  382. for index, value in ipairs(heroList) do
  383. local hp = value:getHp()
  384. if not minHp or minHp > hp then
  385. minHp = hp
  386. end
  387. end
  388. return minHp or 0
  389. end
  390. -- 技能色块平均收益
  391. function root:getSkillAvgEvaluate(core, skillInfo, params, skillBlockList, skillId)
  392. local skillCount = skillInfo.skillCount
  393. local blockList = {}
  394. for _, block in ipairs(skillBlockList or {}) do
  395. if block.skillId ~= (skillId or 1111) then
  396. table.insert(blockList, block)
  397. end
  398. end
  399. if #blockList <= 0 then
  400. return 0
  401. end
  402. skillCount = math.min(skillCount, #blockList)
  403. local skillInfoList = self:getSkillInfoList(core, blockList)
  404. local skillTotalEv = 0
  405. for _, v in ipairs(skillInfoList) do
  406. local skillEv = self:getSkillEvaluate(core, v, params)
  407. if skillEv then
  408. skillTotalEv = skillTotalEv + skillEv
  409. end
  410. end
  411. local evaluate = skillTotalEv / #blockList * skillCount
  412. return math.floor(evaluate + 0.5)
  413. end
  414. function root:getLowHeroCount(newHeroAttack, enemyHeroList)
  415. local ev = 0
  416. local lowHeroCount = 0
  417. for _, hero in ipairs(enemyHeroList) do
  418. local hp = hero:getHp()
  419. if hp < (newHeroAttack * 0.25) then
  420. lowHeroCount = lowHeroCount + 1
  421. end
  422. end
  423. return lowHeroCount
  424. end
  425. -- 获取联系后的英雄结果
  426. function root:getLinkHeroResult(core, actionCastle, ids, linkColor)
  427. -- 连线前所有英雄
  428. local oldAllHero = core:getAllHero()
  429. -- 连线包含的英雄列表,将合并到新英雄
  430. local linkHeroList = {}
  431. -- 反之
  432. local notLinkHeroList = {}
  433. -- 掉落方向
  434. local yDirection = self:getYDirection(core, actionCastle)
  435. -- 格子列表
  436. local blockList = self:getBlockList(core, ids)
  437. for _, v in ipairs(oldAllHero) do
  438. local id = v.bindBlock.id
  439. if table.indexof(ids, id) then
  440. table.insert(linkHeroList, v)
  441. else
  442. table.insert(notLinkHeroList, v)
  443. end
  444. end
  445. -- 每行y方向掉落的数量
  446. local yDeltaList = {}
  447. for i = 1, core.areaW do
  448. table.insert(yDeltaList, 0)
  449. end
  450. -- 新英雄的落点
  451. local lastBlock = blockList[#blockList]
  452. local newHeroX = lastBlock.x
  453. local newHeroY = lastBlock.y
  454. yDeltaList[lastBlock.x + 1] = -1
  455. for _, v in ipairs(blockList) do
  456. yDeltaList[v.x + 1] = yDeltaList[v.x + 1] + 1
  457. if v.x == lastBlock.x and (v.y - lastBlock.y) * yDirection > 0 then
  458. -- (第2行空了 - 落地在第3行) * -1 > 0,英雄-1行
  459. -- (第8行空了 - 落地在第7行) * 1 > 0,英雄+1行
  460. newHeroY = newHeroY + yDirection
  461. end
  462. end
  463. local enemyHeroList = {}
  464. local selfHeroList = {}
  465. local rebelHeroList = {}
  466. for _, v in ipairs(notLinkHeroList) do
  467. local isSelf = self:isSelfBlock(yDirection, v.bindBlock.y)
  468. if isSelf then
  469. table.insert(selfHeroList, v)
  470. else
  471. local deltaY = yDirection * yDeltaList[v.bindBlock.x + 1]
  472. local isSelf = self:isSelfBlock(yDirection, v.bindBlock.y + deltaY)
  473. if isSelf then
  474. table.insert(selfHeroList, v)
  475. table.insert(rebelHeroList, v)
  476. else
  477. table.insert(enemyHeroList, v)
  478. end
  479. end
  480. end
  481. table.sort(
  482. selfHeroList,
  483. function(a, b)
  484. return a:getHp() < b:getHp()
  485. end
  486. )
  487. table.sort(
  488. enemyHeroList,
  489. function(a, b)
  490. return a:getHp() < b:getHp()
  491. end
  492. )
  493. local enemyBeforeSkillBlockList = {}
  494. local enemySkillBlockList = {}
  495. local selfSkillBlockList = {}
  496. local selfNormalBlockCount = 0
  497. for _, block in ipairs(core.map) do
  498. if block.skillId > 0 then
  499. if not self:isSelfBlock(yDirection, block.y) then
  500. table.insert(enemyBeforeSkillBlockList, block)
  501. local deltaY = yDirection * yDeltaList[block.x + 1]
  502. if not self:isSelfBlock(yDirection, block.y + deltaY) then
  503. table.insert(enemySkillBlockList, block)
  504. end
  505. else
  506. local deltaY = yDirection * yDeltaList[block.x + 1]
  507. if self:isSelfBlock(yDirection, block.y + deltaY) then
  508. table.insert(selfSkillBlockList, block)
  509. end
  510. end
  511. else
  512. if self:isSelfBlock(yDirection, block.y) then
  513. selfNormalBlockCount = selfNormalBlockCount + 1
  514. else
  515. local deltaY = yDirection * yDeltaList[block.x + 1]
  516. if self:isSelfBlock(yDirection, block.y + deltaY) then
  517. selfNormalBlockCount = selfNormalBlockCount + 1
  518. end
  519. end
  520. end
  521. end
  522. local absorbHeroHp = 0
  523. local absorbBuffList = {} -- 不严谨的buffList,仅用于天赋buff的判定
  524. for _, v in ipairs(linkHeroList) do
  525. absorbHeroHp = absorbHeroHp + v:getHp()
  526. table.arry_merge(absorbBuffList, v.buffList)
  527. end
  528. local playerData = actionCastle:getMainPlayer()
  529. local cardInfo = playerData:getCardByColor(linkColor)
  530. local cardId = cardInfo.id
  531. local baseAttack = cardInfo.attack
  532. local talentSkillLevel = cardInfo.talentSkillLevel
  533. local heroLv = #ids
  534. local hp = math.floor(baseAttack * heroLv + absorbHeroHp)
  535. local heroParams = {
  536. id = cardId,
  537. hp = hp,
  538. maxHp = hp,
  539. attack = hp,
  540. level = heroLv,
  541. cardLv = baseAttack,
  542. block = lastBlock,
  543. isCall = false,
  544. exHp = 0,
  545. exAttack = 0,
  546. talentSkillLevel = talentSkillLevel
  547. }
  548. local newHero = self:newHero(heroParams)
  549. table.insert(selfHeroList, newHero)
  550. return {
  551. enemyHeroList = enemyHeroList,
  552. selfHeroList = selfHeroList,
  553. rebelHeroList = rebelHeroList,
  554. newHero = newHero,
  555. newHeroX = newHeroX,
  556. newHeroY = newHeroY,
  557. absorbBuffList = absorbBuffList,
  558. enemySkillBlockList = enemySkillBlockList,
  559. enemyBeforeSkillBlockList = enemyBeforeSkillBlockList,
  560. selfNormalBlockCount = selfNormalBlockCount,
  561. yDirection = yDirection,
  562. selfSkillBlockList = selfSkillBlockList
  563. }
  564. end
  565. -- 获取消除后色块对应的位置
  566. function root:getNewBlockXYMap(core, actionCastle, ids)
  567. local needUpdateIds = table.clone(ids, true)
  568. table.remove(needUpdateIds)
  569. battleUtils:setBlockUpdateState(core.map, needUpdateIds)
  570. local map = {}
  571. for x = 0, 4 do
  572. local xyBlockList = battleUtils:getNewXYBlockList(core.map, actionCastle.seat, x)
  573. for y = 0, 9 do
  574. local battleBlock = xyBlockList[y + 1]
  575. map[battleBlock.id] = {x = x, y = y}
  576. end
  577. end
  578. battleUtils:setBlockNormalState(core.map, needUpdateIds)
  579. return map
  580. end
  581. -- 获取落点的战力评估
  582. function root:getYEvaluate(core, y, baseAttack)
  583. local evList
  584. if core.areaH == 5 then
  585. -- evList = {0.5, 0, -0.5, -1, -2, -2, -1, -0.5, 0, 0.5}
  586. evList = {2, 1, -0.5, -1.5, -3, -3, -1.5, -0.5, 1, 2}
  587. elseif core.areaH == 6 then
  588. evList = {1, 0.5, 0, -0.5, -1, -2, -2, -1, -0.5, 0, 0.5, 1}
  589. elseif core.areaH == 7 then
  590. evList = {1, 0.5, 0, -0.5, -1, -2, -2, -2, -2, -1, -0.5, 0, 0.5, 1}
  591. else
  592. 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}
  593. end
  594. return evList[y + 1] * baseAttack
  595. end
  596. function root:getTalentEvaluate(core, params, skillInfoList)
  597. local absorbBuffList = params.absorbBuffList
  598. local newHero = params.newHero
  599. local heroId = newHero.id
  600. local talentId = battleAdapt:getTalentIdByCardID(heroId)
  601. if not talentId then
  602. return 0
  603. end
  604. local talentInfo = battleAdapt:getTalentByID(talentId)
  605. local exBuffIds = talentInfo.exBuffIds
  606. local exSkillIds = talentInfo.exSkillIds
  607. if exBuffIds then
  608. if self:isExcludeBuff(exBuffIds, absorbBuffList) then
  609. return 0
  610. end
  611. end
  612. if exSkillIds then
  613. if self:isExcludeSkill(exSkillIds, skillInfoList) then
  614. return 0
  615. end
  616. end
  617. local funcName = string.format("getTalentEvaluate%s", talentId)
  618. local func = self[funcName]
  619. if not func then
  620. log.warning("!!!天赋评价需要接入 " .. funcName)
  621. return 0
  622. end
  623. return func(self, core, talentInfo, params)
  624. end
  625. -- 判断是否是被buff排斥
  626. function root:isExcludeBuff(exBuffIds, buffList)
  627. for _, v in ipairs(buffList) do
  628. local buffId = v.buffId
  629. if table.indexof(exBuffIds, buffId) then
  630. return true
  631. end
  632. end
  633. return false
  634. end
  635. -- 判断是否是被技能排斥
  636. function root:isExcludeSkill(exSkillIds, skillInfoList)
  637. for _, v in ipairs(skillInfoList) do
  638. local skillId = v.skillId
  639. if table.indexof(exSkillIds, skillId) then
  640. return true
  641. end
  642. end
  643. return false
  644. end
  645. -- 获取Y方向掉落的方向:1表示向上掉落,-1表示向下掉落
  646. function root:getYDirection(core, actionCastle)
  647. local castles = core:getAllCastle()
  648. if actionCastle == castles[1] then
  649. -- 自己在下方,向下掉落
  650. return -1
  651. else
  652. -- 自己在上方,向上掉落
  653. return 1
  654. end
  655. end
  656. -- 判断是否是自己格子
  657. function root:isSelfBlock(yDirection, y)
  658. if yDirection == -1 then
  659. -- 自己在下方,0~4是自己的
  660. return y < 5
  661. else
  662. -- 自己在上方,5~9是自己的
  663. return y >= 5
  664. end
  665. end
  666. -- 新建英雄
  667. function root:newHero(heroParams)
  668. local hero = battleHero.new(heroParams)
  669. return hero
  670. end
  671. -- 卡组平均卡牌基础战力
  672. function root:getAverageBaseAttack(core, actionCastle)
  673. local playerData = actionCastle:getMainPlayer()
  674. local cards = playerData.cards
  675. local total = 0
  676. for _, v in ipairs(cards) do
  677. total = total + v.attack
  678. end
  679. return math.floor(total / 4 + 0.5)
  680. end
  681. -- 普通色块基础战力: 连线将生成的英雄的基础战力
  682. function root:getBaseAttack(core, actionCastle, linkColor)
  683. local playerData = actionCastle:getMainPlayer()
  684. local cardInfo = playerData:getCardByColor(linkColor)
  685. return cardInfo.attack
  686. end
  687. -- 基地buff战力
  688. function root:getCastleBuffEv(actionCastle, buffType)
  689. local ev = 0
  690. local buffs = actionCastle:getBuffByType(buffType)
  691. for _, buff in ipairs(buffs) do
  692. ev = ev + buff.cardLv
  693. end
  694. return ev
  695. end
  696. -- 获取指定的格子列表
  697. function root:getBlockList(core, ids)
  698. local ret = {}
  699. for _, v in ipairs(ids) do
  700. local block = battleUtils:getColorBlockByID(core.map, v)
  701. table.insert(ret, block)
  702. end
  703. return ret
  704. end
  705. -- 获取技能色块信息列表
  706. function root:getSkillInfoList(core, blockList)
  707. local ret = {}
  708. local skillInfoMap = {}
  709. for _, v in ipairs(blockList) do
  710. if v.skillId > 0 then
  711. if not skillInfoMap[v.skillId] then
  712. local skillInfo = {
  713. id = v.id,
  714. skillId = v.skillId,
  715. skillBase = v.cardLv,
  716. skillCount = 1,
  717. x = v.x,
  718. y = v.y
  719. }
  720. if v.skillId == 3031 then
  721. skillInfo.data3031 = skillInfo.data3031 or {}
  722. skillInfo.data3031[skillInfo.x] = true
  723. end
  724. -- 这奇葩的做法,反来者不要骂我.
  725. if v.skillId == 3241 then
  726. skillInfo.data3241 = skillInfo.data3241 or {}
  727. skillInfo.data3241[skillInfo.x] = true
  728. end
  729. table.insert(ret, skillInfo)
  730. skillInfoMap[v.skillId] = skillInfo
  731. else
  732. -- 可叠加的色块处理
  733. if self:getSkillEnableAdd(v.skillId) then
  734. local skillInfo = skillInfoMap[v.skillId]
  735. local canAdd = true
  736. if v.skillId == 3031 then
  737. canAdd = false
  738. skillInfo.data3031 = skillInfo.data3031 or {}
  739. skillInfo.data3031[v.x] = true
  740. end
  741. -- 这奇葩的做法,反来者不要骂我.
  742. if v.skillId == 3241 then
  743. canAdd = false
  744. skillInfo.data3241 = skillInfo.data3241 or {}
  745. skillInfo.data3241[v.x] = true
  746. end
  747. if canAdd then
  748. skillInfo.skillCount = skillInfo.skillCount + 1
  749. end
  750. end
  751. end
  752. end
  753. end
  754. return ret
  755. end
  756. -- 获取额外技能色块信息列表
  757. function root:getExSkillInfoList(core, actionCastle, blockList, skillInfoList)
  758. local skillBlocks = core:getCastleSkillBlockObjs(actionCastle)
  759. local ret = {}
  760. for _, v in ipairs(skillBlocks) do
  761. if not v:isLock() then
  762. local skillId = v.skillId
  763. -- 技能不能在连线上
  764. if not table.indexof(blockList, v) then
  765. -- 技能不可叠加
  766. if not table.key_find(skillInfoList, "skillId", skillId) and not table.key_find(ret, "skillId", skillId) then
  767. local skillInfo = {
  768. id = v.id,
  769. skillId = v.skillId,
  770. skillBase = v.cardLv,
  771. skillCount = 1,
  772. x = v.x,
  773. y = v.y
  774. }
  775. if v.skillId == 3031 then
  776. skillInfo.data3031 = {[skillInfo.x] = true}
  777. end
  778. -- 这奇葩的做法,反来者不要骂我.
  779. if v.skillId == 3241 then
  780. skillInfo.data3241 = {[skillInfo.x] = true}
  781. end
  782. table.insert(ret, skillInfo)
  783. end
  784. end
  785. end
  786. end
  787. return ret
  788. end
  789. -- 获取技能配置
  790. function root:getSkillConfig(skillId)
  791. return battleAdapt:getSkillByID(skillId)
  792. end
  793. -- 判断技能是否可以叠加
  794. function root:getSkillEnableAdd(skillId)
  795. local config = self:getSkillConfig(skillId) or {}
  796. return config.isAdd and config.isAdd == 1
  797. end
  798. -- 获取技能组合的总评价
  799. function root:getSkillSetTotalEv(config, firstId, secondIds)
  800. local ret = 0
  801. if secondIds and #secondIds > 0 then
  802. for _, v in ipairs(secondIds) do
  803. ret = ret + self:getSkillSetEv(config, firstId, v)
  804. end
  805. end
  806. return ret
  807. end
  808. -- 获取技能组合评价
  809. function root:getSkillSetEv(config, firstId, secondId)
  810. for _, v in ipairs(config) do
  811. if v.firstId == firstId and v.secondId == secondId then
  812. return v.ev
  813. end
  814. end
  815. return 0
  816. end
  817. -- 获取英雄的战力
  818. function root:getHeroEvaluate(core, hero)
  819. -- local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.VALUE_SHIELD)
  820. -- local shield = 0
  821. -- for _, buff in ipairs(buffs) do
  822. -- shield = shield + (buff.hp or 0)
  823. -- end
  824. -- return hero:getHp() + shield * 0.5
  825. return hero:getHp()
  826. end
  827. -- 获取英雄列表的总战力
  828. function root:getHeroListEvaluate(core, heroList)
  829. local ret = 0
  830. for _, v in ipairs(heroList) do
  831. ret = ret + self:getHeroEvaluate(core, v)
  832. end
  833. return ret
  834. end
  835. -- 判断是否斩杀
  836. function root:isKill(core, skillInfoList, params)
  837. local enemyHasDun = params.enemyHasDun
  838. local enemyCastleHp = params.enemyCastleHp
  839. local enemyCastleMaxHp = params.enemyCastleMaxHp
  840. local selfHeroTotalEv = params.selfHeroTotalEv
  841. local enemyHeroTotalEv = params.enemyHeroTotalEv
  842. local selfHeroCount = params.selfHeroCount
  843. local enemyHeroList = params.enemyHeroList
  844. local selfHeroList = params.selfHeroList
  845. local selfHasPoison = params.selfHasPoison
  846. local selfCastleHp = params.selfCastleHp
  847. local selfNormalBlockCount = params.selfNormalBlockCount
  848. local enemyCurseEv = params.enemyCurseEv
  849. local enemyHasAssassin = params.enemyHasAssassin
  850. local rebelHeroTotalEv = params.rebelHeroTotalEv
  851. local enemyHeroHighestEv =
  852. enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
  853. local enemyHeroLowestEv = enemyHeroList[1] and self:getHeroEvaluate(core, enemyHeroList[1]) or 0
  854. local selfHeroLowestEv = selfHeroList[1] and self:getHeroEvaluate(core, selfHeroList[1]) or 0
  855. if enemyHasDun then
  856. return false
  857. end
  858. local function getSkill(skillId)
  859. for _, skill in ipairs(skillInfoList) do
  860. if skill.skillId == skillId then
  861. return skill
  862. end
  863. end
  864. end
  865. if getSkill(3041) then
  866. return enemyCastleMaxHp * 0.1 >= enemyCastleHp
  867. end
  868. -- 小青
  869. if getSkill(3351) then
  870. return enemyCastleMaxHp * 0.1 >= enemyCastleHp
  871. end
  872. local A = selfHeroTotalEv
  873. local skill = getSkill(1031)
  874. if skill then
  875. A = A + selfHeroCount * 2 * skill.skillBase * skill.skillCount
  876. end
  877. skill = getSkill(2011)
  878. if skill then
  879. A = A + 3 * skill.skillBase * math.min(skill.skillCount, math.floor(selfNormalBlockCount / 3))
  880. end
  881. skill = getSkill(2051)
  882. if skill then
  883. A = A + selfHeroCount * 1 * skill.skillBase * skill.skillCount
  884. end
  885. skill = getSkill(2131)
  886. if skill then
  887. A = A + enemyHeroHighestEv - selfHeroLowestEv
  888. end
  889. skill = getSkill(3101)
  890. if skill then
  891. A = A + 2 * skill.skillBase * skill.skillCount
  892. end
  893. skill = getSkill(4351)
  894. if skill then
  895. A = A + 2 * skill.skillBase * skill.skillCount
  896. end
  897. skill = getSkill(3121)
  898. if skill then
  899. A = A + 2 * skill.skillBase * skill.skillCount
  900. end
  901. local B = enemyHeroTotalEv
  902. skill = getSkill(3071)
  903. if skill then
  904. for i = 1, skill.skillCount do
  905. if enemyHeroList[i] then
  906. B = B - self:getHeroEvaluate(core, enemyHeroList[i])
  907. end
  908. end
  909. end
  910. -- 旧的乔乔
  911. skill = getSkill(4031)
  912. if skill then
  913. for i = 1, skill.skillCount do
  914. if enemyHeroList[i] then
  915. B = B - self:getHeroEvaluate(core, enemyHeroList[i])
  916. end
  917. end
  918. end
  919. -- 新的乔乔
  920. skill = getSkill(2361)
  921. if skill then
  922. for i = 1, skill.skillCount do
  923. if enemyHeroList[i] then
  924. B = B - self:getHeroEvaluate(core, enemyHeroList[i])
  925. end
  926. end
  927. end
  928. skill = getSkill(4101)
  929. if skill then
  930. for i = 1, skill.skillCount do
  931. if enemyHeroList[#enemyHeroList + 1 - i] then
  932. B = B - self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList + 1 - i])
  933. end
  934. end
  935. end
  936. skill = getSkill(2131)
  937. if skill then
  938. B = B - (enemyHeroHighestEv - selfHeroLowestEv)
  939. end
  940. local C = 0
  941. skill = getSkill(2041)
  942. if skill then
  943. C = C + enemyCastleMaxHp * 0.25 * math.min(skill.skillCount, selfHeroCount)
  944. end
  945. skill = getSkill(2071)
  946. if skill then
  947. C = C + 2 * skill.skillBase * skill.skillCount
  948. end
  949. skill = getSkill(4011)
  950. if skill then
  951. C = C + enemyCastleMaxHp * 0.15 * skill.skillCount
  952. end
  953. skill = getSkill(4091)
  954. if skill then
  955. C = C + (enemyCastleHp + selfCastleHp) / 2 - selfCastleHp
  956. end
  957. local k1 = getSkill(3111) and 1.5 or 1
  958. local k2 = 0
  959. for _, hero in ipairs(enemyHeroList) do
  960. local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.VALUE_SHIELD)
  961. for _, buff in ipairs(buffs) do
  962. k2 = k2 + (buff.hp or 0)
  963. end
  964. end
  965. local k3 = selfHasPoison and 0.5 or 1
  966. local n = 0
  967. for _, hero in ipairs(enemyHeroList) do
  968. n = n + #hero:getBuffByType(battleConst.BUFF_TYPE.LIFE_SHIELD)
  969. end
  970. local k4 = 0
  971. for i = 1, n do
  972. if selfHeroList[#selfHeroList + 1 - i] then
  973. k4 = k4 + 0.5 * self:getHeroEvaluate(core, selfHeroList[#selfHeroList + 1 - i])
  974. end
  975. end
  976. local k5 = 1
  977. for _, hero in ipairs(enemyHeroList) do
  978. if hero:hasBuffType(battleConst.BUFF_TYPE.ALL_SHIELD) then
  979. k5 = 0.5
  980. break
  981. end
  982. end
  983. local k6 = 0
  984. for _, hero in ipairs(selfHeroList) do
  985. local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.RESUME)
  986. for _, buff in ipairs(buffs) do
  987. k6 = k6 + 3 * buff.cardLv
  988. end
  989. end
  990. local k7 = 0
  991. for _, hero in ipairs(selfHeroList) do
  992. if hero:hasBuffType(battleConst.BUFF_TYPE.BRIBE) then
  993. k7 = k7 + self:getHeroEvaluate(core, hero)
  994. end
  995. end
  996. local k8 = 0
  997. for _, hero in ipairs(selfHeroList) do
  998. local buffs = hero:getBuffByType(battleConst.BUFF_TYPE.CALL)
  999. for _, buff in ipairs(buffs) do
  1000. k8 = k8 + 2 * buff.cardLv
  1001. end
  1002. end
  1003. local k9 = 0
  1004. for _, hero in ipairs(selfHeroList) do
  1005. if hero:hasBuffType(battleConst.BUFF_TYPE.LOCK) then
  1006. k9 = k9 + self:getHeroEvaluate(core, hero)
  1007. end
  1008. end
  1009. local k10 = 0
  1010. for _, hero in ipairs(selfHeroList) do
  1011. if hero:hasBuffType(battleConst.BUFF_TYPE.FREEZE) then
  1012. k10 = k10 + self:getHeroEvaluate(core, hero)
  1013. end
  1014. end
  1015. local k11 = 2 * enemyCurseEv
  1016. local k12 = enemyHasAssassin and rebelHeroTotalEv or 0
  1017. local ret = math.max((A - k4 + k6 - k7 + k8 - k9 - k10 - k12) * k1 * k3 * k5 - (B + k2), 0) + (C + k11)
  1018. log2Client(
  1019. core,
  1020. string.format(
  1021. "===> 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",
  1022. A,
  1023. B,
  1024. C,
  1025. k1,
  1026. k2,
  1027. k3,
  1028. k4,
  1029. k5,
  1030. k6,
  1031. k7,
  1032. k8,
  1033. k9,
  1034. k10,
  1035. k11,
  1036. k12,
  1037. ret
  1038. )
  1039. )
  1040. return ret > enemyCastleHp
  1041. end
  1042. function root:getSkillEvaluate(core, skillInfo, params)
  1043. local skillId = skillInfo.skillId
  1044. local funcName = string.format("getSkillEvaluate%s", skillId)
  1045. -- TODO: Debug 测试代码,上线前修改过来.
  1046. -- showDataLog(params)
  1047. local func = self[funcName]
  1048. if func then
  1049. return func(self, core, skillInfo, params)
  1050. else
  1051. battleLog:logError(string.format("技能[%d],对应的功能方法不存在!", skillId))
  1052. return self:getSkillEvaluateCommon(core, skillInfo, params)
  1053. end
  1054. end
  1055. -- 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%)
  1056. function root:getSkillEvaluateCommon(core, skillInfo, params)
  1057. local newHeroAttack = params.newHeroAttack
  1058. return newHeroAttack * 0.65
  1059. end
  1060. -- 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)
  1061. function root:getSkillEvaluate1011(core, skillInfo, params)
  1062. local skillCount = skillInfo.skillCount
  1063. local baseAttack = params.baseAttack
  1064. local selfCastleMaxHp = params.selfCastleMaxHp
  1065. local selfCastleHp = params.selfCastleHp
  1066. local ev = 0.15 * selfCastleMaxHp * 0.5 * skillCount
  1067. local percent = selfCastleHp / selfCastleMaxHp
  1068. if percent <= 0.1 then
  1069. ev = ev + baseAttack * 1 * skillCount
  1070. elseif percent <= 0.3 then
  1071. ev = ev + baseAttack * 0.5 * skillCount
  1072. end
  1073. return ev
  1074. end
  1075. -- 技能评价 - 可叠加 - 2011 洛克犬 3*对应技能色块战力*75%
  1076. function root:getSkillEvaluate2011(core, skillInfo, params)
  1077. local skillCount = skillInfo.skillCount
  1078. local skillBase = skillInfo.skillBase
  1079. return 3 * skillBase * 0.75 * skillCount
  1080. end
  1081. -- 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)
  1082. function root:getSkillEvaluate3011(core, skillInfo, params)
  1083. local skillCount = skillInfo.skillCount
  1084. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  1085. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1086. local selfHeroTotalEv = params.selfHeroTotalEv
  1087. local selfCastleMaxHp = params.selfCastleMaxHp
  1088. local selfCastleHp = params.selfCastleHp
  1089. local baseAttack = params.baseAttack
  1090. local ev =
  1091. math.max(5 * enemyAverageBaseAttack + math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) - selfHeroTotalEv, 0) *
  1092. 0.5
  1093. local percent = selfCastleHp / selfCastleMaxHp
  1094. if percent <= 0.1 then
  1095. ev = ev + baseAttack * 3
  1096. elseif percent <= 0.3 then
  1097. ev = ev + baseAttack * 1.5
  1098. end
  1099. return ev * skillCount
  1100. end
  1101. -- 技能评价 - 可叠加 - 4011 扎克 敌方基地最大血量*15%*50%
  1102. -- 有盾
  1103. -- 收益值=0
  1104. function root:getSkillEvaluate4011(core, skillInfo, params)
  1105. local skillCount = skillInfo.skillCount
  1106. local enemyHasDun = params.enemyHasDun
  1107. local enemyCastleMaxHp = params.enemyCastleMaxHp
  1108. if enemyHasDun then
  1109. return 0
  1110. end
  1111. return enemyCastleMaxHp * 0.15 * 0.5 * skillCount
  1112. end
  1113. -- 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)
  1114. function root:getSkillEvaluate1021(core, skillInfo, params)
  1115. local selfCastleMaxHp = params.selfCastleMaxHp
  1116. local selfCastleHp = params.selfCastleHp
  1117. local percent = selfCastleHp / selfCastleMaxHp
  1118. local skillBase = skillInfo.skillBase
  1119. if percent <= 0.5 then
  1120. return skillBase
  1121. end
  1122. return skillBase * 2
  1123. end
  1124. -- 技能评价 - 不叠加 - 2021 朋克头 敌方所有英雄战力总和*50%*75%
  1125. -- 有盾
  1126. -- 若对方只有一个英雄则为0
  1127. -- 多个英雄:
  1128. -- 敌方所有英雄战力总和*50%*50%
  1129. function root:getSkillEvaluate2021(core, skillInfo, params)
  1130. local enemyHasDun = params.enemyHasDun
  1131. local enemyHeroCount = params.enemyHeroCount
  1132. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1133. if enemyHasDun then
  1134. return enemyHeroCount > 1 and enemyHeroTotalEv * 0.5 * 0.5 or 0
  1135. end
  1136. return enemyHeroTotalEv * 0.75 * 0.5
  1137. end
  1138. -- 技能评价 - 可叠加 - 3021 罗杰 我方平均技能色块战力*3*65%
  1139. function root:getSkillEvaluate3021(core, skillInfo, params)
  1140. local skillCount = skillInfo.skillCount
  1141. local averageBaseAttack = params.averageBaseAttack
  1142. return averageBaseAttack * 3 * 0.65 * skillCount
  1143. end
  1144. -- 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%
  1145. -- 有盾
  1146. -- 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
  1147. function root:getSkillEvaluate4021(core, skillInfo, params)
  1148. local enemyHeroList = params.enemyHeroList
  1149. local newHeroAttack = params.newHeroAttack
  1150. local enemyHasDun = params.enemyHasDun
  1151. if not enemyHeroList[#enemyHeroList] then
  1152. return not enemyHasDun and newHeroAttack * 0.5 or 0
  1153. else
  1154. return math.min(
  1155. math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0),
  1156. newHeroAttack
  1157. ) * 0.75
  1158. end
  1159. end
  1160. -- 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
  1161. function root:getSkillEvaluate1031(core, skillInfo, params)
  1162. local skillCount = skillInfo.skillCount
  1163. local selfHeroCount = params.selfHeroCount
  1164. local skillBase = skillInfo.skillBase
  1165. return selfHeroCount * skillBase * 2 * skillCount
  1166. end
  1167. -- 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)
  1168. function root:getSkillEvaluate2031(core, skillInfo, params)
  1169. local selfCastleMaxHp = params.selfCastleMaxHp
  1170. local selfCastleHp = params.selfCastleHp
  1171. local baseAttack = params.baseAttack
  1172. local skillCount = skillInfo.skillCount
  1173. local selfHeroList = params.selfHeroList
  1174. local ev = 0
  1175. for i = 1, skillCount do
  1176. if selfHeroList[i] then
  1177. ev = ev + selfCastleMaxHp * 0.25 * 0.5 - self:getHeroEvaluate(core, selfHeroList[i]) * 1
  1178. local percent = selfCastleHp / selfCastleMaxHp
  1179. if percent <= 0.1 then
  1180. ev = ev + baseAttack * 1.5
  1181. elseif percent <= 0.3 then
  1182. ev = ev + baseAttack * 1
  1183. end
  1184. end
  1185. end
  1186. return ev
  1187. end
  1188. -- 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]
  1189. -- 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
  1190. -- 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
  1191. -- 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)
  1192. -- 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)
  1193. function root:getSkillEvaluate3031(core, skillInfo, params)
  1194. local xMap = skillInfo.data3031
  1195. local totalHeroEvaluate = 0
  1196. local enemyHeroList = params.enemyHeroList
  1197. local selfHeroList = params.selfHeroList
  1198. local baseAttack = params.baseAttack
  1199. local yDirection = params.yDirection
  1200. local newHeroX = params.newHeroX
  1201. local newHeroY = params.newHeroY
  1202. local newBlockXYMap = params.newBlockXYMap
  1203. local xHeros = {}
  1204. local function changeToXHeros(heroList)
  1205. for _, hero in ipairs(heroList) do
  1206. if xMap[hero.bindBlock.x] then
  1207. if not xHeros[hero.bindBlock.x] then
  1208. xHeros[hero.bindBlock.x] = {}
  1209. end
  1210. table.insert(xHeros[hero.bindBlock.x], {hero = hero, point = newBlockXYMap[hero.bindBlock.id]})
  1211. end
  1212. end
  1213. end
  1214. changeToXHeros(enemyHeroList)
  1215. changeToXHeros(selfHeroList)
  1216. local newHeroLastY = -1
  1217. local selfYChange3Count = 0
  1218. local selfYChange2Count = 0
  1219. local function calc(v, yDirection)
  1220. local sortY, getY
  1221. if yDirection < 0 then
  1222. sortY = function(a, b)
  1223. return a.point.y < b.point.y
  1224. end
  1225. getY = function(i)
  1226. return i - 1
  1227. end
  1228. elseif yDirection > 0 then
  1229. sortY = function(a, b)
  1230. return a.point.y > b.point.y
  1231. end
  1232. getY = function(i)
  1233. return 10 - i
  1234. end
  1235. end
  1236. table.sort(v, sortY)
  1237. for i = 1, #v do
  1238. local y = getY(i)
  1239. if v[i].point.x == newHeroX and v[i].point.y == newHeroY then
  1240. newHeroLastY = y
  1241. else
  1242. local beforeIsSelf = self:isSelfBlock(yDirection, v[i].point.y)
  1243. local afterIsSelf = self:isSelfBlock(yDirection, y)
  1244. if not beforeIsSelf and afterIsSelf then
  1245. totalHeroEvaluate = totalHeroEvaluate + self:getHeroEvaluate(core, v[i].hero)
  1246. elseif beforeIsSelf and afterIsSelf then
  1247. local change = math.abs(y - v[i].point.y)
  1248. if change >= 3 then
  1249. selfYChange3Count = selfYChange3Count + 1
  1250. elseif change == 2 then
  1251. selfYChange2Count = selfYChange2Count + 1
  1252. end
  1253. end
  1254. end
  1255. end
  1256. end
  1257. for _, v in pairs(xHeros) do
  1258. calc(v, yDirection)
  1259. end
  1260. local enemyHeroEv = totalHeroEvaluate
  1261. local newHeroEv = 0
  1262. if newHeroLastY > 0 then
  1263. newHeroEv = self:getYEvaluate(core, newHeroLastY, baseAttack) - self:getYEvaluate(core, newHeroY, baseAttack)
  1264. end
  1265. local selfHeroEv = selfYChange3Count * 1 * baseAttack + selfYChange2Count * 0.5 * baseAttack
  1266. totalHeroEvaluate = enemyHeroEv + newHeroEv + selfHeroEv
  1267. return totalHeroEvaluate
  1268. end
  1269. -- 技能评价 - 可叠加 - 4031 化学老师 敌方最弱英雄战力*75%
  1270. function root:getSkillEvaluate4031(core, skillInfo, params)
  1271. local enemyHeroList = params.enemyHeroList
  1272. local skillCount = skillInfo.skillCount
  1273. local ev = 0
  1274. for i = 1, skillCount do
  1275. if enemyHeroList[i] then
  1276. ev = ev + self:getHeroEvaluate(core, enemyHeroList[i]) * 0.75
  1277. end
  1278. end
  1279. return ev
  1280. end
  1281. -- 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)
  1282. -- 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)
  1283. -- 收益值为=100*60%+50*30%+30*10%+50*0%+30*0%=78
  1284. --
  1285. -- 叠加比例上升(30%:20%:10%:5%:5%) max为100%
  1286. -- 连接技能色块数=x;
  1287. -- 基础比例为(a,b,c,d,e)
  1288. -- 叠加比例为(f,g,h,i,j)
  1289. -- 最终比例{min(a+(x-1)f,100),min(b+(x-1)g,100),…,min(e+(x-1)j,100)}
  1290. function root:getSkillEvaluate1041(core, skillInfo, params)
  1291. local skillCount = skillInfo.skillCount
  1292. local newBlockXYMap = params.newBlockXYMap
  1293. local enemyHeroEv = {}
  1294. local areaH = core.areaH
  1295. for i = 1, areaH * 2 do
  1296. table.insert(enemyHeroEv, 0)
  1297. end
  1298. local enemyHeroList = params.enemyHeroList
  1299. for _, hero in ipairs(enemyHeroList) do
  1300. enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] =
  1301. enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] + hero:getHp()
  1302. end
  1303. local enemyHeroParam = {0, 0, 0.1, 0.3, 0.6, 0.6, 0.3, 0.1, 0, 0}
  1304. -- 半场行数超过5的,给补充0.6在中间
  1305. for i = 1, areaH - 5 do
  1306. table.insert(enemyHeroParam, 6, 0.6)
  1307. table.insert(enemyHeroParam, 6, 0.6)
  1308. end
  1309. local addHeroParam = {0.05, 0.05, 0.1, 0.2, 0.3, 0.3, 0.2, 0.1, 0.05, 0.05}
  1310. -- 半场行数超过5的,给补充0.3在中间
  1311. for i = 1, areaH - 5 do
  1312. table.insert(enemyHeroParam, 6, 0.3)
  1313. table.insert(enemyHeroParam, 6, 0.3)
  1314. end
  1315. for i = 1, #enemyHeroParam do
  1316. enemyHeroParam[i] = math.min(enemyHeroParam[i] + addHeroParam[i] * (skillCount - 1), 1)
  1317. end
  1318. local totalHeroEvaluate = 0
  1319. for i = 1, #enemyHeroParam do
  1320. totalHeroEvaluate = totalHeroEvaluate + enemyHeroEv[i] * enemyHeroParam[i]
  1321. end
  1322. return totalHeroEvaluate
  1323. end
  1324. -- 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%)
  1325. -- 有盾
  1326. -- -我方最弱英雄战力*75%
  1327. function root:getSkillEvaluate2041(core, skillInfo, params)
  1328. local enemyHasDun = params.enemyHasDun
  1329. local enemyCastleMaxHp = params.enemyCastleMaxHp
  1330. local selfHeroList = params.selfHeroList
  1331. local skillCount = skillInfo.skillCount
  1332. local ev = 0
  1333. for i = 1, skillCount do
  1334. if selfHeroList[i] then
  1335. if enemyHasDun then
  1336. ev = ev - self:getHeroEvaluate(core, selfHeroList[i]) * 0.75
  1337. else
  1338. ev = ev + enemyCastleMaxHp * 0.25 * 0.5 - self:getHeroEvaluate(core, selfHeroList[i]) * 1
  1339. end
  1340. end
  1341. end
  1342. return ev
  1343. end
  1344. -- 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
  1345. function root:getSkillEvaluate3041(core, skillInfo, params)
  1346. local newHeroAttack = params.newHeroAttack
  1347. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1348. local selfHeroTotalEv = params.selfHeroTotalEv
  1349. return (newHeroAttack + enemyHeroTotalEv) * 0.5 - selfHeroTotalEv
  1350. end
  1351. -- 技能评价 - 可叠加 - 4041 黑帮 敌方受到的伤害总和*75%
  1352. -- 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})
  1353. function root:getSkillEvaluate4041(core, skillInfo, params)
  1354. local skillCount = skillInfo.skillCount
  1355. local skillBase = skillInfo.skillBase
  1356. local damage = skillBase * 3 * skillCount
  1357. local enemyHeroList = params.enemyHeroList
  1358. local ev = 0
  1359. for _, hero in ipairs(enemyHeroList) do
  1360. ev = ev + math.min(damage, self:getHeroEvaluate(core, hero))
  1361. end
  1362. return ev * 0.75
  1363. end
  1364. -- 技能评价 - 不叠加 - 1051 布雷泽 生成英雄的血量*50%*75%
  1365. function root:getSkillEvaluate1051(core, skillInfo, params)
  1366. local newHeroAttack = params.newHeroAttack
  1367. return newHeroAttack * 0.5 * 0.75
  1368. end
  1369. -- 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)
  1370. function root:getSkillEvaluate2051(core, skillInfo, params)
  1371. local selfCastleMaxHp = params.selfCastleMaxHp
  1372. local selfHeroCount = params.selfHeroCount
  1373. local skillBase = skillInfo.skillBase
  1374. local skillCount = skillInfo.skillCount
  1375. return (selfCastleMaxHp * 0.15 * 0.5 + selfHeroCount * 1 * skillBase) * skillCount
  1376. end
  1377. -- 技能评价 - 不叠加 - 3051 SWAT 生成英雄的血量*65%
  1378. function root:getSkillEvaluate3051(core, skillInfo, params)
  1379. local newHeroAttack = params.newHeroAttack
  1380. return newHeroAttack * 0.65
  1381. end
  1382. -- 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
  1383. -- else :敌方所有英雄数*对应技能色块战力*1*75%
  1384. function root:getSkillEvaluate4051(core, skillInfo, params)
  1385. local skillBase = skillInfo.skillBase
  1386. local enemyHeroCount = params.enemyHeroCount
  1387. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1388. local selfHeroTotalEv = params.selfHeroTotalEv
  1389. local baseAttack = params.baseAttack
  1390. if enemyHeroTotalEv - selfHeroTotalEv > 0 then
  1391. return enemyHeroCount * skillBase * 1 * 0.75 + baseAttack * 1
  1392. else
  1393. return enemyHeroCount * skillBase * 1 * 0.75
  1394. end
  1395. end
  1396. -- 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%
  1397. function root:getSkillEvaluate1061(core, skillInfo, params)
  1398. local baseAttack = params.baseAttack
  1399. local enemyHeroCount = params.enemyHeroCount
  1400. local skillBase = skillInfo.skillBase
  1401. local skillCount = skillInfo.skillCount
  1402. return (baseAttack + math.max(enemyHeroCount - 2, 0) * 2 * skillBase * 0.75) * skillCount
  1403. end
  1404. -- 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
  1405. function root:getSkillEvaluate2061(core, skillInfo, params)
  1406. local selfHeroTotalEv = params.selfHeroTotalEv
  1407. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1408. local baseAttack = params.baseAttack
  1409. local skillCount = skillInfo.skillCount
  1410. if (selfHeroTotalEv - enemyHeroTotalEv) >= 2 * baseAttack then
  1411. return 2 * baseAttack * skillCount
  1412. else
  1413. return 0.5 * baseAttack * skillCount
  1414. end
  1415. end
  1416. -- 技能评价 - 不叠加 - 3061 无人机队长 我方所有英雄战力总和*50%
  1417. function root:getSkillEvaluate3061(core, skillInfo, params)
  1418. local selfHeroTotalEv = params.selfHeroTotalEv
  1419. return selfHeroTotalEv * 0.5
  1420. end
  1421. -- 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)
  1422. function root:getSkillEvaluate4061(core, skillInfo, params)
  1423. local enemyHeroList = params.enemyHeroList
  1424. local newHeroAttack = params.newHeroAttack
  1425. local linkCount = params.linkCount
  1426. local baseAttack = params.baseAttack
  1427. local ev = 0
  1428. if enemyHeroList[#enemyHeroList] then
  1429. ev = ev + math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0) * 0.75
  1430. end
  1431. if linkCount >= 7 then
  1432. ev = ev + 3 * baseAttack
  1433. end
  1434. return ev
  1435. end
  1436. -- 技能评价 - 不叠加 - 1071 齐姆 连线数*对应技能色块战力*65%
  1437. function root:getSkillEvaluate1071(core, skillInfo, params)
  1438. local skillBase = skillInfo.skillBase
  1439. local linkCount = params.linkCount
  1440. return skillBase * linkCount * 0.65
  1441. end
  1442. -- 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%
  1443. -- 有盾
  1444. -- if 我方基地当前血量 ≥ 我方基地最大血量*50% :
  1445. -- 2*对应技能色块战力*30%+2*对应技能色块战力*20%
  1446. -- else:0
  1447. function root:getSkillEvaluate2071(core, skillInfo, params)
  1448. local skillCount = skillInfo.skillCount
  1449. local skillBase = skillInfo.skillBase
  1450. local selfCastleHp = params.selfCastleHp
  1451. local selfCastleMaxHp = params.selfCastleMaxHp
  1452. local enemyHasDun = params.enemyHasDun
  1453. if enemyHasDun then
  1454. if selfCastleHp >= selfCastleMaxHp * 0.5 then
  1455. return skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
  1456. else
  1457. return 0
  1458. end
  1459. end
  1460. if selfCastleHp >= selfCastleMaxHp * 0.5 then
  1461. return skillBase * 2 * 0.5 * skillCount + skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
  1462. else
  1463. return skillBase * 2 * 0.5 * skillCount
  1464. end
  1465. end
  1466. -- 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)
  1467. function root:getSkillEvaluate3071(core, skillInfo, params)
  1468. local enemyHeroList = params.enemyHeroList
  1469. local enemyCastleHp = params.enemyCastleHp
  1470. local enemyCastleMaxHp = params.enemyCastleMaxHp
  1471. local skillCount = skillInfo.skillCount
  1472. local percent = enemyCastleHp / enemyCastleMaxHp
  1473. local ev = 0
  1474. for i = 1, skillCount do
  1475. if enemyHeroList[i] then
  1476. local heroEv = self:getHeroEvaluate(core, enemyHeroList[i])
  1477. ev = ev + heroEv * 0.6
  1478. if percent <= 0.3 then
  1479. ev = ev + heroEv * 0
  1480. elseif percent <= 0.6 then
  1481. ev = ev + heroEv * -0.5
  1482. else
  1483. ev = ev + heroEv * -0.75
  1484. end
  1485. end
  1486. end
  1487. return ev
  1488. end
  1489. -- 技能评价 - 不叠加 - 4071 忍者 根据敌方hero数不同的公式
  1490. -- hero=1→生成英雄的血量*75%*50%
  1491. -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
  1492. -- 有盾
  1493. -- hero=1→收益值=0
  1494. -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
  1495. function root:getSkillEvaluate4071(core, skillInfo, params)
  1496. local enemyHasDun = params.enemyHasDun
  1497. local newHeroAttack = params.newHeroAttack
  1498. local enemyHeroList = params.enemyHeroList
  1499. local ev = 0
  1500. if #enemyHeroList == 1 then
  1501. ev = ev + (not enemyHasDun and newHeroAttack * 0.75 * 0.5 or 0)
  1502. elseif #enemyHeroList >= 2 then
  1503. ev = ev + math.min(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList - 1]), newHeroAttack * 0.75) * 0.75
  1504. end
  1505. return ev
  1506. end
  1507. -- 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
  1508. function root:getSkillEvaluate1081(core, skillInfo, params)
  1509. local selfHeroTotalEv = params.selfHeroTotalEv
  1510. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1511. local baseAttack = params.baseAttack
  1512. local skillBase = skillInfo.skillBase
  1513. local skillCount = skillInfo.skillCount
  1514. if (selfHeroTotalEv - enemyHeroTotalEv) >= 2 * baseAttack then
  1515. return 1.5 * skillBase * skillCount
  1516. else
  1517. return 1 * skillBase * skillCount
  1518. end
  1519. end
  1520. -- 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%)
  1521. -- 有盾
  1522. -- 4*2*对应技能色块战力*50%*修正参数*偏正参数
  1523. -- 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%
  1524. -- 偏正参数=敌方英雄数/敌方英雄数+1
  1525. -- 叠加第二次时为:
  1526. -- 4*2*对应技能色块战力*50%*修正参数*偏正参数*0.5
  1527. -- 叠加第三次…第N次时为:
  1528. -- 0
  1529. function root:getSkillEvaluate2081(core, skillInfo, params)
  1530. local skillBase = skillInfo.skillBase
  1531. local skillCount = skillInfo.skillCount
  1532. local enemyHasDun = params.enemyHasDun
  1533. local enemyHeroList = params.enemyHeroList
  1534. local count = 0
  1535. for _, hero in ipairs(enemyHeroList) do
  1536. if self:getHeroEvaluate(core, hero) < 2 * skillBase then
  1537. count = count + 1
  1538. end
  1539. end
  1540. if enemyHasDun then
  1541. local ev = 4 * 2 * skillBase * 0.5 * 0.75 ^ count * (#enemyHeroList / (#enemyHeroList + 1))
  1542. if skillCount > 1 then
  1543. ev = ev + 4 * 2 * skillBase * 0.5 * 0.75 ^ count * (#enemyHeroList / (#enemyHeroList + 1)) * 0.5
  1544. end
  1545. return ev
  1546. end
  1547. return 4 * 2 * skillBase * 0.5 * 0.75 ^ count * skillCount
  1548. end
  1549. -- 技能评价 - 不叠加 - 3081 爱丽丝 2*普通色块基础战力
  1550. function root:getSkillEvaluate3081(core, skillInfo, params)
  1551. local baseAttack = params.baseAttack
  1552. return 2 * baseAttack
  1553. end
  1554. -- 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
  1555. function root:getSkillEvaluate4081(core, skillInfo, params)
  1556. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1557. local selfHeroTotalEv = params.selfHeroTotalEv
  1558. local baseAttack = params.baseAttack
  1559. return math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5 + 0.5 * baseAttack
  1560. end
  1561. -- 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)
  1562. function root:getSkillEvaluate1091(core, skillInfo, params)
  1563. local selfCastleMaxHp = params.selfCastleMaxHp
  1564. local selfCastleHp = params.selfCastleHp
  1565. local skillBase = skillInfo.skillBase
  1566. local percent = selfCastleHp / selfCastleMaxHp
  1567. if percent <= 0.5 then
  1568. return skillBase * 2.5
  1569. else
  1570. return skillBase * 5
  1571. end
  1572. end
  1573. -- 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%
  1574. function root:getSkillEvaluate2091(core, skillInfo, params)
  1575. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1576. local selfHeroTotalEv = params.selfHeroTotalEv
  1577. return math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.75
  1578. end
  1579. -- 技能评价 - 不叠加 - 3091 刺客 1.5*普通色块基础战力
  1580. function root:getSkillEvaluate3091(core, skillInfo, params)
  1581. local baseAttack = params.baseAttack
  1582. return 1.5 * baseAttack
  1583. end
  1584. -- 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%
  1585. function root:getSkillEvaluate4091(core, skillInfo, params)
  1586. local selfCastleHp = params.selfCastleHp
  1587. local enemyCastleHp = params.enemyCastleHp
  1588. return 2 * ((selfCastleHp + enemyCastleHp) / 2 - selfCastleHp) * 0.5
  1589. end
  1590. -- 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%
  1591. function root:getSkillEvaluate1101(core, skillInfo, params)
  1592. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1593. local selfHeroTotalEv = params.selfHeroTotalEv
  1594. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  1595. return (math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) + 5 * enemyAverageBaseAttack) * 0.5 * 0.5
  1596. end
  1597. -- 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%
  1598. function root:getSkillEvaluate2101(core, skillInfo, params)
  1599. local newHeroAttack = params.newHeroAttack
  1600. local baseAttack = params.baseAttack
  1601. local newHeroX = params.newHeroX
  1602. local yDirection = params.yDirection
  1603. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1604. local selfHeroTotalEv = params.selfHeroTotalEv
  1605. local enemyHeroList = params.enemyHeroList
  1606. if (yDirection < 0 and newHeroX < 2) or (yDirection > 0 and newHeroX > 2) then
  1607. local enemyHeroHighestEv = 0
  1608. if enemyHeroList[#enemyHeroList] then
  1609. enemyHeroHighestEv = self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList])
  1610. end
  1611. return math.min(newHeroAttack, enemyHeroHighestEv) * 0.75
  1612. else
  1613. return (math.min(math.max(enemyHeroTotalEv - selfHeroTotalEv + newHeroAttack, 1 * baseAttack), newHeroAttack)) *
  1614. 0.75
  1615. end
  1616. end
  1617. -- 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)
  1618. function root:getSkillEvaluate3101(core, skillInfo, params)
  1619. local skillBase = skillInfo.skillBase
  1620. local skillCount = skillInfo.skillCount
  1621. local linkCount = params.linkCount
  1622. if linkCount >= 7 then
  1623. return 2 * skillBase * 1.5 * skillCount
  1624. else
  1625. return 2 * skillBase * 1 * skillCount
  1626. end
  1627. end
  1628. -- 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)
  1629. function root:getSkillEvaluate4101(core, skillInfo, params)
  1630. local enemyHeroList = params.enemyHeroList
  1631. local enemyCastleHp = params.enemyCastleHp
  1632. local enemyCastleMaxHp = params.enemyCastleMaxHp
  1633. local skillCount = skillInfo.skillCount
  1634. if not enemyHeroList[#enemyHeroList] then
  1635. return 0
  1636. end
  1637. local percent = enemyCastleHp / enemyCastleMaxHp
  1638. local ev = 0
  1639. for i = 1, skillCount do
  1640. if enemyHeroList[#enemyHeroList + 1 - i] then
  1641. local heroEv = self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList + 1 - i])
  1642. ev = ev + heroEv * 0.5
  1643. if percent <= 0.3 then
  1644. ev = ev + heroEv * 0
  1645. elseif percent <= 0.6 then
  1646. ev = ev + heroEv * -0.5
  1647. else
  1648. ev = ev + heroEv * -0.75
  1649. end
  1650. end
  1651. end
  1652. return ev
  1653. end
  1654. -- 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%
  1655. function root:getSkillEvaluate1111(core, skillInfo, params)
  1656. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1657. local selfHeroTotalEv = params.selfHeroTotalEv
  1658. return math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5
  1659. end
  1660. -- 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
  1661. -- 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))
  1662. function root:getSkillEvaluate2111(core, skillInfo, params)
  1663. local skillCount = skillInfo.skillCount
  1664. local skillBase = skillInfo.skillBase
  1665. local damage = skillBase * 1 * skillCount
  1666. local enemyHeroList = params.enemyHeroList
  1667. local ev = 0
  1668. for _, hero in ipairs(enemyHeroList) do
  1669. ev = ev + math.min(damage, hero:getHp())
  1670. end
  1671. return ev * 0.75 + ev
  1672. end
  1673. -- 技能评价 - 不叠加 - 3111 火舞者 我方所有英雄战力总和*50%*75%
  1674. function root:getSkillEvaluate3111(core, skillInfo, params)
  1675. local selfHeroTotalEv = params.selfHeroTotalEv
  1676. return selfHeroTotalEv * 0.5 * 0.75
  1677. end
  1678. -- 技能评价 - 不叠加 - 4111 米斯特 0.5*普通色块基础战力
  1679. function root:getSkillEvaluate4111(core, skillInfo, params)
  1680. local baseAttack = params.baseAttack
  1681. return 0.5 * baseAttack
  1682. end
  1683. -- 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)
  1684. -- avg(skill_1_benefit,…,skill_999_benefit)
  1685. function root:getSkillEvaluate1121(core, skillInfo, params)
  1686. local enemyBeforeSkillBlockList = params.enemyBeforeSkillBlockList
  1687. local skillCount = skillInfo.skillCount
  1688. local blockList = {}
  1689. for _, block in ipairs(enemyBeforeSkillBlockList) do
  1690. if block.skillId ~= 1121 then
  1691. table.insert(blockList, block)
  1692. end
  1693. end
  1694. if #blockList <= 0 then
  1695. return 0
  1696. end
  1697. skillCount = math.min(skillCount, #blockList)
  1698. local skillInfoList = self:getSkillInfoList(core, blockList)
  1699. local skillTotalEv = 0
  1700. for _, v in ipairs(skillInfoList) do
  1701. local skillEv = self:getSkillEvaluate(core, v, params)
  1702. if skillEv then
  1703. skillTotalEv = skillTotalEv + skillEv
  1704. end
  1705. end
  1706. return skillTotalEv / #blockList * skillCount
  1707. end
  1708. -- 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
  1709. -- 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))
  1710. -- [此处hero为技能色块3*3区域的英雄]
  1711. function root:getSkillEvaluate2121(core, skillInfo, params)
  1712. local enemySkillBlockList = params.enemySkillBlockList
  1713. local newBlockXYMap = params.newBlockXYMap
  1714. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  1715. local enemyHeroList = params.enemyHeroList
  1716. local skillBase = skillInfo.skillBase
  1717. local damage = skillBase * 2
  1718. local ev = #enemySkillBlockList * enemyAverageBaseAttack
  1719. local enemyHeroMap = {}
  1720. for _, block in ipairs(enemySkillBlockList) do
  1721. local blockPoint = newBlockXYMap[block.id]
  1722. for _, hero in ipairs(enemyHeroList) do
  1723. local heroPoint = newBlockXYMap[hero.bindBlock.id]
  1724. if math.abs(blockPoint.x - heroPoint.x) <= 1 and math.abs(blockPoint.y - heroPoint.y) <= 1 then
  1725. if not enemyHeroMap[hero] then
  1726. enemyHeroMap[hero] = 0
  1727. end
  1728. enemyHeroMap[hero] = enemyHeroMap[hero] + 1
  1729. end
  1730. end
  1731. end
  1732. for hero, count in pairs(enemyHeroMap) do
  1733. ev = ev + math.min(damage * count, self:getHeroEvaluate(core, hero)) * 0.75
  1734. end
  1735. return ev
  1736. end
  1737. -- 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)
  1738. function root:getSkillEvaluate3121(core, skillInfo, params)
  1739. local skillBase = skillInfo.skillBase
  1740. local skillCount = skillInfo.skillCount
  1741. local linkCount = params.linkCount
  1742. if linkCount >= 7 then
  1743. return 2 * skillBase * 1.5 * skillCount
  1744. else
  1745. return 2 * skillBase * 1 * skillCount
  1746. end
  1747. end
  1748. -- 技能评价 - 可叠加 - 4121 拉德马克斯 3*对应技能色块战力*75%
  1749. function root:getSkillEvaluate4121(core, skillInfo, params)
  1750. local skillCount = skillInfo.skillCount
  1751. local skillBase = skillInfo.skillBase
  1752. return 3 * skillBase * 0.75 * skillCount
  1753. end
  1754. -- 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)
  1755. function root:getSkillEvaluate1131(core, skillInfo, params)
  1756. local skillCount = skillInfo.skillCount
  1757. local skillBase = skillInfo.skillBase
  1758. local selfCastleMaxHp = params.selfCastleMaxHp
  1759. local selfCastleHp = params.selfCastleHp
  1760. local percent = selfCastleHp / selfCastleMaxHp
  1761. local ev = 3 * skillBase * 0.5 * skillCount
  1762. if percent <= 0.1 then
  1763. ev = ev + skillBase * 1 * skillCount
  1764. elseif percent <= 0.3 then
  1765. ev = ev + skillBase * 0.5 * skillCount
  1766. end
  1767. return ev
  1768. end
  1769. -- 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%
  1770. function root:getSkillEvaluate2131(core, skillInfo, params)
  1771. local enemyHeroCount = params.enemyHeroCount
  1772. if enemyHeroCount <= 0 then
  1773. return 0
  1774. end
  1775. local enemyHeroList = params.enemyHeroList
  1776. local selfHeroList = params.selfHeroList
  1777. local enemyHeroHighestEv =
  1778. enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
  1779. local selfHeroLowestEv = selfHeroList[1] and self:getHeroEvaluate(core, selfHeroList[1]) or 0
  1780. return (enemyHeroHighestEv - selfHeroLowestEv) * 1.75
  1781. end
  1782. -- 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
  1783. function root:getSkillEvaluate3131(core, skillInfo, params)
  1784. local selfHeroList = params.selfHeroList
  1785. local newBlockXYMap = params.newBlockXYMap
  1786. local baseAttack = params.baseAttack
  1787. local areaH = core.areaH
  1788. local ev = 0
  1789. local selfHeroParam = {0, 0, 0.5, 1, 1.5, 1.5, 1, 0.5, 0, 0}
  1790. -- 半场行数超过5的,给补充1.5在中间
  1791. for i = 1, areaH - 5 do
  1792. table.insert(selfHeroParam, 6, 1.5)
  1793. table.insert(selfHeroParam, 6, 1.5)
  1794. end
  1795. for _, hero in ipairs(selfHeroList) do
  1796. ev = ev + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack
  1797. end
  1798. return ev
  1799. end
  1800. -- 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
  1801. function root:getSkillEvaluate4131(core, skillInfo, params)
  1802. local enemySkillBlockList = params.enemySkillBlockList
  1803. local baseAttack = params.baseAttack
  1804. return #enemySkillBlockList * baseAttack
  1805. end
  1806. --#region ----------------------------------------- 新的英雄和技能:功能代码块
  1807. -- 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)
  1808. -- 公式: 1*技能战力*100%
  1809. function root:getSkillEvaluate2211(core, skillInfo, params)
  1810. local skillBase = skillInfo.skillBase
  1811. return skillBase
  1812. end
  1813. -- 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
  1814. -- 公式: 1*技能战力*50%
  1815. function root:getSkillEvaluate1211(core, skillInfo, params)
  1816. local skillBase = skillInfo.skillBase
  1817. return math.floor(skillBase * 0.5 + 0.5)
  1818. end
  1819. -- 技能评价 - 不叠加 - 4211 扎克 对手主角失去1格战力血量
  1820. -- 有盾
  1821. -- 收益值=0
  1822. -- 公式: 1*技能战力*50%
  1823. function root:getSkillEvaluate4211(core, skillInfo, params)
  1824. --[[
  1825. local enemyHasDun = params.enemyHasDun
  1826. if enemyHasDun then
  1827. return 0
  1828. end
  1829. local baseAttack = params.baseAttack
  1830. return baseAttack
  1831. ]]
  1832. local skillBase = skillInfo.skillBase
  1833. return math.floor(skillBase * 0.5 + 0.5)
  1834. end
  1835. -- 技能评价 - 不叠加 - 3211 无人机队长 我英雄基本战力50%
  1836. -- 公式: 生成英雄战力*25%*65%
  1837. function root:getSkillEvaluate3211(core, skillInfo, params)
  1838. local newHeroAttack = params.newHeroAttack
  1839. return math.floor(newHeroAttack * 0.25 * 0.65 + 0.5)
  1840. end
  1841. -- 技能评价 - 不叠加 - 2221 在下一次攻击时提升50%攻击力(参考 4021)
  1842. -- 公式: 生成英雄战力*50%*100%
  1843. function root:getSkillEvaluate2221(core, skillInfo, params)
  1844. --[[
  1845. local enemyHeroList = params.enemyHeroList
  1846. local newHeroAttack = params.newHeroAttack
  1847. local enemyHasDun = params.enemyHasDun
  1848. if not enemyHeroList[#enemyHeroList] then
  1849. return not enemyHasDun and newHeroAttack * 0.5 or 0
  1850. else
  1851. return math.min(
  1852. math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0),
  1853. newHeroAttack
  1854. ) * 0.75
  1855. end
  1856. ]]
  1857. local newHeroAttack = params.newHeroAttack
  1858. return math.floor(newHeroAttack * 0.5 + 0.5)
  1859. end
  1860. -- 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))
  1861. -- 公式: 2*技能战力*50%
  1862. function root:getSkillEvaluate1221(core, skillInfo, params)
  1863. --[[
  1864. local skillCount = skillInfo.skillCount
  1865. local baseAttack = params.baseAttack
  1866. local selfCastleMaxHp = params.selfCastleMaxHp
  1867. local selfCastleHp = params.selfCastleHp
  1868. local ev = 0.15 * selfCastleMaxHp * 0.5 * skillCount
  1869. local percent = selfCastleHp / selfCastleMaxHp
  1870. if percent <= 0.1 then
  1871. ev = ev + baseAttack * 1 * skillCount
  1872. elseif percent <= 0.3 then
  1873. ev = ev + baseAttack * 0.5 * skillCount
  1874. end
  1875. return ev
  1876. ]]
  1877. local skillBase = skillInfo.skillBase
  1878. return math.floor(2 * skillBase * 0.5 + 0.5)
  1879. end
  1880. -- 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)
  1881. -- 公式: 0.5*技能战力
  1882. function root:getSkillEvaluate4221(core, skillInfo, params)
  1883. local skillBase = skillInfo.skillBase
  1884. return math.floor(skillBase * 0.5 + 0.5)
  1885. end
  1886. -- 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%)
  1887. -- 公式: 生成英雄战力*50%*65%
  1888. function root:getSkillEvaluate3221(core, skillInfo, params)
  1889. local newHeroAttack = params.newHeroAttack
  1890. return math.floor(newHeroAttack * 0.5 * 0.65 + 0.5)
  1891. end
  1892. -- 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%)
  1893. -- 公式: 2*技能战力*50%
  1894. function root:getSkillEvaluate2231(core, skillInfo, params)
  1895. --[[
  1896. local skillCount = skillInfo.skillCount
  1897. local enemyHasDun = params.enemyHasDun
  1898. local enemyCastleMaxHp = params.enemyCastleMaxHp
  1899. if enemyHasDun then
  1900. return 0
  1901. end
  1902. return enemyCastleMaxHp * 0.15 * 0.5 * skillCount
  1903. ]]
  1904. local skillBase = skillInfo.skillBase
  1905. return math.floor(2 * skillBase * 0.5 + 0.5)
  1906. end
  1907. -- 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))
  1908. -- 公式: 1*技能色块战力*50%+我方英雄数*1倍技能色块战力*100%
  1909. function root:getSkillEvaluate1231(core, skillInfo, params)
  1910. --[[
  1911. local selfCastleMaxHp = params.selfCastleMaxHp
  1912. local selfHeroCount = params.selfHeroCount
  1913. local skillBase = skillInfo.skillBase
  1914. local skillCount = skillInfo.skillCount
  1915. return (selfCastleMaxHp * 0.15 * 0.5 + selfHeroCount * 1 * skillBase) * skillCount
  1916. ]]
  1917. local selfHeroCount = params.selfHeroCount
  1918. local skillBase = skillInfo.skillBase
  1919. return math.floor(skillBase * (selfHeroCount + 0.5) + 0.5)
  1920. end
  1921. -- 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%)
  1922. --[[ 公式:
  1923. 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:
  1924. 1.5*技能战力
  1925. else 1*技能战力
  1926. ]]
  1927. function root:getSkillEvaluate4231(core, skillInfo, params)
  1928. --[[
  1929. local baseAttack = params.baseAttack
  1930. local enemyHeroCount = params.enemyHeroCount
  1931. local skillBase = skillInfo.skillBase
  1932. local skillCount = skillInfo.skillCount
  1933. return (baseAttack + math.max(enemyHeroCount - 2, 0) * 2 * skillBase * 0.75) * skillCount
  1934. ]]
  1935. --[[
  1936. 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:
  1937. 1.5*对应技能色块战力
  1938. else 1*对应技能色块战力
  1939. ]]
  1940. local skillBase = skillInfo.skillBase
  1941. local baseAttack = params.baseAttack
  1942. local selfHeroTotalEv = params.selfHeroTotalEv
  1943. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1944. if (selfHeroTotalEv - enemyHeroTotalEv) >= (2 * baseAttack) then
  1945. return math.floor(skillBase * 1.5 + 0.5)
  1946. else
  1947. return skillBase
  1948. end
  1949. end
  1950. -- 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))
  1951. --[[
  1952. -- 公式:
  1953. 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 ;
  1954. 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)
  1955. ]]
  1956. function root:getSkillEvaluate3231(core, skillInfo, params)
  1957. local enemyHeroList = params.enemyHeroList
  1958. local enemyCastleHp = params.enemyCastleHp
  1959. local enemyCastleMaxHp = params.enemyCastleMaxHp
  1960. local skillCount = skillInfo.skillCount
  1961. local percent = enemyCastleHp / enemyCastleMaxHp
  1962. local ev = 0
  1963. for i = 1, skillCount do
  1964. if enemyHeroList[i] then
  1965. local heroEv = self:getHeroEvaluate(core, enemyHeroList[i])
  1966. ev = ev + heroEv * 0.6
  1967. if percent <= 0.3 then
  1968. ev = ev + heroEv * 0
  1969. elseif percent <= 0.6 then
  1970. ev = ev + heroEv * -0.5
  1971. else
  1972. ev = ev + heroEv * -0.75
  1973. end
  1974. end
  1975. end
  1976. return ev
  1977. end
  1978. -- 技能评价 - 不叠加 - 2241 (参考: 纵火犯)
  1979. -- 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%
  1980. function root:getSkillEvaluate2241(core, skillInfo, params)
  1981. local skillBase = skillInfo.skillBase
  1982. local enemyHeroCount = params.enemyHeroCount
  1983. local enemyHeroTotalEv = params.enemyHeroTotalEv
  1984. local selfHeroTotalEv = params.selfHeroTotalEv
  1985. local baseAttack = params.baseAttack
  1986. if enemyHeroTotalEv - selfHeroTotalEv > 0 then
  1987. return enemyHeroCount * skillBase * 1 * 0.75 + baseAttack * 1
  1988. else
  1989. return enemyHeroCount * skillBase * 1 * 0.75
  1990. end
  1991. end
  1992. -- 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%)
  1993. -- 有盾
  1994. -- 若对方只有一个英雄则为0
  1995. -- 多个英雄:
  1996. -- 敌方所有英雄战力总和*50%*50%
  1997. function root:getSkillEvaluate1241(core, skillInfo, params)
  1998. --[[
  1999. local enemyHasDun = params.enemyHasDun
  2000. local enemyHeroCount = params.enemyHeroCount
  2001. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2002. local evaluate = math.floor((enemyHeroTotalEv or 0) * 0.5 + 0.5)
  2003. if enemyHasDun then
  2004. return enemyHeroCount > 1 and evaluate or 0
  2005. end
  2006. return evaluate
  2007. ]]
  2008. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2009. return math.floor(enemyHeroTotalEv * 0.5 * 0.75 + 0.5)
  2010. end
  2011. -- 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%)
  2012. -- 公式: 3*技能色块战力*100%
  2013. function root:getSkillEvaluate4241(core, skillInfo, params)
  2014. local skillCount = skillInfo.skillCount
  2015. local skillBase = skillInfo.skillBase
  2016. return 3 * skillBase * 1
  2017. end
  2018. -- 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])
  2019. -- 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
  2020. -- 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
  2021. -- 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)
  2022. -- 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)
  2023. -- 公式:
  2024. function root:getSkillEvaluate3241(core, skillInfo, params)
  2025. local xMap = skillInfo.data3241
  2026. local totalHeroEvaluate = 0
  2027. local enemyHeroList = params.enemyHeroList
  2028. local selfHeroList = params.selfHeroList
  2029. local baseAttack = params.baseAttack
  2030. local yDirection = params.yDirection
  2031. local newHeroX = params.newHeroX
  2032. local newHeroY = params.newHeroY
  2033. local newBlockXYMap = params.newBlockXYMap
  2034. local xHeros = {}
  2035. local function changeToXHeros(heroList)
  2036. for _, hero in ipairs(heroList) do
  2037. if xMap[hero.bindBlock.x] then
  2038. if not xHeros[hero.bindBlock.x] then
  2039. xHeros[hero.bindBlock.x] = {}
  2040. end
  2041. table.insert(xHeros[hero.bindBlock.x], {hero = hero, point = newBlockXYMap[hero.bindBlock.id]})
  2042. end
  2043. end
  2044. end
  2045. changeToXHeros(enemyHeroList)
  2046. changeToXHeros(selfHeroList)
  2047. local newHeroLastY = -1
  2048. local selfYChange3Count = 0
  2049. local selfYChange2Count = 0
  2050. local function calc(v, yDirection)
  2051. local sortY, getY
  2052. if yDirection < 0 then
  2053. sortY = function(a, b)
  2054. return a.point.y < b.point.y
  2055. end
  2056. getY = function(i)
  2057. return i - 1
  2058. end
  2059. elseif yDirection > 0 then
  2060. sortY = function(a, b)
  2061. return a.point.y > b.point.y
  2062. end
  2063. getY = function(i)
  2064. return 10 - i
  2065. end
  2066. end
  2067. table.sort(v, sortY)
  2068. for i = 1, #v do
  2069. local y = getY(i)
  2070. if v[i].point.x == newHeroX and v[i].point.y == newHeroY then
  2071. newHeroLastY = y
  2072. else
  2073. local beforeIsSelf = self:isSelfBlock(yDirection, v[i].point.y)
  2074. local afterIsSelf = self:isSelfBlock(yDirection, y)
  2075. if not beforeIsSelf and afterIsSelf then
  2076. totalHeroEvaluate = totalHeroEvaluate + self:getHeroEvaluate(core, v[i].hero)
  2077. elseif beforeIsSelf and afterIsSelf then
  2078. local change = math.abs(y - v[i].point.y)
  2079. if change >= 3 then
  2080. selfYChange3Count = selfYChange3Count + 1
  2081. elseif change == 2 then
  2082. selfYChange2Count = selfYChange2Count + 1
  2083. end
  2084. end
  2085. end
  2086. end
  2087. end
  2088. for _, v in pairs(xHeros) do
  2089. calc(v, yDirection)
  2090. end
  2091. local enemyHeroEv = totalHeroEvaluate
  2092. local newHeroEv = 0
  2093. if newHeroLastY > 0 then
  2094. newHeroEv = self:getYEvaluate(core, newHeroLastY, baseAttack) - self:getYEvaluate(core, newHeroY, baseAttack)
  2095. end
  2096. local selfHeroEv = selfYChange3Count * 1 * baseAttack + selfYChange2Count * 0.5 * baseAttack
  2097. totalHeroEvaluate = enemyHeroEv + newHeroEv + selfHeroEv
  2098. return totalHeroEvaluate
  2099. end
  2100. -- 技能评价 - 不叠加 - 2251 (参考: 技能评价 - 不叠加 - 1051 布雷泽)
  2101. -- 公式: 生成英雄的血量*50%*75%
  2102. function root:getSkillEvaluate2251(core, skillInfo, params)
  2103. local newHeroAttack = params.newHeroAttack
  2104. return math.floor(newHeroAttack * 0.5 * 0.75 + 0.5)
  2105. end
  2106. -- 技能评价 - 不叠加 - 1251 (参考: -- 技能评价 - 不叠加 - 2091 露西)
  2107. -- 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
  2108. function root:getSkillEvaluate1251(core, skillInfo, params)
  2109. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2110. local selfHeroTotalEv = params.selfHeroTotalEv
  2111. return math.floor(math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.75 + 0.5)
  2112. end
  2113. -- 技能评价 - 不叠加 - 4251 (参考: -- 技能评价 - 不叠加 - 4081 解脱者)
  2114. -- 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
  2115. function root:getSkillEvaluate4251(core, skillInfo, params)
  2116. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2117. local selfHeroTotalEv = params.selfHeroTotalEv
  2118. local baseAttack = params.baseAttack
  2119. return math.floor(math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5 + 0.5 * baseAttack + 0.5)
  2120. end
  2121. -- 技能评价 - 3251 (参考: -- 技能评价 - 可叠加 - 3011 特警)
  2122. -- 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)
  2123. function root:getSkillEvaluate3251(core, skillInfo, params)
  2124. local skillCount = skillInfo.skillCount
  2125. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  2126. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2127. local selfHeroTotalEv = params.selfHeroTotalEv
  2128. local selfCastleMaxHp = params.selfCastleMaxHp
  2129. local selfCastleHp = params.selfCastleHp
  2130. local baseAttack = params.baseAttack
  2131. local ev =
  2132. math.max(5 * enemyAverageBaseAttack + math.max(enemyHeroTotalEv - selfHeroTotalEv, 0) - selfHeroTotalEv, 0) *
  2133. 0.5
  2134. local percent = selfCastleHp / selfCastleMaxHp
  2135. if percent <= 0.1 then
  2136. ev = ev + baseAttack * 3
  2137. elseif percent <= 0.3 then
  2138. ev = ev + baseAttack * 1.5
  2139. end
  2140. return math.floor(ev * skillCount + 0.5)
  2141. end
  2142. -- 技能评价 - 可叠加 - 1261 (参考: 技能评价 - 可叠加 - 2071 温蒂)
  2143. -- 公式: 3*技能战力+存活单位收益+1*技能战力
  2144. function root:getSkillEvaluate1261(core, skillInfo, params)
  2145. --[[
  2146. local skillCount = skillInfo.skillCount
  2147. local skillBase = skillInfo.skillBase
  2148. local selfCastleHp = params.selfCastleHp
  2149. local selfCastleMaxHp = params.selfCastleMaxHp
  2150. local enemyHasDun = params.enemyHasDun
  2151. if enemyHasDun then
  2152. if selfCastleHp >= selfCastleMaxHp * 0.5 then
  2153. return skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
  2154. else
  2155. return 0
  2156. end
  2157. end
  2158. if selfCastleHp >= selfCastleMaxHp * 0.5 then
  2159. return skillBase * 2 * 0.5 * skillCount + skillBase * 2 * 0.3 * skillCount + skillBase * 2 * 0.2 * skillCount
  2160. else
  2161. return skillBase * 2 * 0.5 * skillCount
  2162. end
  2163. ]]
  2164. local skillBase = skillInfo.skillBase
  2165. return skillBase * 3 + skillBase * 1 + 0
  2166. end
  2167. -- 技能评价 - 不叠加 - 2261 (参考: -- 技能评价 - 不叠加 - 1021 修理师)
  2168. --[[
  2169. 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%
  2170. 有盾(100%)
  2171. if 我方基地当前血量 ≥ 我方基地最大血量*50% :
  2172. 2*对应技能色块战力*30%
  2173. else:0
  2174. ]]
  2175. function root:getSkillEvaluate2261(core, skillInfo, params)
  2176. --[[
  2177. local selfCastleMaxHp = params.selfCastleMaxHp
  2178. local selfCastleHp = params.selfCastleHp
  2179. local percent = selfCastleHp / selfCastleMaxHp
  2180. local skillBase = skillInfo.skillBase
  2181. if percent <= 0.5 then
  2182. return skillBase
  2183. end
  2184. return skillBase * 2
  2185. ]]
  2186. local skillCount = skillInfo.skillCount
  2187. local skillBase = skillInfo.skillBase
  2188. local selfCastleHp = params.selfCastleHp
  2189. local selfCastleMaxHp = params.selfCastleMaxHp
  2190. local enemyHasDun = params.enemyHasDun
  2191. if enemyHasDun then
  2192. if selfCastleHp >= selfCastleMaxHp * 0.5 then
  2193. return math.floor(skillBase * 2 * 0.3 + 0.5)
  2194. else
  2195. return 0
  2196. end
  2197. end
  2198. if selfCastleHp >= selfCastleMaxHp * 0.5 then
  2199. return math.floor(skillBase * 2 * 0.5 + skillBase * 2 * 0.3 + 0.5)
  2200. else
  2201. return math.floor(skillBase * 2 * 0.5 + 0.5)
  2202. end
  2203. return 0
  2204. end
  2205. -- 技能评价 - 不叠加 - 3261 (参考: 技能评价 - 不叠加 - 4061 杀手)
  2206. -- 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
  2207. function root:getSkillEvaluate3261(core, skillInfo, params)
  2208. --[[
  2209. local enemyHeroList = params.enemyHeroList
  2210. local newHeroAttack = params.newHeroAttack
  2211. local linkCount = params.linkCount
  2212. local baseAttack = params.baseAttack
  2213. local ev = 0
  2214. if enemyHeroList[#enemyHeroList] then
  2215. ev = ev + math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0) * 0.75
  2216. end
  2217. if linkCount >= 7 then
  2218. ev = ev + 3 * baseAttack
  2219. end
  2220. return ev
  2221. ]]
  2222. local skillBase = skillInfo.skillBase
  2223. local linkCount = params.linkCount
  2224. local ev = skillBase * 2
  2225. if linkCount >= 7 then
  2226. ev = ev * 1.5
  2227. end
  2228. return math.floor(ev + 0.5)
  2229. end
  2230. -- 技能评价 - 不叠加 - 4261 (参考: 技能评价 - 可叠加 - 3121 查基)
  2231. -- 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)
  2232. function root:getSkillEvaluate4261(core, skillInfo, params)
  2233. --[[
  2234. local skillBase = skillInfo.skillBase
  2235. local skillCount = skillInfo.skillCount
  2236. local linkCount = params.linkCount
  2237. if linkCount >= 7 then
  2238. return 2 * skillBase * 1.5 * skillCount
  2239. else
  2240. return 2 * skillBase * 1 * skillCount
  2241. end
  2242. ]]
  2243. local enemyHeroList = params.enemyHeroList
  2244. local newHeroAttack = params.newHeroAttack
  2245. local linkCount = params.linkCount
  2246. local baseAttack = params.baseAttack
  2247. local ev = 0
  2248. if enemyHeroList[#enemyHeroList] then
  2249. ev = ev + math.max(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) - newHeroAttack, 0) * 0.75
  2250. end
  2251. if linkCount >= 7 then
  2252. ev = ev + 3 * baseAttack
  2253. end
  2254. return ev
  2255. end
  2256. -- 技能评价 - 可叠加 - 2351 (旧的技能ID:2111) 金羽/斯凯特
  2257. --[[公式:
  2258. 敌方受到的伤害总和*75%+敌方受到的伤害总和
  2259. 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))
  2260. ]]
  2261. function root:getSkillEvaluate2351(core, skillInfo, params)
  2262. local skillCount = skillInfo.skillCount
  2263. local skillBase = skillInfo.skillBase
  2264. local damage = skillBase * 1 * skillCount
  2265. local enemyHeroList = params.enemyHeroList
  2266. local ev = 0
  2267. for _, hero in ipairs(enemyHeroList) do
  2268. ev = ev + math.min(damage, hero:getHp())
  2269. end
  2270. return math.floor(ev * 0.75 + ev + 0.5)
  2271. end
  2272. -- 技能评价 - 不叠加 - 1351(旧的技能ID:1091) 海德博士/盈缺
  2273. -- 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)
  2274. function root:getSkillEvaluate1351(core, skillInfo, params)
  2275. local selfCastleMaxHp = params.selfCastleMaxHp
  2276. local selfCastleHp = params.selfCastleHp
  2277. local skillBase = skillInfo.skillBase
  2278. local percent = selfCastleHp / selfCastleMaxHp
  2279. if percent <= 0.5 then
  2280. return skillBase * 2.5
  2281. else
  2282. return skillBase * 5
  2283. end
  2284. end
  2285. -- 技能评价 - 可叠加 - 4351(旧的技能ID:3101) 汤米/无情
  2286. -- 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)
  2287. function root:getSkillEvaluate4351(core, skillInfo, params)
  2288. local skillBase = skillInfo.skillBase
  2289. local skillCount = skillInfo.skillCount
  2290. local linkCount = params.linkCount
  2291. if linkCount >= 7 then
  2292. return 2 * skillBase * 1.5 * skillCount
  2293. else
  2294. return 2 * skillBase * 1 * skillCount
  2295. end
  2296. end
  2297. -- 技能评价 - 可叠加 - 3351 (旧的技能ID:3041) 极限特工/小青
  2298. -- 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
  2299. function root:getSkillEvaluate3351(core, skillInfo, params)
  2300. local newHeroAttack = params.newHeroAttack
  2301. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2302. local selfHeroTotalEv = params.selfHeroTotalEv
  2303. return (newHeroAttack + enemyHeroTotalEv) * 0.5 - selfHeroTotalEv
  2304. end
  2305. -- 技能评价 - 可叠加 - 2361 (旧的技能:4031) 乔乔/化学老师
  2306. -- 公式: 对手最弱英雄战力*75%+存活单位收益
  2307. function root:getSkillEvaluate2361(core, skillInfo, params)
  2308. local enemyHeroList = params.enemyHeroList
  2309. local skillCount = skillInfo.skillCount
  2310. local ev = 0
  2311. for i = 1, skillCount do
  2312. if enemyHeroList[i] then
  2313. ev = ev + self:getHeroEvaluate(core, enemyHeroList[i]) * 0.75
  2314. end
  2315. end
  2316. return ev
  2317. end
  2318. -- 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)
  2319. -- 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)
  2320. -- 收益值为=100*60%+50*30%+30*10%+50*0%+30*0%=78
  2321. --
  2322. -- 叠加比例上升(30%:20%:10%:5%:5%) max为100%
  2323. -- 连接技能色块数=x;
  2324. -- 基础比例为(a,b,c,d,e)
  2325. -- 叠加比例为(f,g,h,i,j)
  2326. -- 最终比例{min(a+(x-1)f,100),min(b+(x-1)g,100),…,min(e+(x-1)j,100)}
  2327. -- 公式:
  2328. function root:getSkillEvaluate1361(core, skillInfo, params)
  2329. local skillCount = skillInfo.skillCount
  2330. local newBlockXYMap = params.newBlockXYMap
  2331. local enemyHeroEv = {}
  2332. local areaH = core.areaH
  2333. for i = 1, areaH * 2 do
  2334. table.insert(enemyHeroEv, 0)
  2335. end
  2336. local enemyHeroList = params.enemyHeroList
  2337. for _, hero in ipairs(enemyHeroList) do
  2338. enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] =
  2339. enemyHeroEv[newBlockXYMap[hero.bindBlock.id].y + 1] + hero:getHp()
  2340. end
  2341. local enemyHeroParam = {0, 0, 0.1, 0.3, 0.6, 0.6, 0.3, 0.1, 0, 0}
  2342. -- 半场行数超过5的,给补充0.6在中间
  2343. for i = 1, areaH - 5 do
  2344. table.insert(enemyHeroParam, 6, 0.6)
  2345. table.insert(enemyHeroParam, 6, 0.6)
  2346. end
  2347. local addHeroParam = {0.05, 0.05, 0.1, 0.2, 0.3, 0.3, 0.2, 0.1, 0.05, 0.05}
  2348. -- 半场行数超过5的,给补充0.3在中间
  2349. for i = 1, areaH - 5 do
  2350. table.insert(enemyHeroParam, 6, 0.3)
  2351. table.insert(enemyHeroParam, 6, 0.3)
  2352. end
  2353. for i = 1, #enemyHeroParam do
  2354. enemyHeroParam[i] = math.min(enemyHeroParam[i] + addHeroParam[i] * (skillCount - 1), 1)
  2355. end
  2356. local totalHeroEvaluate = 0
  2357. for i = 1, #enemyHeroParam do
  2358. totalHeroEvaluate = totalHeroEvaluate + enemyHeroEv[i] * enemyHeroParam[i]
  2359. end
  2360. return totalHeroEvaluate
  2361. end
  2362. -- 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
  2363. -- hero=1→生成英雄的血量*75%*50%
  2364. -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
  2365. -- 有盾
  2366. -- hero=1→收益值=0
  2367. -- hero≥2→min{敌方第二强英雄战力,生成英雄的血量*75%}*75%
  2368. -- 公式:
  2369. function root:getSkillEvaluate4361(core, skillInfo, params)
  2370. local enemyHasDun = params.enemyHasDun
  2371. local newHeroAttack = params.newHeroAttack
  2372. local enemyHeroList = params.enemyHeroList
  2373. local ev = 0
  2374. if #enemyHeroList == 1 then
  2375. ev = ev + (not enemyHasDun and newHeroAttack * 0.75 * 0.5 or 0)
  2376. elseif #enemyHeroList >= 2 then
  2377. ev = ev + math.min(self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList - 1]), newHeroAttack * 0.75) * 0.75
  2378. end
  2379. return math.floor(ev)
  2380. end
  2381. -- 技能评价 - 可叠加 - 3361 (旧的技能ID:3021) 一叶/罗杰
  2382. -- 公式: 我方平均技能色块战力*3*65%+扰乱棋盘附加评分
  2383. function root:getSkillEvaluate3361(core, skillInfo, params)
  2384. local skillCount = skillInfo.skillCount
  2385. local averageBaseAttack = params.averageBaseAttack
  2386. return math.floor(averageBaseAttack * 3 * 0.65 + 0)
  2387. end
  2388. -- 技能评价 - 不叠加 - 2281 (参考: ) 团团
  2389. --[[
  2390. 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
  2391. 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))
  2392. [此处hero为技能色块3*3区域的英雄]
  2393. ]]
  2394. -- 公式:
  2395. function root:getSkillEvaluate2281(core, skillInfo, params)
  2396. local skillCount = skillInfo.skillCount
  2397. local skillBase = skillInfo.skillBase
  2398. local damage = skillBase * 1 * skillCount
  2399. local enemyHeroList = params.enemyHeroList
  2400. local ev = 0
  2401. for _, hero in ipairs(enemyHeroList) do
  2402. ev = ev + math.min(damage, hero:getHp())
  2403. end
  2404. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  2405. return ev + enemyAverageBaseAttack * skillCount
  2406. end
  2407. -- 技能评价 - 不叠加 - 1281 (参考: ) 烧麦
  2408. -- 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)
  2409. function root:getSkillEvaluate1281(core, skillInfo, params)
  2410. local skillBase = skillInfo.skillBase
  2411. local selfCastleMaxHp = params.selfCastleMaxHp
  2412. local selfCastleHp = params.selfCastleHp
  2413. local ev = skillBase * 3 * 0.5
  2414. local percent = selfCastleHp / selfCastleMaxHp
  2415. if percent <= 0.3 then
  2416. ev = ev + skillBase
  2417. else
  2418. ev = ev + skillBase * 0.5
  2419. end
  2420. return math.floor(ev + 0.5)
  2421. end
  2422. -- 技能评价 - 不叠加 - 4281 (参考: ) 猴宝
  2423. -- 公式: 敌方技能数*普通色块基础战力
  2424. function root:getSkillEvaluate4281(core, skillInfo, params)
  2425. local skillCount = skillInfo.skillCount
  2426. local baseAttack = params.baseAttack
  2427. return baseAttack * skillCount
  2428. end
  2429. -- 技能评价 - 不叠加 - 3281 (参考: ) 阿呆
  2430. -- 公式: 3*普通色块基础战力
  2431. function root:getSkillEvaluate3281(core, skillInfo, params)
  2432. local baseAttack = params.baseAttack
  2433. return baseAttack * 3
  2434. end
  2435. -- 技能评价 - 不叠加 - 2291 (参考: ) 夜阑
  2436. --[[
  2437. 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),
  2438. 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%
  2439. #这里如果要精确的吸血血量,需要模拟战斗才行
  2440. ]]
  2441. -- 公式:
  2442. function root:getSkillEvaluate2291(core, skillInfo, params)
  2443. local newHeroX = params.newHeroX or 1
  2444. local baseAttack = params.baseAttack
  2445. local newHeroAttack = params.newHeroAttack
  2446. local evaluate = 0
  2447. if newHeroX < 3 then
  2448. local enemyHeroList = params.enemyHeroList
  2449. if enemyHeroList[#enemyHeroList] then
  2450. evaluate = min(newHeroAttack, self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList])) * 0.75
  2451. end
  2452. else
  2453. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2454. local selfHeroTotalEv = params.selfHeroTotalEv
  2455. local v1 = enemyHeroTotalEv - selfHeroTotalEv + newHeroAttack
  2456. local v2 = max(v1, baseAttack)
  2457. evaluate = max(v2, newHeroAttack) * 0.75
  2458. end
  2459. return math.floor(evaluate + 0.5)
  2460. end
  2461. -- 技能评价 - 不叠加 - 1291 (参考: ) 桃桃
  2462. -- 公式:我方棋盘英雄总战力*25%*100%
  2463. function root:getSkillEvaluate1291(core, skillInfo, params)
  2464. local selfHeroTotalEv = params.selfHeroTotalEv
  2465. return math.floor(selfHeroTotalEv * 0.25 * 1 + 0.5)
  2466. end
  2467. -- 技能评价 - 不叠加 - 4291 (参考: ) 倒倒
  2468. -- 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
  2469. function root:getSkillEvaluate4291(core, skillInfo, params)
  2470. local selfHeroList = params.selfHeroList
  2471. local newBlockXYMap = params.newBlockXYMap
  2472. local baseAttack = params.baseAttack
  2473. local selfHeroCount = params.selfHeroCount
  2474. local areaH = core.areaH
  2475. local ev = 0
  2476. local selfHeroParam = {0, 0, 0, 1, 1.5, 1.5, 1, 0, 0, 0}
  2477. -- 半场行数超过5的,给补充1.5在中间
  2478. for i = 1, areaH - 5 do
  2479. table.insert(selfHeroParam, 6, 1.5)
  2480. table.insert(selfHeroParam, 6, 1.5)
  2481. end
  2482. for _, hero in ipairs(selfHeroList) do
  2483. ev = ev + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack * selfHeroCount
  2484. end
  2485. return math.floor(ev + 0.5)
  2486. end
  2487. -- 技能评价 - 不叠加 - 3291 (参考: ) 咕噜
  2488. --[[
  2489. 判断是否有技能色块,
  2490. 平均敌方技能色块收益值(需判断)*2
  2491. avg(skill_1_benefit,…,skill_999_benefit)
  2492. ]]
  2493. -- 公式:
  2494. function root:getSkillEvaluate3291(core, skillInfo, params)
  2495. local enemyBeforeSkillBlockList = params.enemyBeforeSkillBlockList
  2496. local skillCount = skillInfo.skillCount
  2497. local blockList = {}
  2498. for _, block in ipairs(enemyBeforeSkillBlockList) do
  2499. if block.skillId ~= 3291 then
  2500. table.insert(blockList, block)
  2501. end
  2502. end
  2503. if #blockList <= 0 then
  2504. return 0
  2505. end
  2506. skillCount = math.min(skillCount, #blockList)
  2507. local skillInfoList = self:getSkillInfoList(core, blockList)
  2508. local skillTotalEv = 0
  2509. for _, v in ipairs(skillInfoList) do
  2510. local skillEv = self:getSkillEvaluate(core, v, params)
  2511. if skillEv then
  2512. skillTotalEv = skillTotalEv + skillEv
  2513. end
  2514. end
  2515. local evaluate = skillTotalEv / #blockList * skillCount
  2516. return math.floor(evaluate + 0.5)
  2517. end
  2518. -- 技能评价 - 不叠加 - 2311 (参考: ) 画意:
  2519. -- 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
  2520. function root:getSkillEvaluate2311(core, skillInfo, params)
  2521. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2522. local selfHeroTotalEv = params.selfHeroTotalEv
  2523. local baseAttack = params.baseAttack
  2524. local skillBase = skillInfo.skillBase
  2525. local evaluate = 0
  2526. if (selfHeroTotalEv - enemyHeroTotalEv) >= 2 * baseAttack then
  2527. evaluate = 2 * baseAttack + 1.5 * skillBase
  2528. else
  2529. evaluate = 0.5 * baseAttack + 1.5 * skillBase
  2530. end
  2531. return math.floor(evaluate + 0.5)
  2532. end
  2533. -- 技能评价 - 不叠加 - 1311 (参考: ) 糯米:
  2534. -- 公式: 连线生成英雄战力*65%
  2535. function root:getSkillEvaluate1311(core, skillInfo, params)
  2536. local newHeroAttack = params.newHeroAttack
  2537. return math.floor(newHeroAttack * 0.65 + 0.5)
  2538. end
  2539. -- 技能评价 - 不叠加 - 4311 (参考: ) 纤纤:
  2540. -- 公式: 4*对应技能色块战力*50%+扰乱棋盘分布附加评分
  2541. function root:getSkillEvaluate4311(core, skillInfo, params)
  2542. local newHeroAttack = params.newHeroAttack
  2543. local skillBase = skillInfo.skillBase
  2544. return skillBase * 4 + 0
  2545. end
  2546. -- 技能评价 - 不叠加 - 3311 (参考: ) 孤梦:
  2547. -- 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%
  2548. function root:getSkillEvaluate3311(core, skillInfo, params)
  2549. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2550. local selfHeroTotalEv = params.selfHeroTotalEv
  2551. local evaluate = max(enemyHeroTotalEv - selfHeroTotalEv, 0) * 0.5
  2552. return math.floor(evaluate + 0.5)
  2553. end
  2554. -- 技能评价 - 不叠加 - 2321 (参考: ) 不酸:
  2555. -- 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)
  2556. function root:getSkillEvaluate2321(core, skillInfo, params)
  2557. local skillBase = skillInfo.skillBase
  2558. local enemyHeroList = params.enemyHeroList
  2559. local newHeroAttack = params.newHeroAttack
  2560. local lowHeroCount = self:getLowHeroCount(newHeroAttack, enemyHeroList)
  2561. local evaluate = skillBase * lowHeroCount
  2562. return math.floor(evaluate + 0.5)
  2563. end
  2564. -- 技能评价 - 不叠加 - 1321 (参考: ) 绿蛛:
  2565. -- 公式: (普通色块基础战力*3*50%-我方最弱英雄战力*100%)
  2566. -- 有盾 ->我方最弱英雄战力*75%
  2567. function root:getSkillEvaluate1321(core, skillInfo, params)
  2568. -- 最弱的自己人
  2569. local selfHeroList = params.selfHeroList
  2570. local selfHeroLowestEv = 0
  2571. if #selfHeroList > 0 and selfHeroList[1] then
  2572. selfHeroLowestEv = self:getHeroEvaluate(core, selfHeroList[1]) or 0
  2573. end
  2574. local enemyHasDun = params.enemyHasDun
  2575. local valueEv = 0
  2576. -- 敌方是否有盾
  2577. if enemyHasDun then
  2578. valueEv = math.floor(selfHeroLowestEv * 0.75 + 0.5)
  2579. else
  2580. local baseAttack = params.baseAttack
  2581. valueEv = baseAttack * 3 * 0.5 - selfHeroLowestEv * 1
  2582. end
  2583. return math.floor(valueEv + 0.5)
  2584. end
  2585. -- 技能评价 - 不叠加 - 4321 (参考: ) 云中客:使双方基地生命值相等
  2586. -- 公式: 2*(双方基地总血量/2-我方基地当前血量)*50%
  2587. function root:getSkillEvaluate4321(core, skillInfo, params)
  2588. local enemyCastleHp = params.enemyCastleHp
  2589. local selfCastleHp = params.selfCastleHp
  2590. local evaluate = 2 * math.abs((enemyCastleHp + selfCastleHp) / 2 - selfCastleHp) * 0.5
  2591. return math.floor(evaluate + 0.5)
  2592. end
  2593. -- 技能评价 - 不叠加 - 3321 (参考: ) 酿酿:
  2594. -- 生成英雄战力*50%*75%
  2595. function root:getSkillEvaluate3321(core, skillInfo, params)
  2596. local newHeroAttack = params.newHeroAttack
  2597. local skillBase = skillInfo.skillBase
  2598. local evaluate = newHeroAttack * 0.5 * 0.75
  2599. return math.floor(evaluate + 0.5)
  2600. end
  2601. -- 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
  2602. -- 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%
  2603. function root:getSkillEvaluate2331(core, skillInfo, params)
  2604. local enemyHeroCount = params.enemyHeroCount
  2605. if not enemyHeroCount or enemyHeroCount <= 0 then
  2606. return 0
  2607. end
  2608. local enemyHeroList = params.enemyHeroList
  2609. local selfHeroList = params.selfHeroList
  2610. local enemyHeroHighestEv =
  2611. enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
  2612. local selfHeroLowestEv = selfHeroList[1] and self:getHeroEvaluate(core, selfHeroList[1]) or 0
  2613. local evaluate = (enemyHeroHighestEv - selfHeroLowestEv) * 1.25
  2614. return math.floor(evaluate + 0.5)
  2615. end
  2616. -- 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。
  2617. -- 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)
  2618. function root:getSkillEvaluate1331(core, skillInfo, params)
  2619. local enemyBeforeSkillBlockList = params.enemyBeforeSkillBlockList or {} -- 敌方技能色块列表:消除色块前的。
  2620. local skillBase = skillInfo.skillBase
  2621. 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
  2622. local evaluate = 0
  2623. if #enemyBeforeSkillBlockList > 0 then
  2624. evaluate = baseAttack * 2
  2625. end
  2626. return math.floor(skillBase * 2 * 0.5 + evaluate + 0.5)
  2627. end
  2628. -- 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
  2629. -- (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%
  2630. function root:getSkillEvaluate4331(core, skillInfo, params)
  2631. local SkillAvgEvaluate = self:getSkillAvgEvaluate(core, skillInfo, params, params.enemyBeforeSkillBlockList, 4331)
  2632. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2633. local selfHeroTotalEv = params.selfHeroTotalEv
  2634. local evaluate = max(enemyHeroTotalEv - selfHeroTotalEv, 0) + SkillAvgEvaluate * 0.5 * 0.5
  2635. return math.floor(evaluate + 0.5)
  2636. end
  2637. -- 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
  2638. -- 公式: sum(我方英雄战力*位置系数)*50%
  2639. function root:getSkillEvaluate3331(core, skillInfo, params)
  2640. local selfHeroList = params.selfHeroList
  2641. local newBlockXYMap = params.newBlockXYMap
  2642. local baseAttack = params.baseAttack
  2643. local areaH = core.areaH
  2644. local evaluate = 0
  2645. local selfHeroParam = {0, 0, 0, 1, 1.5, 1.5, 1, 0, 0, 0}
  2646. for _, hero in ipairs(selfHeroList) do
  2647. evaluate = evaluate + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack
  2648. end
  2649. return math.floor(evaluate * 0.5 + 0.5)
  2650. end
  2651. -- 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
  2652. -- 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%
  2653. function root:getSkillEvaluate2341(core, skillInfo, params)
  2654. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2655. local selfHeroTotalEv = params.selfHeroTotalEv
  2656. local evaluate = 0
  2657. if (selfHeroTotalEv < enemyHeroTotalEv) and (enemyHeroTotalEv < 2 * selfHeroTotalEv) then
  2658. evaluate = selfHeroTotalEv * 0.5
  2659. else
  2660. evaluate = selfHeroTotalEv * 0.25
  2661. end
  2662. return math.floor(evaluate + 0.5)
  2663. end
  2664. -- 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
  2665. -- 公式:我方英雄战力总和*75%
  2666. function root:getSkillEvaluate1341(core, skillInfo, params)
  2667. local selfHeroTotalEv = params.selfHeroTotalEv
  2668. return math.floor(selfHeroTotalEv * 0.75 + 0.5)
  2669. end
  2670. -- 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
  2671. -- 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)
  2672. function root:getSkillEvaluate4341(core, skillInfo, params)
  2673. local skillCount = skillInfo.skillCount
  2674. local skillBase = skillInfo.skillBase
  2675. local damage = skillBase * 1 * skillCount
  2676. local enemyHeroList = params.enemyHeroList
  2677. local enemyTotalDamage = 0
  2678. for _, hero in ipairs(enemyHeroList) do
  2679. enemyTotalDamage = enemyTotalDamage + math.min(damage, hero:getHp())
  2680. end
  2681. local evaluate = enemyTotalDamage * 0.75 - 3 * skillBase
  2682. return math.floor(evaluate + 0.5)
  2683. end
  2684. -- 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
  2685. -- 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
  2686. function root:getSkillEvaluate3341(core, skillInfo, params)
  2687. local evaluate = 0
  2688. local newHeroAttack = params.newHeroAttack
  2689. local enemyHeroList = params.enemyHeroList
  2690. local enemyHeroHighestEv =
  2691. enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
  2692. if newHeroAttack >= enemyHeroHighestEv then
  2693. evaluate = newHeroAttack * 0.75 * 0.5
  2694. end
  2695. return math.floor(evaluate + 0.5)
  2696. end
  2697. -- 技能评价 - 不叠加 - 8888 (参考: )
  2698. -- 公式:
  2699. function root:getSkillEvaluate__(core, skillInfo, params)
  2700. -- local newHeroAttack = params.newHeroAttack
  2701. local evaluate = 0
  2702. return math.floor(evaluate + 0.5)
  2703. end
  2704. --#endregion
  2705. -- 以下为天赋技能 -----------------------------------------------------------
  2706. -- 天赋评价 - 11041 医师 死亡后,自身位置变为万能灵晶
  2707. -- 连线评价:1A
  2708. function root:getTalentEvaluate11041(core, talentInfo, params)
  2709. local baseAttack = params.baseAttack
  2710. return baseAttack
  2711. end
  2712. -- 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
  2713. -- 连线评价:0.5A
  2714. function root:getTalentEvaluate11091(core, talentInfo, params)
  2715. local baseAttack = params.baseAttack
  2716. return baseAttack * 0.5
  2717. end
  2718. -- 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
  2719. -- 连线评价:1A
  2720. function root:getTalentEvaluate13021(core, talentInfo, params)
  2721. local baseAttack = params.baseAttack
  2722. return baseAttack
  2723. end
  2724. -- 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
  2725. -- 连线评价:1A
  2726. function root:getTalentEvaluate13041(core, talentInfo, params)
  2727. local baseAttack = params.baseAttack
  2728. return baseAttack
  2729. end
  2730. -- 天赋评价 - 14031 化学老师 死亡后,自身位置生成一个技能灵晶
  2731. -- 连线评价:0.5A
  2732. function root:getTalentEvaluate14031(core, talentInfo, params)
  2733. local baseAttack = params.baseAttack
  2734. return baseAttack * 0.5
  2735. end
  2736. -- 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
  2737. -- 连线评价
  2738. -- 基地血量[50%~100%]:1.5A
  2739. -- 基地血量[30%~50%):0
  2740. -- 基地血量[0%~30%):-0.5A
  2741. function root:getTalentEvaluate14071(core, talentInfo, params)
  2742. local baseAttack = params.baseAttack
  2743. local selfCastleMaxHp = params.selfCastleMaxHp
  2744. local selfCastleHp = params.selfCastleHp
  2745. local percent = selfCastleHp / selfCastleMaxHp
  2746. if percent > 0.5 then
  2747. return baseAttack * 1.5
  2748. elseif percent > 0.3 then
  2749. return 0
  2750. else
  2751. return baseAttack * -0.5
  2752. end
  2753. end
  2754. -- function root:getTalentEvaluate14241(core, talentInfo, params)
  2755. -- local baseAttack = params.baseAttack
  2756. -- local selfCastleMaxHp = params.selfCastleMaxHp
  2757. -- local selfCastleHp = params.selfCastleHp
  2758. -- local percent = selfCastleHp / selfCastleMaxHp
  2759. -- if percent > 0.5 then
  2760. -- return baseAttack * 1.5
  2761. -- elseif percent > 0.3 then
  2762. -- return 0
  2763. -- else
  2764. -- return baseAttack * -0.5
  2765. -- end
  2766. -- end
  2767. -- 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
  2768. -- 连线评价
  2769. -- 基地血量[50%~100%]:1.5A
  2770. -- 基地血量[30%~50%):0
  2771. -- 基地血量[0%~30%):-0.5A
  2772. function root:getTalentEvaluate13101(core, talentInfo, params)
  2773. local baseAttack = params.baseAttack
  2774. local selfCastleMaxHp = params.selfCastleMaxHp
  2775. local selfCastleHp = params.selfCastleHp
  2776. local percent = selfCastleHp / selfCastleMaxHp
  2777. if percent > 0.5 then
  2778. return baseAttack * 1.5
  2779. elseif percent > 0.3 then
  2780. return 0
  2781. else
  2782. return baseAttack * -0.5
  2783. end
  2784. end
  2785. -- 天赋评价 - 12111 金羽 召唤后,复制对方1个技能到自己场上
  2786. -- 连线评价:1.2A
  2787. function root:getTalentEvaluate12111(core, talentInfo, params)
  2788. local baseAttack = params.baseAttack
  2789. return baseAttack * 1.2
  2790. end
  2791. -- 天赋评价 - 12241 晴色 自身承受伤害变为80%
  2792. -- 连线评价:生成英雄战力*20%*65%
  2793. function root:getTalentEvaluate12241(core, talentInfo, params)
  2794. local newHeroAttack = params.newHeroAttack
  2795. return math.floor(newHeroAttack * 0.2 * 0.65)
  2796. end
  2797. -- 天赋评价 - 11241 鸢萝 英雄生成时,随机消除周围的3格色块
  2798. -- 连线评价:1*英雄基础战力*100%
  2799. function root:getTalentEvaluate11241(core, talentInfo, params)
  2800. local baseAttack = params.baseAttack
  2801. return baseAttack * 1
  2802. --[[
  2803. local selfHeroList = params.selfHeroList
  2804. local newBlockXYMap = params.newBlockXYMap
  2805. local baseAttack = params.baseAttack
  2806. local areaH = core.areaH
  2807. local linkCount = core.linkCount
  2808. local ev = 0
  2809. local selfHeroParam = {0.1, 0.3, 0.5, 0.7, 1, 1, 0.7, 0.5, 0.3, 0.1}
  2810. -- 半场行数超过5的,给补充1.5在中间
  2811. for i = 1, areaH - 5 do
  2812. table.insert(selfHeroParam, 6, 1)
  2813. table.insert(selfHeroParam, 6, 1)
  2814. end
  2815. for _, hero in ipairs(selfHeroList) do
  2816. ev = ev + selfHeroParam[newBlockXYMap[hero.bindBlock.id].y + 1] * baseAttack
  2817. end
  2818. local newHeroAttack = params.newHeroAttack
  2819. return math.floor(ev * newHeroAttack * linkCount * 0.1)
  2820. ]]
  2821. end
  2822. -- 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
  2823. -- 连线评价:上阵秒杀英雄数量*1*英雄基础战力
  2824. -- 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
  2825. function root:getTalentEvaluate14241(core, talentInfo, params)
  2826. -- TODO: Debug 测试代码,上线前修改过来.
  2827. local baseAttack = params.baseAttack
  2828. return baseAttack * 1.2
  2829. end
  2830. -- 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
  2831. -- 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%
  2832. function root:getTalentEvaluate13241(core, talentInfo, params)
  2833. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2834. local selfHeroTotalEv = params.selfHeroTotalEv
  2835. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  2836. local ev = max((max((enemyHeroTotalEv - selfHeroTotalEv), 0) + 5 * enemyAverageBaseAttack - selfHeroTotalEv), 0)
  2837. return math.floor(ev * 0.25 * 0.5)
  2838. end
  2839. -- 天赋评价 - 12251 绮罗 优先攻击对方最低英雄战力的单位
  2840. -- 连线评价:1*英雄基础战力*100%
  2841. function root:getTalentEvaluate12251(core, talentInfo, params)
  2842. local baseAttack = params.baseAttack
  2843. return baseAttack * 1
  2844. end
  2845. -- 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
  2846. -- 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%
  2847. function root:getTalentEvaluate11251(core, talentInfo, params)
  2848. local baseAttack = params.baseAttack
  2849. local linkCount = params.linkCount
  2850. local newHeroAttack = params.newHeroAttack
  2851. if linkCount >= 7 then
  2852. return math.floor(1 * baseAttack * 2 * 0.65)
  2853. else
  2854. return math.floor(1 * baseAttack * 1 * 0.65)
  2855. end
  2856. end
  2857. -- 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
  2858. -- 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
  2859. function root:getTalentEvaluate14251(core, talentInfo, params)
  2860. -- TODO: Debug 测试代码,上线前修改过来.
  2861. local baseAttack = params.baseAttack
  2862. return baseAttack * 1.2
  2863. end
  2864. -- 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
  2865. -- 连线评价:1*英雄基础战力*100%
  2866. function root:getTalentEvaluate13251(core, talentInfo, params)
  2867. local baseAttack = params.baseAttack
  2868. return baseAttack * 1
  2869. end
  2870. -- 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%
  2871. -- 连线评价:己方英雄站位系数*英雄战力*50%*50%
  2872. -- 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)
  2873. function root:getTalentEvaluate12261(core, talentInfo, params)
  2874. local newHeroAttack = params.newHeroAttack
  2875. local newHeroY = params.newHeroY + 1
  2876. local selfHeroParam = {1, 0.7, 0.5, 0.3, 0.1, 0.1, 0.3, 0.5, 0.7, 1}
  2877. newHeroY = newHeroY > #selfHeroParam and #selfHeroParam or newHeroY
  2878. local valueEv = selfHeroParam[newHeroY]
  2879. return math.floor(newHeroAttack * valueEv * 0.5 * 0.5)
  2880. end
  2881. -- 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%
  2882. -- 连线评价:己方英雄站位系数*英雄战力*50%*50%
  2883. -- 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)
  2884. function root:getTalentEvaluate11261(core, talentInfo, params)
  2885. local newHeroAttack = params.newHeroAttack
  2886. local newHeroY = params.newHeroY + 1
  2887. local selfHeroParam = {01, 0.3, 0.5, 0.7, 1, 1, 0.7, 0.5, 0.3, 0.1}
  2888. newHeroY = newHeroY > #selfHeroParam and #selfHeroParam or newHeroY
  2889. local valueEv = selfHeroParam[newHeroY]
  2890. return math.floor(newHeroAttack * valueEv * 0.5 * 0.5)
  2891. end
  2892. -- 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
  2893. -- 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%
  2894. function root:getTalentEvaluate14261(core, talentInfo, params)
  2895. local enemySkillBlockList = params.enemySkillBlockList or {}
  2896. local baseAttack = params.baseAttack
  2897. local count = #enemySkillBlockList
  2898. if count == 1 then
  2899. return math.floor(baseAttack * 3 * 0.5)
  2900. elseif count == 0 then
  2901. return 0
  2902. else
  2903. return math.floor(baseAttack * 1 * 0.5)
  2904. end
  2905. end
  2906. -- 天赋评价 - 13261 疏雨 自身承受的第一次伤害变为50%
  2907. -- 连线评价:1*英雄基础战力*100%
  2908. function root:getTalentEvaluate13261(core, talentInfo, params)
  2909. local baseAttack = params.baseAttack
  2910. return 1 * baseAttack * 1
  2911. end
  2912. -- 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
  2913. -- 连线评价:1*英雄基础战力*50%
  2914. function root:getTalentEvaluate12281(core, talentInfo, params)
  2915. local baseAttack = params.baseAttack
  2916. return math.floor(baseAttack * 0.5)
  2917. end
  2918. -- 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%
  2919. -- 连线评价:1*英雄基础战力*100%
  2920. function root:getTalentEvaluate11281(core, talentInfo, params)
  2921. local baseAttack = params.baseAttack
  2922. return math.floor(baseAttack * 1)
  2923. --[[
  2924. local newHeroAttack = core.newHeroAttack
  2925. local newHeroY = core.newHeroY + 1
  2926. local selfHeroParam = {01, 0.3, 0.5, 0.7, 1, 1, 0.7, 0.5, 0.3, 0.1}
  2927. newHeroY = newHeroY > #selfHeroParam and #selfHeroParam or newHeroY
  2928. local valueEv = selfHeroParam[newHeroY]
  2929. return math.floor(newHeroAttack * valueEv * 0.5 * 0.5)
  2930. ]]
  2931. end
  2932. -- 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。
  2933. -- 连线评价:敌方棋盘技能数量*1*英雄基础战力
  2934. function root:getTalentEvaluate14281(core, talentInfo, params)
  2935. local selfSkillBlockList = params.selfSkillBlockList or {}
  2936. local count = #selfSkillBlockList
  2937. local baseAttack = params.baseAttack
  2938. return count * baseAttack * 1
  2939. end
  2940. -- 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。
  2941. -- 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
  2942. function root:getTalentEvaluate13281(core, talentInfo, params)
  2943. local enemyHeroList = params.enemyHeroList or {}
  2944. local selfHeroList = params.selfHeroList or {}
  2945. local newHeroAttack = params.newHeroAttack or 0
  2946. -- local enemyHeroHighestEv =
  2947. -- enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
  2948. -- local selfHeroHighestEv =
  2949. -- selfHeroList[#enemyHeroList] and self:getHeroEvaluate(core, selfHeroList[#enemyHeroList]) or 0
  2950. -- if enemyHeroHighestEv > newHeroAttack and selfHeroHighestEv > newHeroAttack then
  2951. -- return math.floor(newHeroAttack * 0.2)
  2952. -- end
  2953. if #selfHeroList < #enemyHeroList then
  2954. return math.floor(newHeroAttack * 0.2)
  2955. end
  2956. return 0
  2957. end
  2958. -- 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%
  2959. -- 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
  2960. function root:getTalentEvaluate12291(core, talentInfo, params)
  2961. local selfSkillBlockList = params.selfSkillBlockList or {}
  2962. local myCount = #selfSkillBlockList
  2963. local enemySkillBlockList = params.enemySkillBlockList or {}
  2964. local enemyCount = #enemySkillBlockList
  2965. local newHeroAttack = params.newHeroAttack or 0
  2966. if myCount >= enemyCount then
  2967. return math.floor(newHeroAttack * 0.2)
  2968. end
  2969. return 0
  2970. end
  2971. -- 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%
  2972. -- 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
  2973. function root:getTalentEvaluate11291(core, talentInfo, params)
  2974. local newHeroAttack = params.newHeroAttack or 0
  2975. local enemyHeroCount = params.enemyHeroCount
  2976. local selfHeroCount = params.selfHeroCount
  2977. if selfHeroCount >= enemyHeroCount then
  2978. return math.floor(newHeroAttack * 0.2)
  2979. end
  2980. return 0
  2981. end
  2982. -- 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%
  2983. -- 连线评价:50%*生成英雄战力*75%
  2984. function root:getTalentEvaluate14291(core, talentInfo, params)
  2985. local newHeroAttack = params.newHeroAttack or 0
  2986. return math.floor(newHeroAttack * 0.5 * 0.75)
  2987. end
  2988. -- 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
  2989. -- 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%
  2990. function root:getTalentEvaluate13291(core, talentInfo, params)
  2991. local enemyHeroTotalEv = params.enemyHeroTotalEv
  2992. local selfHeroTotalEv = params.selfHeroTotalEv
  2993. if selfHeroTotalEv < enemyHeroTotalEv then
  2994. return math.floor((enemyHeroTotalEv - selfHeroTotalEv) * 0.5)
  2995. end
  2996. return 0
  2997. end
  2998. -- 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
  2999. -- 连线评价:1*英雄基础战力*100%
  3000. function root:getTalentEvaluate12311(core, talentInfo, params)
  3001. local baseAttack = params.baseAttack
  3002. return baseAttack * 1
  3003. end
  3004. -- 天赋评价 - 11311 糯米 出生时,随机摧毁敌方一个技能
  3005. -- 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%
  3006. function root:getTalentEvaluate11311(core, talentInfo, params)
  3007. local enemySkillBlockList = params.enemySkillBlockList or {}
  3008. local count = #enemySkillBlockList
  3009. local baseAttack = params.baseAttack
  3010. local enemyAverageBaseAttack = params.enemyAverageBaseAttack
  3011. if count == 1 then
  3012. return 2 * baseAttack
  3013. elseif count == 0 then
  3014. return 0
  3015. else
  3016. return 1 * baseAttack
  3017. end
  3018. end
  3019. -- 天赋评价 - 14311 纤纤 造成的伤害增加20%
  3020. -- 连线评价:生成英雄战力*20%*75%
  3021. function root:getTalentEvaluate14311(core, talentInfo, params)
  3022. local newHeroAttack = params.newHeroAttack
  3023. return math.floor(newHeroAttack * 0.2 * 0.75)
  3024. end
  3025. -- 天赋评价 - 13311 孤梦 出生时,随机改变场上5个色块颜色
  3026. -- 连线评价:1*英雄基础战力*100%
  3027. function root:getTalentEvaluate13311(core, talentInfo, params)
  3028. local baseAttack = params.baseAttack
  3029. return baseAttack * 1
  3030. end
  3031. -- 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
  3032. -- 连线评价:1*英雄基础战力*50%
  3033. function root:getTalentEvaluate12321(core, talentInfo, params)
  3034. -- local selfHeroCount = params.selfHeroCount
  3035. local baseAttack = params.baseAttack
  3036. return math.floor(baseAttack * 0.5)
  3037. end
  3038. -- 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
  3039. -- 连线评价:1.5*英雄基础战力*100%
  3040. function root:getTalentEvaluate11321(core, talentInfo, params)
  3041. local baseAttack = params.baseAttack
  3042. return math.floor(baseAttack * 1.5)
  3043. end
  3044. -- 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
  3045. -- 连线评价:2倍英雄基础战力*50%
  3046. function root:getTalentEvaluate14321(core, talentInfo, params)
  3047. local baseAttack = params.baseAttack
  3048. return math.floor(baseAttack * 2 * 0.5)
  3049. end
  3050. -- 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
  3051. -- 连线评价:1.2*英雄基础战力
  3052. function root:getTalentEvaluate13321(core, talentInfo, params)
  3053. local baseAttack = params.baseAttack
  3054. return math.floor(baseAttack * 1.2)
  3055. end
  3056. -- 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
  3057. -- 连线评价:生成英雄战力*10%*50%
  3058. function root:getTalentEvaluate12331(core, talentInfo, params)
  3059. local newHeroAttack = params.newHeroAttack
  3060. return math.floor(newHeroAttack * 0.1 * 0.5)
  3061. end
  3062. -- 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
  3063. -- 连线评价:1*英雄基础战力*50%
  3064. function root:getTalentEvaluate11331(core, talentInfo, params)
  3065. local baseAttack = params.baseAttack
  3066. return math.floor(baseAttack * 1 * 0.5)
  3067. end
  3068. -- 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
  3069. -- 连线评价:1*英雄基础战力*100%
  3070. function root:getTalentEvaluate14331(core, talentInfo, params)
  3071. local baseAttack = params.baseAttack
  3072. return math.floor(baseAttack * 0.1)
  3073. end
  3074. -- 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
  3075. -- 连线评价:1.2*英雄基础战力*100%
  3076. function root:getTalentEvaluate13331(core, talentInfo, params)
  3077. local baseAttack = params.baseAttack
  3078. return math.floor(baseAttack * 1.2)
  3079. end
  3080. -- 天赋评价 - 2341 含光 免疫受到的首次攻击伤害
  3081. -- 连线评价:1*英雄基础战力*100%
  3082. function root:getTalentEvaluate12341(core, talentInfo, params)
  3083. local baseAttack = params.baseAttack
  3084. return math.floor(baseAttack * 1)
  3085. end
  3086. -- 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%
  3087. -- 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
  3088. function root:getTalentEvaluate11341(core, talentInfo, params)
  3089. local enemyHeroList = params.enemyHeroList
  3090. local selfHeroList = params.selfHeroList
  3091. local newHeroAttack = core.newHeroAttack or 0
  3092. local enemyHeroHighestEv =
  3093. enemyHeroList[#enemyHeroList] and self:getHeroEvaluate(core, enemyHeroList[#enemyHeroList]) or 0
  3094. local selfHeroHighestEv =
  3095. selfHeroList[#enemyHeroList] and self:getHeroEvaluate(core, selfHeroList[#enemyHeroList]) or 0
  3096. if enemyHeroHighestEv > newHeroAttack and selfHeroHighestEv > newHeroAttack then
  3097. return math.floor(newHeroAttack * 0.2)
  3098. end
  3099. return 0
  3100. end
  3101. -- 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
  3102. -- 连线评价:1*英雄基础战力*50%
  3103. function root:getTalentEvaluate14341(core, talentInfo, params)
  3104. local baseAttack = params.baseAttack
  3105. return math.floor(baseAttack * 1 * 0.5)
  3106. end
  3107. -- 天赋评价 - 3341 璨月 攻击时无视对方护盾、伤害减免效果
  3108. -- 连线评价:1*英雄基础战力*100%
  3109. function root:getTalentEvaluate13341(core, talentInfo, params)
  3110. local baseAttack = params.baseAttack
  3111. return math.floor(baseAttack * 1)
  3112. end
  3113. -- 天赋评价 - 12351 金羽 召唤后,复制对方1个技能到自己场上
  3114. -- 连线评价:1.2*英雄基础战力*100%
  3115. function root:getTalentEvaluate12351(core, talentInfo, params)
  3116. local baseAttack = params.baseAttack
  3117. return 1.2 * baseAttack * 1
  3118. end
  3119. -- 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
  3120. -- 连线评价:0.5*英雄基础战力*100%
  3121. function root:getTalentEvaluate11351(core, talentInfo, params)
  3122. local baseAttack = params.baseAttack
  3123. return 0.5 * baseAttack * 1
  3124. end
  3125. -- 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
  3126. -- 连线评价:基地血量[50%~100%]:1.5*英雄基础战力*100%
  3127. -- 基地血量[30%~50%):0*英雄基础战力*100%
  3128. -- 基地血量[0%~30%):-0.5A*英雄基础战力*100%
  3129. function root:getTalentEvaluate14351(core, talentInfo, params)
  3130. local baseAttack = params.baseAttack
  3131. local selfCastleHp = params.selfCastleHp
  3132. local selfCastleMaxHp = params.selfCastleMaxHp -- 我方基地最大血量
  3133. if (selfCastleHp / selfCastleMaxHp) > 0.5 then
  3134. return math.floor(baseAttack * 1.5)
  3135. elseif (selfCastleHp / selfCastleMaxHp) > 0.3 then
  3136. return 0
  3137. else
  3138. return -math.floor(baseAttack * 0.5)
  3139. end
  3140. end
  3141. -- 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
  3142. -- 连线评价:1*英雄基础战力*100%
  3143. function root:getTalentEvaluate13351(core, talentInfo, params)
  3144. local baseAttack = params.baseAttack
  3145. return 1 * baseAttack * 1
  3146. end
  3147. -- 天赋评价 - 12361 乔乔 死亡后,自身位置生成一个技能灵晶
  3148. -- 连线评价:1*英雄基础战力*100%
  3149. function root:getTalentEvaluate12361(core, talentInfo, params)
  3150. local baseAttack = params.baseAttack
  3151. return 1 * baseAttack * 1
  3152. end
  3153. -- 天赋评价 - 11361 十里 死亡后,自身位置变为万能灵晶
  3154. -- 连线评价:1*英雄基础战力*100%
  3155. function root:getTalentEvaluate11361(core, talentInfo, params)
  3156. local baseAttack = params.baseAttack
  3157. return baseAttack * 1
  3158. end
  3159. -- 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
  3160. -- 连线评价:基地血量[50%~100%]:1.5*英雄基础战力*100%
  3161. -- 基地血量[30%~50%):0*英雄基础战力*100%
  3162. -- 基地血量[0%~30%):-0.5A*英雄基础战力*100%
  3163. function root:getTalentEvaluate14361(core, talentInfo, params)
  3164. local baseAttack = params.baseAttack
  3165. local selfCastleHp = params.selfCastleHp
  3166. local selfCastleMaxHp = params.selfCastleMaxHp -- 我方基地最大血量
  3167. if (selfCastleHp / selfCastleMaxHp) > 0.5 then
  3168. return math.floor(baseAttack * 1.5)
  3169. elseif (selfCastleHp / selfCastleMaxHp) > 0.3 then
  3170. return 0
  3171. else
  3172. return -math.floor(baseAttack * 0.5)
  3173. end
  3174. end
  3175. -- 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
  3176. -- 连线评价:1*英雄基础战力*100%
  3177. function root:getTalentEvaluate13361(core, talentInfo, params)
  3178. local baseAttack = params.baseAttack
  3179. return 1 * baseAttack * 1
  3180. end
  3181. return root