寻宝:修改机器人伤害算法;将匹配时间改为 20s
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@@ -605,15 +605,19 @@ export class ComBattleHandler {
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roleSt.totalDmg += totalHurtHp;
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} else if (curRnd > teamStatus.curRnd && curRnd <= COM_BTL_CONST.ROBOT_RND_LMT && roleSt.isRobot) {
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// 机器人的伤害为:boss 血量的一定比例,平均到一定回合数内,再平均到每个敌军,上下浮动一定比例
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let eachHurtHp = getRandValue(teamStatus.bossHp / COM_BTL_CONST.ROBOT_RND_LMT * COM_BTL_CONST.ROBOT_HURT_RATIO / 5, COM_BTL_CONST.ROBOT_HURT_CH_RATIO, 0);
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let hurtBudget = getRandValue(teamStatus.bossHp / COM_BTL_CONST.ROBOT_RND_LMT * COM_BTL_CONST.ROBOT_HURT_RATIO, COM_BTL_CONST.ROBOT_HURT_CH_RATIO, 0);
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let robotTotalHurt = 0;
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teamStatus.bossHpArr.forEach(boss => {
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if (boss.curHp >= eachHurtHp) {
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robotTotalHurt += eachHurtHp;
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boss.curHp -= eachHurtHp;
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} else if (boss.curHp > 0) { // 丢弃溢出的伤害
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robotTotalHurt += boss.curHp;
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boss.curHp = 0;
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if (hurtBudget > 0) {
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if (boss.curHp >= hurtBudget) {
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robotTotalHurt += hurtBudget;
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boss.curHp -= hurtBudget;
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hurtBudget = 0;
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} else if (boss.curHp > 0) { // 丢弃溢出的伤害
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robotTotalHurt += boss.curHp;
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boss.curHp = 0;
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hurtBudget -= boss.curHp;
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}
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}
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});
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teamStatus.bossCurHp -= robotTotalHurt;
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