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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@@ -281,10 +281,10 @@ export const COM_BTL_CONST = {
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ROBOT_HURT_RAND_RATE: 0.05, // 每个机器人消耗 boss 血量百分比浮动范围
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FRDCNT_DROP: 10, // 每场情谊点掉落
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ROBOT_CE_RATIO: 0.2, // 机器人战力上下浮动百分比
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ASSIST_TIME: 60 * 1000, // 助战匹配机器人的等待时长
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CAP_TIME: 60 * 1000, // 队长匹配机器人的等待时长
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ASSIST_TIME: 20 * 1000, // 助战匹配机器人的等待时长
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CAP_TIME: 20 * 1000, // 队长匹配机器人的等待时长
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CAP_START_TIME: 60 * 1000, // 人齐后队长开始时长倒计时
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ROBOT_RND_LMT: 10, // 机器人输出伤害的回合数
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ROBOT_RND_LMT: 2, // 机器人输出伤害的回合数
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ROBOT_HURT_RATIO: 0.2, // 单个机器人输出总伤害占 boss 血量比重
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ROBOT_HURT_CH_RATIO: 0.1, // 机器人伤害上下浮动的比例
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ASSIST_REWARD_RATIO: 0.5, // 队员奖励比例
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