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mir_server/server/LogicServer/config/SceneNpcDynPropConfig.h
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2025-01-09 17:45:40 +08:00

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/************************************************************************/
/* 文件名: SceneNpcDynPropConfig.h */
/* 描 述定义副本NPC动态属性变化倍率配置数据结构 */
/* 备 注目前针对HP、外攻、内攻、外防、内防五个属性进行动态变化 */
/* 按照等级base 1进行配置数量不限。 */
/************************************************************************/
#pragma once
#define NPC_DYN_PROP_COUNT 1
typedef enum tagNpcDynPropType // NPC动态属性类型
{
DPT_HPRate, // HP
DPT_OuterAttack, // 外攻
DPT_InnerAttack, // 内攻
DPT_OuterDefence, // 外防
DPT_InnerDefence // 内防
}NpcDynPropType;
typedef enum tagNpcDynPropCalcTypeID // NPC动态属性计算器使用的属性类型
{
DPCT_HPRate = aMaxHpPower, // HP
//DPCT_OuterAttack = aOutAttackPower, // 外攻
//DPCT_InnerAttack = aInnerAttackPower, // 内攻
//DPCT_OuterDefence = aOutDefencePower, // 外防
//DPCT_InnerDefence = aInnerDefencePower // 内防
};
// 等级差对怪物属性的影响系数
typedef struct tagNpcDynPropRateList
{
float fRate[NPC_DYN_PROP_COUNT];
}NpcDynPropListRate;
// 队伍人数对怪物属性的影响系数
typedef struct tagTeamNumAdjustRate
{
NpcDynPropListRate teamAdjustRateInfo[MAX_TEAM_MEMBER_COUNT];
}TeamNumAdjustRate;
typedef struct tagSceneNpcDynPropConfig
{
CVector<NpcDynPropListRate> vecDynPropRate; // 等级差影响系数
NpcDynPropListRate teamNumAdjustRateInfo[MAX_TEAM_MEMBER_COUNT];// 队伍人数影响系数
}SceneNpcDynPropConfig, *pSceneNpcDynPropConfig;