fix(战斗系统): 修复伤害数值出错问题
- 修复在DamageEvent接口和DamageQueueComp缺少ext_dmg和dmg_ratio字段问题 - 修复HeroAtkSystem的伤害计算逻辑 - 优化HeroViewComp的hp_show和mp_show方法,直接使用model数据 - 默认显示血条并增加调试日志输出 - 移除冗余的debug日志,优化伤害计算流程
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@@ -21,6 +21,9 @@ export interface DamageEvent {
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/** 伤害事件ID(用于去重和调试) */
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eventId: string;
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ext_dmg:number //额外伤害
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dmg_ratio:number//伤害比例
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}
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/**
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@@ -55,7 +58,7 @@ export class DamageQueueComp extends ecs.Comp {
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/**
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* 添加伤害事件到队列
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*/
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addDamageEvent(attrs: any, caster: HeroViewComp, s_uuid: number): void {
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addDamageEvent(attrs: any, caster: HeroViewComp, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void {
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const timestamp = Date.now();
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const eventId = `${caster.ent.eid}_${s_uuid}_${timestamp}_${Math.random()}`;
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@@ -64,7 +67,9 @@ export class DamageQueueComp extends ecs.Comp {
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caster: caster,
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s_uuid: s_uuid,
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timestamp: timestamp,
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eventId: eventId
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eventId: eventId,
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ext_dmg:ext_dmg,
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dmg_ratio:dmg_ratio,
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};
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this.damageEvents.push(damageEvent);
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@@ -155,7 +160,7 @@ export class DamageQueueHelper {
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* 为实体添加伤害事件
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* 如果实体没有伤害队列组件,会自动创建
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*/
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static addDamageToEntity(entity: ecs.Entity, attrs: any, caster: HeroViewComp, s_uuid: number): void {
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static addDamageToEntity(entity: ecs.Entity, attrs: any, caster: HeroViewComp, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void {
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let damageQueue = entity.get(DamageQueueComp);
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// 如果实体没有伤害队列组件,创建一个
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@@ -164,7 +169,7 @@ export class DamageQueueHelper {
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}
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// 添加伤害事件到队列
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damageQueue.addDamageEvent(attrs, caster, s_uuid);
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damageQueue.addDamageEvent(attrs, caster, s_uuid,ext_dmg,dmg_ratio);
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}
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/**
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@@ -66,16 +66,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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if (!damageEvent) break;
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// 处理单个伤害事件
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const FDData = this.doAttack(e, damageEvent);
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this.doAttack(e, damageEvent);
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processedCount++;
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damageQueue.processedCount++;
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if (this.debugMode) {
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const casterName = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_name || "未知";
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const casterUuid = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_uuid || 0;
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console.log(`[HeroAtkSystem] 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
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}
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// 如果目标已死亡,停止处理后续伤害
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if (TAttrsComp.is_dead) {
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if (this.debugMode) {
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@@ -158,6 +151,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]-TAttrsComp.Attrs[Attrs.CRITICAL_RESIST]);
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// 计算基础伤害
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let damage = this.dmgCount(damageEvent,TAttrsComp);
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console.log("[HeroAtkSystem] dmgCount",damage)
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if (isCrit) {
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// 暴击伤害计算
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// 使用施法者的暴击伤害加成属性(damageEvent.Attrs 快照)
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@@ -168,12 +162,18 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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CAttrsComp?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
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}
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console.log("[HeroAtkSystem] after crit",damage)
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// 护盾吸收
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damage =Math.floor(this.absorbShield(TAttrsComp, damage))
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console.log("[HeroAtkSystem] after shield",damage)
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if (damage <= 0) return reDate;
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// 应用伤害到数据层
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TAttrsComp.hp -= damage;
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TAttrsComp.atked_count++;
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if (this.debugMode) {
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const casterName = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_name || "未知";
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const casterUuid = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_uuid || 0;
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console.log(`[HeroAtkSystem] 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${damage},${isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
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}
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//反伤判定 并应用到施法者
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this.check_thorns(TAttrsComp, caster?.ent,damage);
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// 击退判定
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@@ -198,9 +198,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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}
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if (this.debugMode) {
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console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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}
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if (this.debugMode) console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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reDate.damage=damage;
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return reDate;
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@@ -256,19 +255,21 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* - 所有除法和乘法计算后都进行取整操作,确保游戏中的伤害值为整数
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* - 元素伤害只应用于魔法伤害部分
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*/
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private dmgCount(damageEvent:any,TAttrsComp:HeroAttrsComp){
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private dmgCount(damageEvent:DamageEvent,TAttrsComp:HeroAttrsComp){
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// 1. 获取技能配置 - 如果技能不存在,直接返回0伤害
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const CAttrs=damageEvent.Attrs;
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const TAttrs=TAttrsComp.Attrs;
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let sConf = SkillSet[damageEvent.s_uuid];
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if (!sConf) return 0;
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if (this.debugMode) console.log(`[HeroAtkSystem] 伤害处理对象`,CAttrs,TAttrs);
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// 2. 计算原始物理伤害和魔法伤害
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// 物理伤害基础值 = 技能物理倍率 * (施法者物理攻击力 + 额外物理伤害) / 100 * 伤害比例
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// 物理伤害基础值 = 技能物理倍率 * (施法者物理攻击力 + 额外伤害) / 100 * 额外伤害比例
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let apBase = (sConf.ap||0)*(CAttrs[Attrs.AP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
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// 魔法伤害基础值 = 技能魔法倍率 * (施法者魔法攻击力 + 额外魔法伤害) / 100 * 伤害比例
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// 魔法伤害基础值 = 技能魔法倍率 * (施法者魔法攻击力 + 额外伤害) / 100 * 额外伤害比例
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let mapBase = (sConf.map||0)*(CAttrs[Attrs.MAP]+damageEvent.ext_dmg)/100*damageEvent.dmg_ratio;
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if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害基础值: ${apBase}, 技能ap=${sConf.ap},施法者物理攻击力: ${CAttrs[Attrs.AP]}, 魔法伤害基础值: ${mapBase}技能map=${sConf.map}
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额外伤害:${damageEvent.ext_dmg}, 额外伤害比例:${damageEvent.dmg_ratio}`);
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// 3. 获取目标防御属性
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const def = (TAttrs[Attrs.DEF]||0); // 目标物理防御
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const mdef = (TAttrs[Attrs.MDEF]||0); // 目标魔法防御
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@@ -281,14 +282,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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let apAfter = Math.floor(apBase * (1 - apRed)); // 物理伤害 - 防御减免
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let mapAfter = Math.floor(mapBase * (1 - mapRed)); // 魔法伤害 - 防御减免
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if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害基础值: ${apBase}, 物理伤害 - 防御减免: ${apAfter} 魔法伤害基础值: ${mapBase}, 魔法伤害 - 防御减免: ${mapAfter}`);
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// 6. 应用物理/魔法攻击力和抗性修正
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// 物理伤害修正:基础伤害 * (1 + 物理攻击力加成%) * (1 - 目标物理抗性%)
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apAfter = this.applyPR(apAfter, CAttrs[Attrs.PHYS_POWER]||0, TAttrs[Attrs.PHYS_RES]||0);
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// 魔法伤害修正:基础伤害 * (1 + 魔法攻击力加成%) * (1 - 目标魔法抗性%)
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mapAfter = this.applyPR(mapAfter, CAttrs[Attrs.MAGIC_POWER]||0, TAttrs[Attrs.MAGIC_RES]||0);
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if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害修正后: ${apAfter} 魔法伤害修正后: ${mapAfter} `);
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// 7. 根据技能元素类型,应用元素属性加成和抗性修正
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switch (sConf.DType) {
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case DType.ICE:
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@@ -304,6 +306,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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mapAfter = this.applyPR(mapAfter, CAttrs[Attrs.WIND_POWER]||0, TAttrs[Attrs.WIND_RES]||0);
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break;
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}
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if (this.debugMode) console.log(`[HeroAtkSystem] 物理伤害修正后: ${apAfter} 元素伤害修正后: ${mapAfter}`);
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// 8. 计算最终总伤害(物理伤害 + 魔法伤害)
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let total = apAfter + mapAfter;
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@@ -315,7 +318,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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total = Math.max(0,total);
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//11. 易伤减免 免伤属性免伤+天赋免伤
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total = Math.floor(total * (1 + ((DMG_INVUL-DMG_RED)/100)));
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if (this.debugMode) console.log(`[HeroAtkSystem] 易伤减免后: ${total}`);
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return Math.max(0,total);
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}
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@@ -461,7 +464,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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private onAttacked(entity: ecs.Entity): void {
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const TAttrsComp = entity.get(HeroAttrsComp);
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if (!TAttrsComp || TAttrsComp.is_dead) return;
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TAttrsComp.atked_count++;
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// 这里可以添加被攻击时的特殊处理逻辑
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if (TAttrsComp.fac === FacSet.MON) return;
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@@ -26,6 +26,7 @@ export interface BuffInfo {
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@ccclass('HeroViewComp') // 定义Cocos Creator 组件
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@ecs.register('HeroView', false) // 定义ECS 组件
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export class HeroViewComp extends CCComp {
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private debugMode: boolean = false; // 是否启用调试模式
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// ==================== View 层属性(表现相关)====================
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as: HeroSpine = null!
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status:String = "idle"
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@@ -89,7 +90,8 @@ export class HeroViewComp extends CCComp {
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this.top_node.getChildByName("hp").active = true;
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this.top_node.getChildByName("mp").active = true;
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// 初始隐藏血条(被攻击后才显示)
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this.top_node.active = false;
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this.top_node.active = true;
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}
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/** 初始化 UI 节点引用 */
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@@ -136,8 +138,8 @@ export class HeroViewComp extends CCComp {
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// ✅ 更新 UI 显示(数据由 HeroAttrSystem 更新)
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// 移除了每帧调用的 hp_show,改为仅在需要时调用
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
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this.hp_show();
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this.mp_show();
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this.show_shield(this.model.shield, this.model.Attrs[Attrs.SHIELD_MAX]);
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}
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@@ -155,20 +157,23 @@ export class HeroViewComp extends CCComp {
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}
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/** 显示血量 */
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private hp_show(hp: number, hp_max: number) {
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private hp_show() {
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// 不再基于血量是否满来决定显示状态,只更新进度条
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if(!this.top_node.active) return;
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let hp_progress = hp / hp_max;
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this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
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let hp=this.model.hp;
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let hp_max=this.model.Attrs[Attrs.HP_MAX];
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console.log("hp_show",hp,hp_max)
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this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp / hp_max;;
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this.scheduleOnce(() => {
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this.top_node.getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp_progress;
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this.top_node.getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp / hp_max;;
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}, 0.15);
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}
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/** 显示魔法值 */
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private mp_show(mp: number, mp_max: number) {
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private mp_show() {
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if(!this.top_node.active) return
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let mp=this.model.mp;
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let mp_max=this.model.Attrs[Attrs.MP_MAX];
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console.log("mp_show",mp,mp_max)
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this.top_node.getChildByName("mp").getComponent(ProgressBar).progress = mp / mp_max;
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this.scheduleOnce(() => {
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this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
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@@ -288,13 +293,13 @@ export class HeroViewComp extends CCComp {
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this.heathed();
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this.hp_tip(TooltipTypes.health, hp.toFixed(0));
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this.top_node.active=true
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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this.hp_show();
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}
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mp_add(mp: number = 0) {
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// 生命值更新由 Model 层处理,这里只负责视图表现
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this.hp_tip(TooltipTypes.addmp, mp.toFixed(0));
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this.top_node.active=true
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this.mp_show(this.model.mp, this.model.Attrs[Attrs.MP_MAX]);
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this.mp_show();
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}
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alive(){
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@@ -439,7 +444,7 @@ export class HeroViewComp extends CCComp {
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private showDamageImmediate(damage: number, isCrit: boolean, anm:string="atked") {
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if (!this.model) return;
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this.hp_show(this.model.hp, this.model.Attrs[Attrs.HP_MAX]);
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this.hp_show();
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this.in_atked(anm, this.model.fac==FacSet.HERO?1:-1);
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if (isCrit) {
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this.hp_tip(TooltipTypes.crit, damage.toFixed(0));
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@@ -149,7 +149,9 @@ export class SkillView extends CCComp {
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target.ent,
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this.sData.Attrs,
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this.sData.caster,
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this.sData.s_uuid
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this.sData.s_uuid,
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this.sData.ext_dmg,
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this.sData.dmg_ratio,
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);
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// 更新技能命中次数
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this.sData.hit_count++
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