feat(战斗系统): 添加反伤机制并优化属性变量命名
添加新的技能配置5000(反伤)和实现反伤逻辑 将targetAttrs统一重命名为TAttrsComp以提高代码一致性
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@@ -30,7 +30,7 @@ interface FinalData {
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*
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* 重要概念:
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* - damageEvent.Attrs: 施法者属性快照(创建技能时保存)
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* - targetAttrs: 被攻击者实时属性
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* - TAttrsComp: 被攻击者实时属性
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* - 属性来源规范:攻击判定用施法者,防御判定用被攻击者
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*/
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@ecs.register('HeroAtkSystem')
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@@ -51,10 +51,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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*/
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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const TAttrsComp = e.get(HeroAttrsComp);
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const damageQueue = e.get(DamageQueueComp);
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if (!model || !damageQueue || damageQueue.isEmpty()) return;
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if (!TAttrsComp || !damageQueue || damageQueue.isEmpty()) return;
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// 标记正在处理
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damageQueue.isProcessing = true;
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@@ -73,13 +73,13 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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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${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
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console.log(`[HeroAtkSystem] 英雄${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 (model.is_dead) {
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if (TAttrsComp.is_dead) {
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if (this.debugMode) {
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console.log(`[HeroAtkSystem] ${model.hero_name} 已死亡,停止处理剩余伤害`);
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console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 已死亡,停止处理剩余伤害`);
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}
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damageQueue.clear(); // 清空剩余伤害
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break;
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@@ -91,7 +91,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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e.remove(DamageQueueComp);
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if (this.debugMode && processedCount > 0) {
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console.log(`[HeroAtkSystem] ${model.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
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console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
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}
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}
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}
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@@ -109,7 +109,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* - HIT: 命中率(用于闪避计算)
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* - AP/MAP: 攻击力(基础伤害计算)
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*
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* ✅ 正确使用被攻击者属性(targetAttrs - 实时):
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* ✅ 正确使用被攻击者属性(TAttrsComp - 实时):
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* - DODGE: 闪避率(用于闪避计算)
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* - SHIELD_MAX: 护盾最大值(护盾吸收)
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* - hp: 当前生命值(伤害应用)
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@@ -124,17 +124,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* @returns 最终伤害数据(包含伤害值、暴击标记、闪避标记)
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*/
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private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
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const targetAttrs = target.get(HeroAttrsComp);
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const TAttrsComp = target.get(HeroAttrsComp);
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const targetView = target.get(HeroViewComp);
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let reDate:FinalData={
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damage:0,
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isCrit:false,
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isDodge:false,
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}
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if (!targetAttrs || targetAttrs.is_dead) return reDate;
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if (!TAttrsComp || TAttrsComp.is_dead) return reDate;
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const caster = damageEvent.caster;
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const attackerModel = caster?.ent?.get(HeroAttrsComp);
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const attackerTAttrsComp = caster?.ent?.get(HeroAttrsComp);
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// 获取技能配置
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const skillConf = SkillSet[damageEvent.s_uuid];
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@@ -145,19 +145,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 闪避判定
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// 闪避成功概率 = 被攻击者闪避率 - 施法者命中率
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// targetAttrs.Attrs[Attrs.DODGE]: 被攻击者的实时闪避属性
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// TAttrsComp.Attrs[Attrs.DODGE]: 被攻击者的实时闪避属性
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// damageEvent.Attrs[Attrs.HIT]: 施法者在技能创建时的命中属性快照
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const isDodge =this.checkChance((targetAttrs.Attrs[Attrs.DODGE]-damageEvent.Attrs[Attrs.HIT]) || 0);
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const isDodge =this.checkChance((TAttrsComp.Attrs[Attrs.DODGE]-damageEvent.Attrs[Attrs.HIT]) || 0);
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if (isDodge) {
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// TODO: 触发闪避视图表现
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reDate.isDodge=true;
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return reDate;
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}
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// 暴击判定
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// 使用施法者的暴击率属性(damageEvent.Attrs 快照),- 被攻击者的暴击抗性属性targetAttrs.Attrs[Attrs.CRITICAL_RESIST]
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const isCrit = this.checkChance(damageEvent.Attrs[Attrs.CRITICAL]-targetAttrs.Attrs[Attrs.CRITICAL_RESIST]);
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// 使用施法者的暴击率属性(damageEvent.Attrs 快照),- 被攻击者的暴击抗性属性TAttrsComp.Attrs[Attrs.CRITICAL_RESIST]
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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,targetAttrs);
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let damage = this.dmgCount(damageEvent,TAttrsComp);
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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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@@ -165,20 +165,22 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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const casterCritDmg = damageEvent.Attrs[Attrs.CRITICAL_DMG] || 0;
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + casterCritDmg) / 100));
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reDate.isCrit=true;
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attackerModel?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
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attackerTAttrsComp?.useValueTalByAttr(Attrs.CRITICAL); // 清除施法者的暴击buff
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}
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// 护盾吸收
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damage =Math.floor(this.absorbShield(targetAttrs, damage))
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damage =Math.floor(this.absorbShield(TAttrsComp, 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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targetAttrs.hp -= damage;
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targetAttrs.atked_count++;
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TAttrsComp.hp -= damage;
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TAttrsComp.atked_count++;
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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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// 使用施法者的击退概率属性(damageEvent.Attrs 快照)
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// 击退成功后需要清理施法者的相关天赋buff
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const isBack = this.checkChance(damageEvent.Attrs[Attrs.BACK_CHANCE] || 0);
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if (isBack) attackerModel?.useValueTalByAttr(Attrs.BACK_CHANCE);
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if (isBack) attackerTAttrsComp?.useValueTalByAttr(Attrs.BACK_CHANCE);
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// ✅ 触发视图层表现(伤害数字、受击动画、后退)
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@@ -186,7 +188,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 检查死亡
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if (targetAttrs.hp <= 0) {
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if (TAttrsComp.hp <= 0) {
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this.doDead(target);
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// ✅ 触发死亡视图表现
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if (targetView) {
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@@ -195,12 +197,27 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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if (this.debugMode) {
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console.log(`[HeroAtkSystem] ${targetAttrs.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
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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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reDate.damage=damage;
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return reDate;
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}
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check_thorns(TAttrsComp:HeroAttrsComp, caster: ecs.Entity, damage:number) {
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// 检查目标是否有反伤属性
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if (!caster||damage<=0) return;
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let thornsDamage=0;
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thornsDamage=TAttrsComp.Attrs[Attrs.THORNS]||0+TAttrsComp.useCountValTal(Attrs.THORNS);
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let CAttrs=caster.get(HeroAttrsComp);
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// 计算反伤伤害
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let thornsDmg=Math.floor(thornsDamage*damage/100);
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// 应用反伤伤害到数据层
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CAttrs.hp -= thornsDmg;
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CAttrs.atked_count++;
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let CView=caster.get(HeroViewComp);
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// ✅ 触发视图层表现(伤害数字、受击动画、后退)
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if (CView) CView.do_atked(thornsDmg, false, SkillSet[5000].uuid, false);
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}
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/**
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* 详细伤害计算核心方法
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*
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@@ -343,16 +360,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* 这确保了死亡逻辑的单一性和一致性
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*/
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private doDead(entity: ecs.Entity): void {
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const model = entity.get(HeroAttrsComp);
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if (!model || model.is_dead) return;
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const TAttrsComp = entity.get(HeroAttrsComp);
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if (!TAttrsComp || TAttrsComp.is_dead) return;
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model.is_dead = true;
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TAttrsComp.is_dead = true;
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// 触发死亡事件
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this.onDeath(entity);
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if (this.debugMode) {
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console.log(`[HeroAtkSystem] ${model.hero_name} 死亡`);
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console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 死亡`);
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}
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}
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@@ -395,24 +412,24 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* 2. 如果护盾值 < 伤害值:部分吸收,剩余伤害 = 原伤害 - 护盾值
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* 3. 护盾被击破时,重置护盾最大值属性
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*
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* @param model 被攻击者的属性组件(包含当前护盾值)
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* @param TAttrsComp 被攻击者的属性组件(包含当前护盾值)
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* @param damage 原始伤害值
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* @returns 剩余伤害值(护盾吸收后的结果)
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*/
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private absorbShield(model: HeroAttrsComp, damage: number): number {
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if (model.shield <= 0) return damage;
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private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): number {
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if (TAttrsComp.shield <= 0) return damage;
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if (model.shield >= damage) {
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model.shield -= damage;
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if (model.shield <= 0) {
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model.shield = 0;
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model.Attrs[Attrs.SHIELD_MAX] = 0;
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if (TAttrsComp.shield >= damage) {
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TAttrsComp.shield -= damage;
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if (TAttrsComp.shield <= 0) {
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TAttrsComp.shield = 0;
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TAttrsComp.Attrs[Attrs.SHIELD_MAX] = 0;
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}
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return 0;
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} else {
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const remainingDamage = damage - model.shield;
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model.shield = 0;
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model.Attrs[Attrs.SHIELD_MAX] = 0;
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const remainingDamage = damage - TAttrsComp.shield;
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TAttrsComp.shield = 0;
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TAttrsComp.Attrs[Attrs.SHIELD_MAX] = 0;
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return remainingDamage;
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}
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}
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@@ -430,11 +447,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* @todo 当前对怪物实体直接返回,后续可以根据需求扩展怪物的被攻击逻辑
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*/
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private onAttacked(entity: ecs.Entity): void {
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const model = entity.get(HeroAttrsComp);
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if (!model || model.is_dead) return;
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const TAttrsComp = entity.get(HeroAttrsComp);
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if (!TAttrsComp || TAttrsComp.is_dead) return;
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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 (model.fac === FacSet.MON) return;
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if (TAttrsComp.fac === FacSet.MON) return;
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// 例如:触发某些天赋效果、反击逻辑等
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}
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@@ -458,13 +475,13 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* @important 死亡事件应该幂等,避免重复触发
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*/
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private onDeath(entity: ecs.Entity): void {
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const model = entity.get(HeroAttrsComp);
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if (!model) return;
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const TAttrsComp = entity.get(HeroAttrsComp);
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if (!TAttrsComp) return;
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if (model.fac === FacSet.MON) {
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if (TAttrsComp.fac === FacSet.MON) {
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// 怪物死亡处理
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this.scheduleDrop(entity);
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} else if (model.fac === FacSet.HERO) {
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} else if (TAttrsComp.fac === FacSet.HERO) {
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// 英雄死亡处理
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this.scheduleHeroDeath(entity);
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}
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