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b2cc25b32b
| Author | SHA1 | Date | |
|---|---|---|---|
| b2cc25b32b | |||
| 0692d58e01 |
@@ -158,6 +158,10 @@ export interface SkillConfig {
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}
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export const SkillSet: Record<number, SkillConfig> = {
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5000:{uuid:5000,name:"反伤",sp_name:"thorns",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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ap:0,map:0,cd:0,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,dis:80,ready:0,EAnm:0,DAnm:9001,RType:RType.fixed,EType:EType.animationEnd,
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buffs:[],neAttrs:[],info:"反伤",
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},
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// ========== 基础攻击 ========== 6001-6099
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6001: {
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uuid:6001,name:"挥击",sp_name:"atk_s1",icon:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
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@@ -19,19 +19,24 @@ export enum TriType {
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export enum TalEffet {
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ATK_DMG=1, // 伤害
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SKILL_DMG=2, // 技能伤害
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HP=3, // 回血 百分比
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MP=4, //回蓝 百分比
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BUFF = 5, // 暴击率,闪避率等,可叠加的触发后清零
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STATS=6, // 状态
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WFUNY=7, // 风怒
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D_SKILL=8, //两次技能
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SHIELD=9, // 护盾
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DMG_RED=10, // 减伤
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C_MSKILL=11, // 必杀技能必暴
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C_ATK=12, // 普工必爆
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C_SKILL=13, // 一般技能必暴
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ATK_DMG=1, // 伤害 次数+伤害加成,如额外5次 伤害+20%
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SKILL_DMG=2, // 技能伤害 次数+伤害加成,如额外5次 伤害+20%
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DMG_RED=10, // 减伤 次数+减伤加成,如额外5次 伤害-20%
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THORNS=14, //反伤 百分比 次数+反伤加成,如额外5次 反伤-20%
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///////////////////////////////////////////////////////////////////////
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HP=3, // 回血 百分比 直接触发,回血20%
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MP=4, //回蓝 百分比 直接触发,回蓝20%
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SHIELD=9, // 护盾 直接触发,获得20%的生命值护盾
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////////////////////////////////////////////////////////////////////////
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BUFF = 5, // 数值叠加 触发后清零: 暴击率,闪避率等,触发后效果取消
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////////////////////////////////////////////////////////////////////////////////
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STATS=6, // 状态 待定
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WFUNY=7, // 风怒 次数 叠加 ,如额外5次 风怒
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D_SKILL=8, //两次技能 次数 叠加,如额外5次 两次技能
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C_MSKILL=11, // 必杀技能必暴 次数 叠加 ,如额外5次 必杀技能必暴
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C_ATK=12, // 普工必爆 次数 叠加 ,如额外5次 普工必爆
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C_SKILL=13, // 一般技能必暴 次数 叠加 ,如额外5次 一般技能必暴
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}
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export enum TalTarget {
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@@ -48,7 +53,6 @@ export enum TalAttrs {
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CRITICAL=Attrs.CRITICAL, // 暴击率
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AP=Attrs.AP, // 攻击力
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MP=Attrs.MAP, // 魔法攻击力
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DMG_RED=Attrs.DMG_RED, // 魔法防御
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}
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/**
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* 天赋配置接口
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@@ -112,7 +116,7 @@ export const talConf: Record<number, ItalConf> = {
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desc:"被攻击3次后, 给于目标50%的伤害"},
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7102:{uuid:7102,name:"护盾",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.SELF,effet:TalEffet.SHIELD,vType:BType.RATIO, value:20,attrs:TalAttrs.NON,
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desc:"被攻击3次后, 获得20%的生命值护盾"},
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7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DMG_RED,vType:BType.RATIO, value:50,attrs:TalAttrs.DMG_RED,
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7103:{uuid:7103,name:"减伤",triType:TriType.DMG,Trigger:3,count:1,target:TalTarget.ENEMY,effet:TalEffet.DMG_RED,vType:BType.RATIO, value:50,attrs:TalAttrs.NON,
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desc:"被攻击3次后, 下1次伤害减50%"},
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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;
|
||||
|
||||
// 例如:触发某些天赋效果、反击逻辑等
|
||||
}
|
||||
@@ -458,13 +475,13 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
|
||||
* @important 死亡事件应该幂等,避免重复触发
|
||||
*/
|
||||
private onDeath(entity: ecs.Entity): void {
|
||||
const model = entity.get(HeroAttrsComp);
|
||||
if (!model) return;
|
||||
const TAttrsComp = entity.get(HeroAttrsComp);
|
||||
if (!TAttrsComp) return;
|
||||
|
||||
if (model.fac === FacSet.MON) {
|
||||
if (TAttrsComp.fac === FacSet.MON) {
|
||||
// 怪物死亡处理
|
||||
this.scheduleDrop(entity);
|
||||
} else if (model.fac === FacSet.HERO) {
|
||||
} else if (TAttrsComp.fac === FacSet.HERO) {
|
||||
// 英雄死亡处理
|
||||
this.scheduleHeroDeath(entity);
|
||||
}
|
||||
|
||||
@@ -441,6 +441,13 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 添加数值型天赋buff 数值会进行累加,count 时叠加层数
|
||||
* @param t_uuid 天赋唯一标识
|
||||
* @param attrIndex 属性索引
|
||||
* @param bType buff类型(VALUE:数值型, RATIO:百分比型)
|
||||
* @param value buff值
|
||||
*/
|
||||
addValueTal(t_uuid: number, attrIndex?: number, bType?: BType, value: number = 0) {
|
||||
if (attrIndex === undefined || bType === undefined) return;
|
||||
const buff = this.BUFFS_TAL[t_uuid];
|
||||
@@ -452,6 +459,12 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
}
|
||||
this.recalculateSingleAttr(attrIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加计数型天赋,每次添加数值已最新额覆盖久的,count为可用次数
|
||||
* @param eff 天赋效果ID
|
||||
* @param value 天赋值
|
||||
*/
|
||||
addCountTal(eff: number, value: number) {
|
||||
const t = this.Talents[eff] || { value: 0, count: 0 };
|
||||
t.value = value;
|
||||
@@ -459,18 +472,34 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
this.Talents[eff] = t;
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用计数型天赋,如风怒 ,必爆等天赋,只需要返回是否暴击的,使用这个方法
|
||||
* @param eff 天赋效果ID
|
||||
* @returns 是否使用成功
|
||||
*/
|
||||
useCountTal(eff: number): boolean {
|
||||
const t = this.Talents[eff];
|
||||
if (!t || t.count <= 0) return false;
|
||||
t.count -= 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用计数型天赋并返回天赋值,如额外5次 伤害+20% ,5次受伤,免伤20% 使用这个方法
|
||||
* @param eff 天赋效果ID
|
||||
* @returns 天赋值
|
||||
*/
|
||||
useCountValTal(eff: number): number {
|
||||
const t = this.Talents[eff];
|
||||
if (!t || t.value <= 0) return 0;
|
||||
t.count -= 1;
|
||||
return t.value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据UUID移除数值型天赋buff
|
||||
* @param t_uuid 天赋唯一标识
|
||||
*/
|
||||
useValueTalByUuid(t_uuid: number) {
|
||||
const buff = this.BUFFS_TAL[t_uuid];
|
||||
if (!buff) return;
|
||||
@@ -478,6 +507,11 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
delete this.BUFFS_TAL[t_uuid];
|
||||
this.recalculateSingleAttr(attrIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据属性索引移除数值型天赋buff
|
||||
* @param attrIndex 属性索引
|
||||
*/
|
||||
useValueTalByAttr(attrIndex: number) {
|
||||
let changed = false;
|
||||
for (const key in this.BUFFS_TAL) {
|
||||
|
||||
Reference in New Issue
Block a user