feat(hero): 为英雄系统添加天赋加成支持
- 在 HeroAttrsComp 中添加 getTalentValue 静态方法,用于获取指定天赋的加成数值 - 定义 TalentType 枚举,明确各类天赋类型 - 调整部分天赋配置,如亡语强化和召唤强化的数值与消耗 - 在 Hero 实体初始化时,根据英雄阵营应用攻击、生命、暴击等天赋加成 - 在召唤技能触发逻辑中,增加召唤强化天赋的额外触发次数
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@@ -11,6 +11,7 @@ import { Attrs} from "../common/config/HeroAttrs";
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import { MoveComp } from "./MoveComp";
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import { mLogger } from "../common/Logger";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
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@ecs.register(`Hero`)
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@@ -120,8 +121,25 @@ export class Hero extends ecs.Entity {
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// 基础属性按等级倍率初始化
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// 使用指数增长公式,等级2时为原来的3倍,等级3时为原来的9倍 (若需线性增长可改为 hero.ap * (1 + (model.lv - 1) * (FightSet.H_HERO_POW - 1)))
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model.ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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model.hp = model.hp_max = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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let base_ap = hero.ap * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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let base_hp = hero.hp * Math.pow(FightSet.MERGE_NEED, model.lv - 1);
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// 应用天赋加成
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if (model.fac === FacSet.HERO) {
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let apBonus = HeroAttrsComp.getTalentValue(TalentType.Attack); // 攻击强化
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let hpBonus = HeroAttrsComp.getTalentValue(TalentType.Hp); // 生命强化
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model.ap = base_ap * (1 + apBonus / 100);
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model.hp = model.hp_max = base_hp * (1 + hpBonus / 100);
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model.critical = HeroAttrsComp.getTalentValue(TalentType.Critical); // 暴击强化
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model.wfuny = HeroAttrsComp.getTalentValue(TalentType.WindFury); // 风怒强化
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model.freeze_chance = HeroAttrsComp.getTalentValue(TalentType.Freeze); // 冰冻强化
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model.puncture = HeroAttrsComp.getTalentValue(TalentType.Puncture); // 穿刺强化
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// 护盾强化 和 亡语强化 在对应逻辑中应用
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} else {
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model.ap = base_ap;
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model.hp = model.hp_max = base_hp;
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}
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model.speed = hero.speed;
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// 构建技能表并注入运行时冷却字段 ccd
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@@ -203,6 +221,9 @@ export class Hero extends ecs.Entity {
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// 落地后触发 call 技能
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if (model && model.call && model.call.length > 0) {
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let triggerCount = 1 + HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SummonCount);
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if (model.fac === FacSet.HERO) {
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triggerCount += HeroAttrsComp.getTalentValue(TalentType.Summon); // 召唤强化额外次数
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}
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triggerCount = Math.max(1, Math.floor(triggerCount));
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for (let i = 0; i < triggerCount; i++) {
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