refactor: 重构护盾机制为数值减免型
1. 调整护盾逻辑:从单次抵挡改为按伤害量减免 2. 更新配置、注释与UI提示文本,统一术语表述 3. 修复prefab布局适配新的护盾显示样式
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@@ -1277,7 +1277,7 @@
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"__id__": 65
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}
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],
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"_active": false,
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"_active": true,
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"_components": [
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{
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"__id__": 73
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@@ -1347,7 +1347,7 @@
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": -25,
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"x": -20,
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"y": 0,
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"z": 0
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},
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@@ -1388,8 +1388,8 @@
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 50,
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"height": 10
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"width": 40,
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"height": 11
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -1691,8 +1691,8 @@
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 50,
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"height": 10
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"width": 40,
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"height": 11
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -1813,7 +1813,7 @@
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"__id__": 99
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}
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],
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"_active": true,
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"_active": false,
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"_components": [
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{
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"__id__": 105
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@@ -44,6 +44,7 @@ export enum FightSet {
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SKILL_CAST_DELAY = 0.15,
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CSKILL_START_X = -340,
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CSKILL_START_Y = 30,
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/** 护盾数值上限(数值减免型:1 点护盾吸收 1 点伤害) */
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SHIELD_MAX = 5,
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WAVE_HEAL_RATE = 0.4, // 回合结束时所有英雄恢复最大生命值的比例(与 DDA 放水兜底分层:回血保节奏,放水防崩盘)
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PUNCTURE_DOWN = 50,
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@@ -1185,7 +1185,8 @@ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | un
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case SkillKind.Heal:
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return ((config.ap || 0) / 100) * apEff * weights.W_heal;
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case SkillKind.Shield:
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return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
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// 护盾为数值减免型:1 点护盾 ≈ 1 点预期伤害减免
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return (config.ap || 0) * weights.W_shield;
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case SkillKind.Support:
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return calcSupportEffectValue(config, apEff, cd, seconds);
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default:
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@@ -146,15 +146,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit", damage)
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// 护盾吸收
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// 护盾数值减免(1 点护盾吸收 1 点伤害,扣完为止,溢出部分继续扣血)
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const shieldResult = this.absorbShield(TAttrsComp, damage);
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damage = shieldResult.remainingDamage;
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if (shieldResult.absorbedDamage > 0) {
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// 【评分系统 - 防御分】统计护盾成功抵挡伤害的次数
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smc.vmdata.scores.shield_block_count += 1;
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// 【评分系统 - 防御分】统计护盾累计吸收的伤害量
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smc.vmdata.scores.shield_block_count += Math.floor(shieldResult.absorbedDamage);
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', " after shield", damage)
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// 显示护盾格挡飘字
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// 显示护盾减免飘字
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if (shieldResult.absorbedDamage > 0 && targetView) {
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targetView.shield_tip(shieldResult.absorbedDamage);
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}
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@@ -413,29 +413,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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/**
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* 护盾吸收伤害
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*
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* 护盾吸收逻辑:
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* 1. 护盾值大于 0 时,抵挡本次伤害(免伤)
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* 2. 每次抵挡消耗 1 点护盾值
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* 3. 护盾归零时,重置护盾最大值属性
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*
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* 护盾数值减免伤害
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*
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* 护盾为数值减免型:
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* 1. 1 点护盾吸收 1 点伤害
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* 2. 护盾扣减实际吸收量,溢出部分继续结算到血量
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*
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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 {remainingDamage, absorbedDamage} 剩余伤害值和被格挡的伤害值
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* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值
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*/
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private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } {
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if (TAttrsComp.shield <= 0) {
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mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0,无法吸收伤害");
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return { remainingDamage: damage, absorbedDamage: 0 };
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}
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TAttrsComp.shield = Math.max(0, TAttrsComp.shield - 1);
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if (TAttrsComp.shield <= 0) {
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TAttrsComp.shield = 0;
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}
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const absorbed = Math.min(TAttrsComp.shield, damage);
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TAttrsComp.shield = Math.max(0, TAttrsComp.shield - absorbed);
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TAttrsComp.dirty_shield = true;
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾抵挡1次伤害,剩余次数 ${TAttrsComp.shield}`);
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return { remainingDamage: 0, absorbedDamage: damage };
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾减免 ${absorbed.toFixed(1)} 点伤害,剩余护盾 ${TAttrsComp.shield.toFixed(1)}`);
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return { remainingDamage: damage - absorbed, absorbedDamage: absorbed };
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}
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/**
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@@ -153,11 +153,11 @@ export class HeroAttrsComp extends ecs.Comp {
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const addValue = Math.max(0, Math.floor(value));
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if (addValue <= 0) return;
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this.shield += addValue;
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this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾最大层数
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this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾值上限(数值减免型)
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if (this.shield < 0) this.shield = 0;
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this.dirty_shield = true; // 标记护盾需要更新
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾次数变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
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mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾值变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
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}
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}
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add_hp_max(value: number) {
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@@ -349,7 +349,7 @@ export class HeroViewComp extends CCComp {
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Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON);
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}
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/** 护盾格挡提示 */
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/** 护盾减免提示 */
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shield_tip(absorbed: number) {
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this.hp_tip(TooltipTypes.shield, NumberFormatter.formatNumber(Math.max(0, Math.floor(absorbed))));
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}
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@@ -146,10 +146,10 @@ export class TooltipCom extends CCComp {
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this.node.setPosition(v3(this.node.position.x, currentY - 60));
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this.node.setSiblingIndex(topSiblingIndex);
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break;
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case TooltipTypes.shield: // 护盾格挡
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case TooltipTypes.shield: // 护盾减免
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this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
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this.node.setSiblingIndex(topSiblingIndex);
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this.setupLabel("add_life", "hp", "格挡");
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this.setupLabel("add_life", "hp", "减免");
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isHeal = true;
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break;
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}
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