From 812cc3ee9f00d9ac77a59e68c69112af89634747 Mon Sep 17 00:00:00 2001 From: panFD Date: Sat, 15 Aug 2026 15:26:19 +0800 Subject: [PATCH] feat(attr): add vulnerable resist attribute and damage calculation MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1. 新增易伤抗性属性vulnerable_res,支持百分比减免易伤附加伤害 2. 实现易伤伤害计算逻辑,支持叠加层数与值覆盖 3. 更新技能与Buff配置,修正灼烧技能描述为易伤效果 4. 新增中毒、减攻Debuff配置与易伤Buff常量定义 --- assets/script/game/common/config/BuffSet.ts | 34 +++++++++++++++---- assets/script/game/common/config/HeroAttrs.ts | 1 + assets/script/game/common/config/SkillSet.ts | 6 ++-- assets/script/game/hero/HeroAtkSystem.ts | 26 +++++++++++++- assets/script/game/hero/HeroAttrsComp.ts | 8 +++++ 5 files changed, 64 insertions(+), 11 deletions(-) diff --git a/assets/script/game/common/config/BuffSet.ts b/assets/script/game/common/config/BuffSet.ts index ef5f33c9..e11aab7b 100644 --- a/assets/script/game/common/config/BuffSet.ts +++ b/assets/script/game/common/config/BuffSet.ts @@ -51,11 +51,16 @@ export enum DebuffIcon { * 新增 debuff 时:1) BuffList 加配置 2) 此处加一行映射。 */ export const DEBUFF_ICON_MAP: Record = { - 7002: DebuffIcon.FireDamage, // 灼烧 - 7003: DebuffIcon.IceDamage, // 冰冻 - 7004: DebuffIcon.Stun, // 击晕 + 7002: DebuffIcon.FireDamage, // 易伤(灼热火球附加) + 7003: DebuffIcon.IceDamage, // 冰冻 + 7004: DebuffIcon.Stun, // 击晕 + 7005: DebuffIcon.Poison, // 中毒 + 7006: DebuffIcon.AttackDebuff, // 减攻 }; +/** 易伤 buff 的 id(HeroAtkSystem 结算时按此 id 汇总易伤值) */ +export const VULNERABLE_BUFF_ID = 7002; + /** Buff 静态定义 */ export interface BuffConfig { id: number; @@ -80,12 +85,13 @@ export const BuffList: Record = { modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: 5 }], info: "攻击力 +5,持续 10 秒", }, - // 灼烧(DoT,可叠层) + // 易伤(灼热火球附加;受到伤害时附加固定值,可被易伤抗性百分比减免) + // 注:modifiers.attr 用 hp 仅为占位以通过 aggregateTimedMods 结构校验,实际易伤值由 HeroAtkSystem 按 VULNERABLE_BUFF_ID 直接汇总 7002: { - id: 7002, name: "灼烧", icon: "Stat_Burn", + id: 7002, name: "易伤", icon: "Stat_Burn", category: BuffCategory.Debuff, duration: 5, max_stack: 5, - tick: { interval: 0.5, damage_or_heal: -10, scale_by_ap_pct: 30 }, - info: "每 0.5 秒受到 10 伤害,可叠加", + modifiers: [{ attr: Attrs.hp, op: ModOp.Flat, value: 10 }], + info: "受到的伤害附加 10 点易伤,可叠加,持续 5 秒", }, // 冰冻(控制,走统一框架,双写兼容) 7003: { @@ -101,6 +107,20 @@ export const BuffList: Record = { is_control: true, control_kind: 'stun', info: "击晕目标,无法行动", }, + // 中毒(纯伤害 DoT,可叠层) + 7005: { + id: 7005, name: "中毒", icon: "Stat_PoisonChanceIncrease", + category: BuffCategory.Debuff, duration: 5, max_stack: 5, + tick: { interval: 0.5, damage_or_heal: -10, scale_by_ap_pct: 30 }, + info: "每 0.5 秒受到 10 点中毒伤害,可叠加,持续 5 秒", + }, + // 减攻(降低目标攻击力) + 7006: { + id: 7006, name: "减攻", icon: "Stat_Attack_01", + category: BuffCategory.Debuff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: -10 }], + info: "攻击力降低 10 点,持续 5 秒", + }, // 占卜师战前攻击强化(基础档:+30/5s;高阶通过 buff_value/buff_duration 覆写成长) 7111: { id: 7111, name: "战前强攻", icon: "Stat_Attack_03", diff --git a/assets/script/game/common/config/HeroAttrs.ts b/assets/script/game/common/config/HeroAttrs.ts index c6278a5f..9f388756 100644 --- a/assets/script/game/common/config/HeroAttrs.ts +++ b/assets/script/game/common/config/HeroAttrs.ts @@ -38,6 +38,7 @@ export enum Attrs { puncture_chance = "puncture_chance", // 穿透概率 puncture_dmg_bonus = "puncture_dmg_bonus", // 穿透后伤害增量(百分点;最终穿透系数 = PUNCTURE_DMG_RATIO * (1 + bonus/100)) wfuny = "wfuny", // 风怒 + vulnerable_res = "vulnerable_res", // 易伤抗性(百分比减免易伤附加伤害) } /** diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index 6c9fc473..8d29acfc 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -1,4 +1,4 @@ -// ========== 从 HeroAttrs.ts 导入属性相关定义 ========== +// ========== 从 HeroAttrs.ts 导入属性相关定义 ========== import { Attrs } from "./HeroAttrs"; export enum HSSet { @@ -311,11 +311,11 @@ export const SkillSet: Record = { DTType: DTType.single, ap: 100, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害, 高阶技能", }, - // DoT 技能:命中附加灼烧(7002,BuffList 的 Debuff DoT 底座),tick 伤害受施法者 ap 缩放 + // DoT 技能:命中附加易伤(7002,受到伤害附加固定值,可被易伤抗性减免) 6104: { uuid: 6104, name: "灼热火球", sp_name: "fb-1", icon: "Stat_FireDamage", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 80, hit_count: 2, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote, - RType: RType.bezier, EType: EType.collision, timed_buff_id: 7002, info: "造成攻击力80%的伤害, 命中附加灼烧(5秒内持续掉血)", + RType: RType.bezier, EType: EType.collision, timed_buff_id: 7002, info: "造成攻击力80%的伤害, 命中附加易伤(5秒内受到伤害附加固定值)", }, 6201: { uuid: 6201, name: "陨石术", sp_name: "fb-3", icon: "Stat_Tripleshot", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max", diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index ef9d4ecd..c6fac102 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -19,7 +19,8 @@ import { getMonsterGoldDrop } from "../map/RogueConfig"; import { MissionEconomy } from "../map/MissionEconomy"; import { MoveComp } from "./MoveComp"; import { buffManager, BuffApplyOverrides } from "./BuffManager"; -import { DEBUFF_ICON_MAP } from "../common/config/BuffSet"; +import { DEBUFF_ICON_MAP, VULNERABLE_BUFF_ID, BuffList } from "../common/config/BuffSet"; +import { BuffComp } from "./BuffComp"; /** 最终伤害数据接口 * 用于封装一次攻击计算的所有结果数据 @@ -153,6 +154,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda } } mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit", damage) + // 易伤附加:目标每层易伤 buff 附加固定伤害,被易伤抗性百分比减免;普攻与 DoT 均生效 + damage += this.calcVulnerableBonus(target, TAttrsComp); + mLogger.log(this.debugMode, 'HeroAtkSystem', " after vulnerable", damage) // 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) const shieldResult = this.absorbShield(TAttrsComp, damage); damage = shieldResult.remainingDamage; @@ -458,6 +462,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda * @param damage 原始伤害值 * @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值 */ + /** + * 计算易伤附加伤害:汇总目标每层易伤 buff 的数值(value_override 优先),再被易伤抗性百分比减免。 + * @returns 附加伤害值(向下取整,非负) + */ + private calcVulnerableBonus(target: ecs.Entity, TAttrsComp: HeroAttrsComp): number { + if (!target.has(BuffComp)) return 0; + const layers = target.get(BuffComp).buffs.get(VULNERABLE_BUFF_ID); + if (!layers || layers.length === 0) return 0; + const cfg = BuffList[VULNERABLE_BUFF_ID]; + const baseVal = cfg?.modifiers?.[0]?.value ?? 0; + let sum = 0; + for (const layer of layers) { + sum += layer.value_override !== undefined ? layer.value_override : baseVal; + } + if (sum <= 0) return 0; + // 易伤抗性:百分比减免(vulnerable_res=30 即减免 30%) + const res = TAttrsComp.getFinalVulnerableRes(); + return Math.max(0, Math.floor(sum * (1 - res / 100))); + } + private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } { if (TAttrsComp.shield <= 0) { mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0,无法吸收伤害"); diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 1a65bfad..27e712c3 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -86,6 +86,7 @@ export class HeroAttrsComp extends ecs.Comp { puncture_chance: number = 0; // 穿透概率 puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成) wfuny: number = 0; // 风怒 + vulnerable_res: number = 0; // 易伤抗性(百分比减免易伤附加伤害) revived_count: number = 0; // 已复活次数 invincible_time: number = 0;// 无敌时间 @@ -510,6 +511,12 @@ export class HeroAttrsComp extends ecs.Comp { return this.knockback_res + mods.flatSum + mods.pctSum; } + /** 最终易伤抗性 = 基础 + 限时修饰(加法模型),百分比减免易伤附加伤害 */ + public getFinalVulnerableRes(): number { + const mods = this.aggregateTimedMods(Attrs.vulnerable_res); + return this.vulnerable_res + mods.flatSum + mods.pctSum; + } + /** 根据攻速加成换算实际攻击间隔,避免直接改写配置里的基础 CD。 */ public getEffectiveSkillCd(skillId: number): number { const skill = this.skills[skillId]; @@ -605,6 +612,7 @@ export class HeroAttrsComp extends ecs.Comp { this.puncture_chance = 0; this.puncture_dmg_bonus = 0; this.wfuny = 0; + this.vulnerable_res = 0; this.boom = false; // 重置技能距离缓存