feat: 新增闪避与命中属性系统,完善战斗判定逻辑
1. 新增全局默认闪避/命中率配置,为英雄和怪物提供缺省属性兜底 2. 扩展英雄属性组件,添加闪避、命中率属性与对应计算接口 3. 实现闪避判定逻辑,修正伤害流程,添加闪避提示效果 4. 新增闪避/命中相关buff、技能与光环配置 5. 完善属性值计算与 tooltip 显示逻辑
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@@ -1,4 +1,4 @@
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import { v3 } from "cc"
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import { v3 } from "cc"
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import { BoxSet, FacSet, FightSet } from "./GameSet"
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import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
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import { BuffList, BuffConfig, ModOp } from "./BuffSet"
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@@ -414,6 +414,8 @@ export interface heroInfo {
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[SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
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dis?: number; // 攻击距离(像素)
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speed?: number; // 移动速度(像素/秒)
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dodge?: number; // 闪避率(百分点,缺省由初始化处兜底为全局默认值)
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accuracy?: number; // 命中率(百分点,缺省由初始化处兜底为全局默认值)
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skills: Record<number, HSkillInfo>; // 携带技能ID列表
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ap_bonus?: LvBonusEntry[]; // 额外攻击加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
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hp_bonus?: LvBonusEntry[]; // 额外生命加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
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@@ -1257,6 +1259,10 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
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case Attrs.speed:
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value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
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break;
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case Attrs.dodge:
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case Attrs.accuracy:
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value += modValue * weights.W_control;
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break;
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}
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}
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}
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@@ -1298,6 +1304,8 @@ function calcSupportEffectValue(config: SkillConfig, hpEff: number, apEff: numbe
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return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds;
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case Attrs.stun_chance:
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case Attrs.freeze_chance:
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case Attrs.dodge:
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case Attrs.accuracy:
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return value * weights.W_control;
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case Attrs.knockback_chance:
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// 击退强化已改为击退距离增量,按距离价值折算
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