feat(hero combat): 新增防御属性与除法递减减伤逻辑

1. 新增defense属性枚举、组件字段与结算方法
2. 配置防御减伤平衡常数DEFENSE_K为500
3. 在攻击结算流程中加入防御减伤计算
4. 采用除法递减模型实现防御收益随数值提升而降低
This commit is contained in:
panFD
2026-08-16 23:37:04 +08:00
parent 807db8e173
commit b19256e4f5
4 changed files with 29 additions and 0 deletions

View File

@@ -171,6 +171,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
}
if (damage <= 0) return reDate;
// 防御减伤(除法递减模型,护盾吸收之后、扣血之前结算)
damage = TAttrsComp.applyDefense(damage);
mLogger.log(this.debugMode, 'HeroAtkSystem', " after defense", damage)
// TAttrsComp.hp -= damage; // 应用伤害到数据层
TAttrsComp.add_hp(-damage); // 使用 add_hp 以触发 dirty_hp 和 UI 更新

View File

@@ -39,6 +39,7 @@ export class HeroAttrsComp extends ecs.Comp {
speed: number = 100; // 基础移动速度
dis: number = 100; // 基础距离
shield: number = 0; // 当前护盾
defense: number = 0; // 防御(除法递减模型减伤,见 getFinalDefense
// ==================== 攻击属性 (补充) ====================
skills: Record<number, HSkillInfo> = {};
@@ -517,6 +518,26 @@ export class HeroAttrsComp extends ecs.Comp {
return this.vulnerable_res + mods.flatSum + mods.pctSum;
}
/** 最终防御值 = 基础 + 限时修饰(加法模型),供除法递减减伤公式使用 */
public getFinalDefense(): number {
const mods = this.aggregateTimedMods(Attrs.defense);
return Math.max(0, this.defense + mods.flatSum + mods.pctSum);
}
/**
* 按除法递减模型计算防御减伤后的伤害
* 减伤率 = defense / (defense + DEFENSE_K),防御收益递减且永不达到 100%
* @param damage 护盾结算后的原始伤害
* @returns 减伤后的伤害,保底 1 点防止完全免伤
*/
public applyDefense(damage: number): number {
if (damage <= 0) return damage;
const defense = this.getFinalDefense();
if (defense <= 0) return damage;
const reduced = damage * (FightSet.DEFENSE_K / (defense + FightSet.DEFENSE_K));
return Math.max(1, Math.floor(reduced));
}
/** 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];
@@ -578,6 +599,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.speed = 100;
this.dis = 100;
this.shield = 0;
this.defense = 0;
// 重置新增属性
this.skills = {};