feat(skill): add trigger probability and pity system for attack/attacked triggers

1. 新增技能触发概率配置与保底叠加机制,仅对攻击/受击触发生效
2. 前端编辑器新增t_chance概率与pity_add保底增量配置项
3. 技能描述文案支持展示触发概率
4. 运行时新增概率判定与保底缓存逻辑,兼容存量配置
This commit is contained in:
pan
2026-09-21 15:25:02 +08:00
parent 51256a2813
commit be6d941b90
5 changed files with 261 additions and 152 deletions

View File

@@ -1,5 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusAttrsEntry, FieldEntry, HRole } from "../common/config/heroSet";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusAttrsEntry, FieldEntry, HRole, ResolvedTriggerEntry } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
@@ -64,20 +64,26 @@ export class HeroAttrsComp extends ecs.Comp {
// ==================== 运行时解析缓存(按当前等级 resolve 后的有效列表) ====================
/** 当前等级下生效的攻击触发条目(供 SkillTriggerHelper 消费) */
runtime_atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_atking?: ResolvedTriggerEntry[];
/** 当前等级下生效的受击触发条目 */
runtime_atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_atked?: ResolvedTriggerEntry[];
/** 当前等级下生效的召唤触发条目 */
runtime_call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_call?: ResolvedTriggerEntry[];
/** 当前等级下生效的死亡触发条目 */
runtime_dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_dead?: ResolvedTriggerEntry[];
/** 当前等级下生效的战前触发条目 */
runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_fstart?: ResolvedTriggerEntry[];
/** 当前等级下生效的回合结束触发条目 */
runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
runtime_fend?: ResolvedTriggerEntry[];
/** 当前等级下生效的驻场光环词条列表 */
runtime_field?: FieldEntry[];
// ==================== 触发概率保底缓存(key: s_uuid, value: 已累积的概率增量百分点) ====================
/** 攻击触发未命中时累积的下次概率增量(pity_add 驱动,触发成功后清零) */
pity_atking: Record<number, number> = {};
/** 受击触发未命中时累积的下次概率增量(pity_add 驱动,触发成功后清零) */
pity_atked: Record<number, number> = {};
// ==================== 特殊属性 ====================
critical: number = 0; // 暴击率
critical_res: number = 0; // 暴击抗性
@@ -759,6 +765,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.runtime_fstart = undefined;
this.runtime_fend = undefined;
this.runtime_field = undefined;
// 清空触发概率保底叠加缓存
this.pity_atking = {};
this.pity_atked = {};
this.critical = 0;
this.critical_res = 0;
this.dodge = 0;

View File

@@ -1,6 +1,6 @@
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { ResolvedTriggerEntry, SkillTriggerType } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { FacSet } from "../common/config/GameSet";
@@ -118,7 +118,8 @@ export class SkillTriggerHelper {
model.runtime_atking.forEach(atkConfig => {
// atk_count 代表已进行的普攻次数。当其余数刚好整除配置阈值时触发。
const tNum = Math.max(1, atkConfig.t_num - tNumReduce);
if (model.atk_count > 0 && model.atk_count % tNum === 0) {
if (model.atk_count > 0 && model.atk_count % tNum === 0
&& this.rollTriggerChance(model, SkillTriggerType.Atking, atkConfig)) {
for (let i = 0; i < triggerCount; i++) {
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking, atkConfig.overrides);
}
@@ -149,7 +150,8 @@ export class SkillTriggerHelper {
model.runtime_atked.forEach(atkConfig => {
// atked_count 代表已承受的受击次数。当其余数刚好整除配置阈值时触发。
const tNum = Math.max(1, atkConfig.t_num - tNumReduce);
if (model.atked_count > 0 && model.atked_count % tNum === 0) {
if (model.atked_count > 0 && model.atked_count % tNum === 0
&& this.rollTriggerChance(model, SkillTriggerType.Atked, atkConfig)) {
for (let i = 0; i < triggerCount; i++) {
this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked, atkConfig.overrides);
}
@@ -157,6 +159,31 @@ export class SkillTriggerHelper {
});
}
/**
* 触发概率判定 + 保底叠加(仅 Atking/Atked 消费)
* 次数条件达成后按 t_chance(缺省 100 必触发,兼容存量配置)掷骰;
* 未命中且配置 pity_add > 0 时,为该 s_uuid 累积下次概率增量,形成"越不触发越容易触发"的保底体验;
* 触发成功后清空叠加,最终概率封顶 100。
*
* @param model 施法者属性组件(保底缓存挂载于此)
* @param type 触发类型(决定读/写哪份保底缓存)
* @param config 当前生效的触发条目
* @returns 是否通过概率判定
*/
private static rollTriggerChance(model: HeroAttrsComp, type: SkillTriggerType, config: ResolvedTriggerEntry): boolean {
const pityMap = type === SkillTriggerType.Atking ? model.pity_atking : model.pity_atked;
const chance = Math.min(100, (config.t_chance ?? 100) + (pityMap[config.s_uuid] ?? 0));
if (chance >= 100 || Math.random() * 100 < chance) {
pityMap[config.s_uuid] = 0; // 触发成功:清空保底叠加
return true;
}
const pityAdd = config.pity_add ?? 0;
if (pityAdd > 0) {
pityMap[config.s_uuid] = (pityMap[config.s_uuid] ?? 0) + pityAdd;
}
return false;
}
/**
* 通用的数组型触发器处理(适用于 FStart 等无需额外判定的简单列表触发)
*/