refactor: 移除英雄击退相关属性和逻辑
移除 HeroAttrsComp 中的 back_chance 属性及相关配置,清理 SCastSystem、Skill 和 HeroAtkSystem 中击退概率的计算与判定逻辑,简化攻击效果处理流程。
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@@ -171,13 +171,12 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 eid:${casterEid} 的 伤害 ${damage},${isCrit?"暴击":"普通"}攻击,技能ID ${damageEvent.s_uuid}`);
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// 击退和冰冻判定
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const isBack = this.checkChance((damageEvent.Attrs[Attrs.back_chance] || 0));
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// 冰冻判定
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const freezeChance = damageEvent.Attrs[Attrs.freeze_chance] || 0;
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const isFrost = !TAttrsComp.isFrost() && this.checkChance(freezeChance);
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// ✅ 触发视图层表现(伤害数字、受击动画、后退,冰冻)
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// ✅ 触发视图层表现(伤害数字、受击动画、冰冻)
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if (targetView) {
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targetView.do_atked(damage, isCrit, damageEvent.s_uuid, isBack);
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targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
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targetView.playEnd(skillConf.endAnm);
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if (isFrost) {
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TAttrsComp.toFrost();
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@@ -30,7 +30,6 @@ export class HeroAttrsComp extends ecs.Comp {
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// ==================== 特殊属性 ====================
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critical: number = 0; // 暴击率
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freeze_chance: number = 0; // 冰冻概率
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back_chance: number = 0; // 击退概率
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puncture: number = 0; // 穿刺次数
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wfuny: number = 0; // 风怒
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@@ -232,7 +231,6 @@ export class HeroAttrsComp extends ecs.Comp {
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this.skills = {};
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this.critical = 0;
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this.freeze_chance = 0;
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this.back_chance = 0;
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this.revive_count = 0;
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this.revive_time = 0;
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this.invincible_time = 0;
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@@ -105,7 +105,6 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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mockAttrs.ap = highestAp;
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mockAttrs.critical = 0;
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mockAttrs.freeze_chance = 0;
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mockAttrs.back_chance = 0;
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mockAttrs.puncture = 0;
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mockAttrs.fac = FacSet.HERO;
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