feat(buff): 新增出血debuff并实现暴击率加成逻辑
1. 在BuffSet中新增出血debuff的配置、图标映射与相关常量 2. 在HeroAtkSystem中添加出血层数带来的被暴击率加成计算逻辑
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@@ -43,6 +43,7 @@ export enum DebuffIcon {
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Penetration = "Penetration", // 穿透
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Stun = "Stun", // 击晕
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Poison = "Poison", // 中毒
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Blood = "Blood", // 出血
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}
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/**
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@@ -56,10 +57,15 @@ export const DEBUFF_ICON_MAP: Record<number, DebuffIcon> = {
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7004: DebuffIcon.Stun, // 击晕
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7005: DebuffIcon.Poison, // 中毒
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7006: DebuffIcon.AttackDebuff, // 减攻
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7007: DebuffIcon.Blood, // 出血
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};
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/** 易伤 buff 的 id(HeroAtkSystem 结算时按此 id 汇总易伤值) */
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export const VULNERABLE_BUFF_ID = 7002;
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/** 出血 buff 的 id(每层使目标被暴击率 +1%) */
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export const BLEED_BUFF_ID = 7007;
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/** 出血每层附加的被暴击率(百分点) */
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export const BLEED_CRIT_PER_STACK = 1;
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/** Buff 静态定义 */
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export interface BuffConfig {
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@@ -121,6 +127,13 @@ export const BuffList: Record<number, BuffConfig> = {
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modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: -10 }],
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info: "攻击力降低 10 点,持续 5 秒",
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},
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// 出血(每层使目标被暴击率 +1%,微量伤害 DoT;暴击率加成由 HeroAtkSystem 按 BLEED_BUFF_ID 层数结算)
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7007: {
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id: 7007, name: "出血", icon: "Stat_Blood",
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category: BuffCategory.Debuff, duration: 5, max_stack: 5,
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tick: { interval: 0.5, damage_or_heal: -1, scale_by_ap_pct: 0 },
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info: "微量出血,每层使自身被暴击率提升 1%,可叠加,持续 5 秒",
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},
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// 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)
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7111: {
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id: 7111, name: "战前强攻", icon: "Stat_Attack_03",
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@@ -19,7 +19,7 @@ import { getMonsterGoldDrop } from "../map/RogueConfig";
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import { MissionEconomy } from "../map/MissionEconomy";
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import { MoveComp } from "./MoveComp";
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import { buffManager, BuffApplyOverrides } from "./BuffManager";
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import { DEBUFF_ICON_MAP, VULNERABLE_BUFF_ID, BuffList } from "../common/config/BuffSet";
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import { DEBUFF_ICON_MAP, VULNERABLE_BUFF_ID, BLEED_BUFF_ID, BLEED_CRIT_PER_STACK, BuffList } from "../common/config/BuffSet";
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import { BuffComp } from "./BuffComp";
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/** 最终伤害数据接口
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@@ -135,8 +135,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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this.onAttacked(target);
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// 暴击判定
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// 使用施法者的暴击率属性(damageEvent.Attrs 快照),- 被攻击者的暴击抗性属
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const criticalChance = (damageEvent.Attrs[Attrs.critical] || 0) - TAttrsComp.getFinalCriticalRes();
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// 使用施法者的暴击率属性(damageEvent.Attrs 快照)- 被攻击者的暴击抗性 + 目标出血层数附加的被暴击率
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const criticalChance = (damageEvent.Attrs[Attrs.critical] || 0) - TAttrsComp.getFinalCriticalRes() + this.getBleedCritBonus(target);
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const isCrit = this.checkChance(criticalChance);
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// 计算基础伤害:DoT 直接用固定 tick 值,普攻走 dmgCount 公式
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@@ -462,6 +462,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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* @param damage 原始伤害值
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* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值
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*/
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/**
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* 目标出血层数附加的被暴击率(每层 +BLEED_CRIT_PER_STACK 百分点)。
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* @returns 附加的被暴击率(百分点)
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*/
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private getBleedCritBonus(target: ecs.Entity): number {
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if (!target.has(BuffComp)) return 0;
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const layers = target.get(BuffComp).buffs.get(BLEED_BUFF_ID);
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return (layers?.length ?? 0) * BLEED_CRIT_PER_STACK;
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}
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/**
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* 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。
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* @returns 附加伤害值(向下取整,非负)
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