refactor: 重构击退机制,将概率改为距离增量
1. 调整近战默认攻击距离从150改为100 2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述 3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量 4. 优化受击击退的处理流程,统一参数传递
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@@ -85,9 +85,9 @@ export const FormationPointX = {
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[HType.Long]: 100,
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} as const;
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/** 各攻击定位的默认攻击距离(像素):近战150 / 中程300 / 远程450;英雄配置了 dis 时优先取配置值 */
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/** 各攻击定位的默认攻击距离(像素):近战100 / 中程300 / 远程450;英雄配置了 dis 时优先取配置值 */
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export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
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[HType.Melee]: 150,
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[HType.Melee]: 100,
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[HType.Mid]: 300,
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[HType.Long]: 450,
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}
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@@ -1161,7 +1161,9 @@ function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number,
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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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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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return value * weights.W_control;
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case Attrs.speed:
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return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
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