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
This commit is contained in:
pan
2026-08-13 11:09:37 +08:00
parent a3375ec3b6
commit eb4b370533
14 changed files with 34 additions and 135 deletions

View File

@@ -122,7 +122,7 @@ export class Hero extends ecs.Entity {
model.grow_type = hero.grow_type;
model.role = hero.role;
model.fac = FacSet.HERO;
// 攻击距离配置优先未配置按攻击定位取默认值近战150 / 中程300 / 远程450
// 攻击距离配置优先未配置按攻击定位取默认值近战100 / 中程300 / 远程450
model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
model.posIndex = posIndex;
if (posIndex >= 0) {

View File

@@ -175,11 +175,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
TAttrsComp.atked_count++;
this.checkAndTriggerAtkedSkills(TAttrsComp, targetView);
// 受击者产生击退效果
// if (damage > 0 && targetView) {
// targetView.back();
// }
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}`);
// 冰冻判定
@@ -190,13 +185,14 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes();
const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance);
// 击退判定
const knockbackChance = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.knockback_res || 0);
const isKnockback = this.checkChance(knockbackChance);
// 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量
// 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化
const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0);
const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0));
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra);
targetView.playEnd(skillConf.endAnm);
if (isFrost) {
TAttrsComp.toFrost();
@@ -212,9 +208,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
smc.vmdata.scores.stun_count++;
}
}
if (isKnockback) {
targetView.back(damageEvent.Attrs[Attrs.knockback_distance] || 0);
}
}
@@ -395,7 +388,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
* 用于所有概率相关的判定:
* - 暴击率判定
* - 闪避率判定
* - 击退概率判定
* - 冰冻/击晕概率判定
* - 其他特殊效果概率
*
* @param rate 概率值0-100的百分比

View File

@@ -82,9 +82,9 @@ export class HeroAttrsComp extends ecs.Comp {
freeze_res: number = 0; // 冰冻抗性
stun_chance: number = 0; // 击晕概率
stun_res: number = 0; // 击晕抗性
knockback_chance: number = 0; // 击退概率
knockback_chance: number = 0; // 击退强化(原击退概率,现转换为击退距离增量)
knockback_distance: number = 0; // 击退距离强化
knockback_res: number = 0; // 击退抗性
knockback_res: number = 0; // 击退抗性(削减击退距离增量)
crit_damage: number = 0; // 额外暴击伤害
puncture_chance: number = 0; // 穿透概率
puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成)
@@ -449,7 +449,7 @@ export class HeroAttrsComp extends ecs.Comp {
return base + mods.flatSum + mods.pctSum;
}
/** 最终击退概率 = 基础击退 + 限时修饰(加法模型) */
/** 最终击退强化 = 基础击退强化 + 限时修饰(加法模型,转换为击退距离增量 */
public getFinalKnockbackChance(): number {
const mods = this.aggregateTimedMods(Attrs.knockback_chance);
return this.knockback_chance + mods.flatSum + mods.pctSum;

View File

@@ -525,7 +525,8 @@ export class HeroViewComp extends CCComp {
})
.start();
}
do_atked(damage: number, isCrit: boolean, s_uuid: number, isBack: boolean = false) {
/** 受击表现(伤害数字、受击动画、击退) */
do_atked(damage: number, isCrit: boolean, s_uuid: number, knockbackExtra: number = 0) {
// 受到攻击时更新最后更新时间
this.activateTopBar();
this.lastBarUpdateTime = Date.now() / 1000;
@@ -542,7 +543,7 @@ export class HeroViewComp extends CCComp {
// 视图层表现
let SConf = SkillSet[s_uuid]
const hitAnm = SConf?.DAnm || "atked";
if (isBack) this.back()
this.back(knockbackExtra)
this.in_atked(hitAnm, this.model.fac == FacSet.HERO ? 1 : -1);
this.showDamage(damage, isCrit);
}

View File

@@ -174,7 +174,7 @@ export class Monster extends ecs.Entity {
model.speed = hero.speed ?? 800;
model.type = hero.type;
model.fac = FacSet.MON;
// 攻击距离配置优先未配置按攻击定位取默认值近战150 / 中程300 / 远程450
// 攻击距离配置优先未配置按攻击定位取默认值近战100 / 中程300 / 远程450
model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
model.posIndex = laneIndex;
if (laneIndex >= 0) {

View File

@@ -136,14 +136,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return dist <= attackRange;
}
/** 同阵营横向最小间距,防止停止移动时完全重叠 */
private static readonly ALLY_MIN_GAP_X = 10;
/** 挤位时的蠕动幅度(像素) */
private static readonly JOSTLE_AMPLITUDE = 2;
/**
* 战斗位移:向最近敌人推进,进入攻击范围后停止。
* 推进无上限限制,可穿越队友;停止移动后受同阵营最小间距约束
* 推进无上限限制,但击退/位移受阵营后退边界保护
*/
private processCombatLogic(_e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const selfX = view.node.position.x;
@@ -160,10 +155,8 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (view.status === "move") {
view.status_change("idle");
}
/** 停止时若与队友重叠,则向后微调保持最小间距,并加入蠕动避免死板 */
this.adjustSpacingWhenIdle(_e, view, move, model);
} else {
/** 未接触:向敌人方向推进(可穿越队友,但同点时后来者稍停) */
/** 未接触:向敌人方向推进 */
model.is_atking = false;
const dir = enemyX > selfX ? 1 : -1;
move.direction = dir;
@@ -171,9 +164,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const delta = speed * this.dt * dir;
let newX = selfX + delta;
/** 推进时若与队友同点,后来者稍停避让 */
newX = this.adjustSpacingWhileMoving(_e, view, move, model, newX, dir);
/** 后退边界钳制:防止被击退/位移推出屏幕 */
newX = this.clampByFacBoundary(newX, model.fac);
@@ -184,93 +174,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
}
/**
* 推进时的间距避让。
* Why: 允许穿越队友,但若与队友完全同点(重叠),后来者稍停一拍,
* 避免视觉上的"穿模"过于生硬,营造"挤过去"的自然感。
* @returns 调整后的目标 X被阻挡时返回 selfX即本帧不移动
*/
private adjustSpacingWhileMoving(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp, targetX: number, _dir: number): number {
const selfX = view.node.position.x;
const selfY = view.node.position.y;
let blocked = false;
ecs.query(this.getHeroViewMatcher()).forEach(e => {
if (e === self) return;
const attrs = e.get(HeroAttrsComp);
const v = e.get(HeroViewComp);
const mv = e.get(MoveComp);
if (!attrs || !v?.node || !mv) return;
if (attrs.is_dead || attrs.is_reviving) return;
if (attrs.fac !== model.fac) return;
if (Math.abs(v.node.position.y - selfY) > 30) return;
const otherX = v.node.position.x;
/** 同点判定:间距小于最小间距的一半视为完全重叠 */
if (Math.abs(selfX - otherX) < MoveSystem.ALLY_MIN_GAP_X * 0.5) {
/** spawnOrder 大者(后来者)被阻挡 */
if (selfMove.spawnOrder > mv.spawnOrder) {
blocked = true;
}
}
});
return blocked ? selfX : targetX;
}
/**
* 停止移动时的间距微调 + 蠕动效果。
* Why: 允许推进时穿越队友,但进入攻击范围停下后若与队友重叠,
* 则向后微调保持 ALLY_MIN_GAP_X 间距,避免视觉完全重叠。
* 同时加入基于时间的随机蠕动,营造"挤到前方攻击"的生动感。
* Y 轴不变,仅约束 X。
* 优先级spawnOrder 小者(先出生)不动,大者向后让位。
*/
private adjustSpacingWhenIdle(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp): void {
const selfX = view.node.position.x;
const selfY = view.node.position.y;
let adjustX = selfX;
let isCrowded = false;
ecs.query(this.getHeroViewMatcher()).forEach(e => {
if (e === self) return;
const attrs = e.get(HeroAttrsComp);
const v = e.get(HeroViewComp);
const mv = e.get(MoveComp);
if (!attrs || !v?.node || !mv) return;
if (attrs.is_dead || attrs.is_reviving) return;
if (attrs.fac !== model.fac) return;
/** 只约束同排Y 差在阈值内)的队友 */
if (Math.abs(v.node.position.y - selfY) > 30) return;
const otherX = v.node.position.x;
const gap = Math.abs(adjustX - otherX);
if (gap >= MoveSystem.ALLY_MIN_GAP_X) return;
isCrowded = true;
/** spawnOrder 小者不动,大者向后让位 */
if (selfMove.spawnOrder > mv.spawnOrder) {
/** 自己靠后:向远离对方的方向后退到最小间距处 */
const dir = adjustX >= otherX ? 1 : -1;
adjustX = otherX + dir * MoveSystem.ALLY_MIN_GAP_X;
}
});
/** 拥挤时加入蠕动:基于时间+出生序的伪随机偏移,避免多个单位同步抖动 */
if (isCrowded) {
const time = Date.now() / 1000;
const jostlePhase = time * 3 + selfMove.spawnOrder * 0.7; // 不同单位错开相位
const jostleOffset = Math.sin(jostlePhase) * MoveSystem.JOSTLE_AMPLITUDE;
adjustX += jostleOffset;
}
if (Math.abs(adjustX - selfX) >= 0.01) {
/** 后退边界钳制 */
adjustX = this.clampByFacBoundary(adjustX, model.fac);
view.node.setPosition(adjustX, view.node.position.y, 0);
}
}
/**
* 按阵营裁剪 X 坐标,防止被击退/位移推出屏幕。
* HERO 后退不越过 BoxSet.LETF_ENDMON 后退不越过 BoxSet.RIGHT_END。