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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@@ -175,11 +175,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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TAttrsComp.atked_count++;
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this.checkAndTriggerAtkedSkills(TAttrsComp, targetView);
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// 受击者产生击退效果
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// if (damage > 0 && targetView) {
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// targetView.back();
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// }
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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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// 冰冻判定
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@@ -190,13 +185,14 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes();
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const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance);
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// 击退判定
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const knockbackChance = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.knockback_res || 0);
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const isKnockback = this.checkChance(knockbackChance);
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// 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
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// 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
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const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0);
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const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0));
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// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
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if (targetView) {
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targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
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targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra);
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targetView.playEnd(skillConf.endAnm);
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if (isFrost) {
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TAttrsComp.toFrost();
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@@ -212,9 +208,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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smc.vmdata.scores.stun_count++;
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}
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}
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if (isKnockback) {
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targetView.back(damageEvent.Attrs[Attrs.knockback_distance] || 0);
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}
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}
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@@ -395,7 +388,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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* 用于所有概率相关的判定:
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* - 暴击率判定
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* - 闪避率判定
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* - 击退概率判定
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* - 冰冻/击晕概率判定
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* - 其他特殊效果概率
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*
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* @param rate 概率值(0-100的百分比)
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