/* * @Author: 白哉 * @Description: 勇仪推技能 * @Date: 2026年03月06日 * @Modify: */ using RuntimeData; using System; using System.Collections.Generic; using System.Linq; using MemoryPack; using Logic.CrashSight; using TH1_Anim; using TH1_Logic.Core; using UnityEngine; namespace Logic.Skill { /// /// YuugiPush 专用的本次攻击结果。普通攻击不使用这个对象。 /// 这里保存的是逻辑结算前后的关键格子,供 UnitAttackAction 在目标死亡、 /// 攻击者被反击杀死等情况下仍能播放正确的推击动画。 /// public class YuugiPushResult { /// 本次是否真的发生了推击位移。 public bool Pushed; /// target 是否在被推到 TargetGridAfterPush 后被本次推击伤害击杀。 public bool TargetKilledAfterPush; /// 攻击开始前 self 所在格。 public GridData OriginGridBeforePush; /// 攻击开始前 target 所在格,也是 self 推击后前进到的格子。 public GridData TargetGridBeforePush; /// target 被推到的格子;target 死亡后数据层会移除单位,所以动画层必须缓存这个格子。 public GridData TargetGridAfterPush; } public partial class YuugiPushSkill : SkillBase { public YuugiPushSkill() { IsPermanent = true; TurnsLimit = 0; Score = 4; } public override SkillType GetSkillType() { return SkillType.YuugiPush; } /// /// 勇仪推击的权威数据规则,动画由 UnitAttackAction.Execute 按 YuugiPushResult 播放。 /// /// 预期矩阵: /// 1. canPush = true 且不致死: /// target: targetGrid -> nextGrid;self: selfGrid -> targetGrid; /// 然后在移动后的格子上结算伤害。target 存活且满足反击规则时,从 nextGrid 反击。 /// 2. canPush = true 且致死: /// 仍然必须先执行同样的推击位移;target 死在 nextGrid,self 停在 targetGrid。 /// 动画层必须播放 target 后退、self 前进,然后在 nextGrid 播放死亡; /// 绝不能退化成普通 MoveKill,也不能因为 target 死亡后无 grid 而丢掉动画。 /// 注意:这两个位移是本次攻击内部的站位调整,不是独立移动行为; /// 它们不触发 BeforeMove/OnMove/OnAnyUnitMove,避免 STOMP、GridRadiation 等移动副作用 /// 抢在 PushAttack 伤害前杀死目标。但仍必须处理 BoatToLand/LandToBoat 形态合法化。 /// 3. canPush = false: /// 背后有单位、越界、地形/港口不合法等都会进入该分支;不发生任何推击位移, /// 伤害使用基础伤害 +2。target 存活且满足反击规则时,按普通攻击反击。 /// 4. canPush = false 且致死: /// self 能合法进入 targetGrid 时走普通 MoveKill;不能进入时走 NotMoveKill。 /// 两者都必须清理 target renderer,避免死亡单位贴图残留。 /// /// true 表示推击规则已接管本次攻击;false 表示不满足推击技能前置条件,应走普通攻击。 public bool YuugiPushAttack(UnitData self, UnitData target, MapData map, out int outAttackDmg, out int outCounterDmg, out FragmentType outFragmentType, out YuugiPushResult outResult) { outAttackDmg = 0; outCounterDmg = 0; outFragmentType = FragmentType.Attack; outResult = null; if (self == null || target == null) return false; var fullType = new UnitFullType(); fullType.UnitType = UnitType.BonePile; if (self.GetAttackRange(map) > 1) return false; if (self.GetAllAttackValue(map, target) <= target.GetAllDefenseValueIgnoringPositiveBonus(map, self)) return false; var player = self.Player(map); if (player == null) return false; var targetPlayer = target.Player(map); if (targetPlayer == null) return false; map.GetCapitalCityDataByPlayerId(player.Id, out var city); var targetCity = target.City(map); if (city == null || targetCity == null) return false; var selfGrid = self.Grid(map); var targetGrid = target.Grid(map); if (selfGrid == null || targetGrid == null) return false; var nextGrid = map.GridMap.GetNextGrid(selfGrid, targetGrid); var dmg = Table.Instance.CalcDamage(map, self, target); // 判断能否推动 // 使用 CheckUnitAbleForGrid_OfflineStatus 而非 CheckLandTypeForGrid: // 前者会对 LandAndPort 单位检查港口归属(必须同联盟),后者只看地形 LandType。 // 之前用纯 LandType 判定会让勇仪(LandAndPort)合法走进敌方港口。 // self 只需要能进入 targetGrid;被推到 nextGrid 的是 target,不要求 self 也能进入 nextGrid。 // 因此岸边推船只允许 targetGrid 是桥、陆地、我方/盟友港口等 self 合法格,不能隔着普通海格推船。 bool canPush = nextGrid != null && !nextGrid.RealUnit(map, out _) && Main.UnitLogic.CheckUnitAbleForGrid_RealTimeStatus(map, target, nextGrid) && Main.UnitLogic.CheckUnitAbleForGrid_OfflineStatus(map, player, self, targetGrid) && Main.UnitLogic.CheckUnitCanEnterGridByDiplomacyStatus(map, self, targetGrid); // 能推→无额外伤害;不能推→+2伤害 int actualDmg = canPush ? dmg : dmg + 2; if (canPush) { // 推击:无论是否击杀,都先执行 target 后退和 self 前进。是否死亡只决定后续攻击 fragment。 outResult = new YuugiPushResult { Pushed = true, OriginGridBeforePush = selfGrid, TargetGridBeforePush = targetGrid, TargetGridAfterPush = nextGrid, }; if (!YuugiPushRepositionWithoutMoveSideEffects(map, target, nextGrid)) { LogSystem.LogError($"YuugiPush target move failed. self={self.Id}, target={target.Id}, from={targetGrid.Id}, to={nextGrid.Id}"); outResult = null; return false; } if (!target.IsValidOnMap(map) || !target.IsAlive() || !map.GetGridDataByUnitId(target.Id, out var targetGridAfterMove) || targetGridAfterMove.Id != nextGrid.Id) { LogSystem.LogError($"YuugiPush aborted after target move. self={self.Id}, target={target.Id}, expectedTargetGrid={nextGrid.Id}"); outResult = null; return true; } if (!self.IsValidOnMap(map) || !self.IsAlive()) { LogSystem.LogError($"YuugiPush aborted: self invalid after target move. self={self.Id}, target={target.Id}"); outResult = null; return true; } if (targetGrid.RealUnit(map, out var targetGridOccupant) && targetGridOccupant.Id != self.Id) { LogSystem.LogError($"YuugiPush aborted: target origin grid occupied after push. self={self.Id}, target={target.Id}, grid={targetGrid.Id}, occupant={targetGridOccupant.Id}"); outResult = null; return true; } if (!YuugiPushRepositionWithoutMoveSideEffects(map, self, targetGrid)) { LogSystem.LogError($"YuugiPush self move failed. self={self.Id}, target={target.Id}, to={targetGrid.Id}"); outResult = null; return true; } if (!self.IsValidOnMap(map) || !self.IsAlive() || !map.GetGridDataByUnitId(self.Id, out var selfGridAfterMove) || selfGridAfterMove.Id != targetGrid.Id) { LogSystem.LogError($"YuugiPush aborted after self move. self={self.Id}, target={target.Id}, expectedSelfGrid={targetGrid.Id}"); outResult = null; return true; } if (!target.IsValidOnMap(map) || !target.IsAlive() || !map.GetGridDataByUnitId(target.Id, out targetGridAfterMove) || targetGridAfterMove.Id != nextGrid.Id) { LogSystem.LogError($"YuugiPush aborted before damage. self={self.Id}, target={target.Id}, expectedTargetGrid={nextGrid.Id}"); outResult = null; return true; } var cDmg = Table.Instance.CalcCounterDamage(map, self, target); // 使用 push 专用反击判定:绕开通用 CanCounter 中 dmg1 重算导致的误判秒杀问题。 // 推击的伤害在移动前已经确定,反击只应在结算后 target 仍存活时判断; // 其余合法限制(联盟/IsLimit*CounterAttack/视野/距离)仍然保留。 bool canCounter = CanCounterForPush(map, self, target); outAttackDmg = dmg; Main.UnitLogic.DamageSettlement(map, self, target, dmg, DamageType.PushAttack); outResult.TargetKilledAfterPush = !target.IsAlive(); if (canCounter && target.IsAlive() && self.IsAlive()) { outCounterDmg = cDmg; Main.UnitLogic.DamageSettlement(map, target, self, cDmg, DamageType.CounterAttack); outFragmentType = !self.IsAlive() ? FragmentType.AttackAndCounterDie : FragmentType.AttackAndCounter; } else if (!target.IsAlive()) { outFragmentType = FragmentType.NotMoveKill; TryCreateBonePile(map, player, city, targetCity, target, targetGrid, fullType); } } else { // 不能推动、或伤害足以击杀:直接攻击(含可能的+2) outAttackDmg = actualDmg; var cDmg = Table.Instance.CalcCounterDamage(map, self, target); bool canCounter = Main.UnitLogic.CanCounterByRules(map, self, target); Main.UnitLogic.DamageSettlement(map, self, target, actualDmg, DamageType.PushAttack); if (target.IsAlive() && self.IsAlive() && canCounter) { // 未击杀:对方反击 outCounterDmg = cDmg; Main.UnitLogic.DamageSettlement(map, target, self, cDmg, DamageType.CounterAttack); outFragmentType = !self.IsAlive() ? FragmentType.AttackAndCounterDie : FragmentType.AttackAndCounter; } else if (!target.IsAlive() && Main.UnitLogic.CheckUnitAbleForGrid_RealTimeStatus(map, self, targetGrid)) { outFragmentType = FragmentType.MoveKill; Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove); TryCreateBonePile(map, player, city, targetCity, target, targetGrid, fullType); } else if (!target.IsAlive()) { outFragmentType = FragmentType.NotMoveKill; } } return true; } private static void TryCreateBonePile(MapData map, PlayerData player, CityData city, CityData targetCity, UnitData target, GridData targetGrid, UnitFullType fullType) { // 击杀英雄不生成骨堆。骨堆围绕被攻击者原格生成,保持旧逻辑位置,避免推击致死占用 nextGrid。 if (target.TreatedAsHero(map, target)) return; if (!TryGetBonePileReviveType(target, out var reviveType)) return; var aroundBuf = RentAroundBuf(); map.GridMap.GetAroundGridData(1, 1, targetGrid, aroundBuf); var randomList = new List(); foreach (var grid in aroundBuf) { if (grid == targetGrid) continue; if (grid.RealUnit(map,out _)) continue; if(!map.CheckLandTypeForGrid(fullType, grid))continue; if(!map.CheckLandTypeForGrid(reviveType, grid))continue; randomList.Add(grid); } ReturnAroundBuf(); if (randomList.Count <= 0) return; var index = map.Net.GetRandom(map).Next(0, randomList.Count - 1); if (!map.AddUnitData(randomList[index].Id, city.Id, fullType, out var bone)) return; bone.GetSkill(SkillType.BonePile, out var skill); var bonePile = skill as BonePileSkill; if (bonePile != null) { bonePile.TargetType = reviveType; bonePile.TargetCityId = targetCity.Id; } bone.Health = Mathf.Max(1, UnitData.CeilPositiveToInt(bone.GetMaxHealth() / 4f)); var boneGrid = bone.Grid(map); if (boneGrid == null) return; var sightRadius = boneGrid.Feature == TerrainFeature.Mountain ? 2 : 1; Main.PlayerLogic.UpdateSightByRadius_LogicView(map, player, boneGrid, sightRadius); } private static bool TryGetBonePileReviveType(UnitData target, out UnitFullType reviveType) { reviveType = target.UnitFullType; var targetLandType = target.GetLandType(); if (targetLandType is not (LandType.WaterAndAshore or LandType.WaterOnly)) return true; // 船形态只是上水后的外壳,骨堆复生必须使用船里携带的原单位形态。 // 是否能落在具体骨堆格,由 TryCreateBonePile 的候选格筛选统一检查。 var carryType = target.CarryUnitFullType; if (carryType.UnitType == UnitType.None) return false; reviveType = carryType; return true; } private static bool YuugiPushRepositionWithoutMoveSideEffects(MapData map, UnitData unit, GridData grid) { if (map == null || unit == null || grid == null) return false; if (grid.RealUnit(map, out var occupant) && occupant.Id != unit.Id) return false; if (unit.GetLandType() == LandType.WaterAndAshore && grid.Terrain == TerrainType.Land) { var carryType = unit.CarryUnitFullType; if (carryType.UnitType == UnitType.None || !map.CheckLandTypeForGrid(carryType, grid)) return false; } map.SetUnitIdToGridId(unit.Id, grid.Id); // YuugiPush 的位移属于同一次攻击的站位调整:不能触发移动技能副作用, // 但必须保持水陆形态与最终格子一致,避免船停陆地或陆地形态停港口。 if (unit.GetLandType() == LandType.LandAndPort && grid.Resource == ResourceType.Port) Main.UnitLogic.LandToBoat(map, unit); else if (unit.GetLandType() == LandType.WaterAndAshore && grid.Terrain == TerrainType.Land) Main.UnitLogic.BoatToLand(map, unit); return true; } // Push 场景专用的反击判定。 // 问题背景:通用 UnitLogic.CanCounter 内部会重算 dmg1 = CalcDamage(self, target), // push 发生后 self/target 的位置都变了,基于位置的 skill 加成可能让 dmg1 漂移; // 如果漂移后 dmg1 >= target.Health,CanCounter 会判定"一击必杀 → 不反击", // 但实际 DamageSettlement 用的还是 push 入口处算好的 dmg(< target.Health), // target 其实没被秒杀 —— 结果就是"推开了、没死、但也不反击"的 bug。 // 修复思路:push 入口条件 actualDmg < target.Health 已保证非秒杀, // 所以这里跳过重算 + 秒杀检查,只保留其余合法限制。 private static bool CanCounterForPush(MapData map, UnitData self, UnitData target) { if (!target.CanAttackAll(map) && map.IsLeagueUnitByUnit(self.Id, target.Id)) return false; if (!map.GetPlayerDataByUnitId(target.Id, out var targetPlayer)) return false; if (!map.GetGridDataByUnitId(self.Id, out var selfGrid)) return false; if (!map.GetGridDataByUnitId(target.Id, out var targetGrid)) return false; if (self.IsLimitTargetCounterAttack(map)) return false; if (target.IsLimitSelfCounterAttack(map)) return false; // target 所属玩家必须能看见 self 新位置 if (!targetPlayer.Sight.CheckIsInSight(selfGrid.Id)) return false; // target 的攻击范围必须能覆盖 self var dist = Table.Instance.CalcDistance( new Vector2Int(selfGrid.Pos.X, selfGrid.Pos.Y), new Vector2Int(targetGrid.Pos.X, targetGrid.Pos.Y)); if (dist > target.GetAttackRange(map)) return false; return true; } } }