/* * @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 TH1_Anim; using TH1_Logic.Core; using UnityEngine; namespace Logic.Skill { public partial class YuugiPushSkill : SkillBase { public YuugiPushSkill() { IsPermanent = true; TurnsLimit = 0; Score = 4; } public override SkillType GetSkillType() { return SkillType.YuugiPush; } /// /// 推击攻击逻辑(纯数据),动画由UnitAttackAction.Execute负责 /// /// true表示推击已执行,false表示不满足推击条件应走普通攻击 public bool YuugiPushAttack(UnitData self, UnitData target, MapData map, out int outAttackDmg, out int outCounterDmg, out FragmentType outFragmentType, out bool outPushed) { outAttackDmg = 0; outCounterDmg = 0; outFragmentType = FragmentType.Attack; outPushed = false; 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.GetAllDefenseValue(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。 bool canPush = nextGrid != null && !nextGrid.RealUnit(map, out _) && Main.UnitLogic.CheckUnitAbleForGrid_OfflineStatus(map, targetPlayer, target, nextGrid) && Main.UnitLogic.CheckUnitAbleForGrid_OfflineStatus(map, player, self, targetGrid) && Main.UnitLogic.CheckUnitAbleForGrid_OfflineStatus(map, player, self, nextGrid); // 能推→无额外伤害;不能推→+2伤害 int actualDmg = canPush ? dmg : dmg + 2; // 只有能推动且实际伤害不会击杀,才走推人 if (canPush && actualDmg < target.Health) { // 推击:先移动数据,再攻击,可能有反击 outPushed = true; Main.UnitLogic.MoveToLogic(map, target, nextGrid, MoveType.PushMove); Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove); 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。 // push 分支入口已保证 actualDmg < target.Health,不可能秒杀,所以跳过该检查; // 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); 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 { // 不能推动、或伤害足以击杀:直接攻击(含可能的+2) outPushed = false; outAttackDmg = actualDmg; var cDmg = Table.Instance.CalcCounterDamage(map, self, target); bool canCounter = Main.UnitLogic.CanCounter(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_OfflineStatus(map, player, self, targetGrid)) { outFragmentType = FragmentType.MoveKill; Main.UnitLogic.MoveToLogic(map, self, targetGrid, MoveType.AttackMove); // 击杀英雄不生成骨堆 if (!target.TreatedAsHero(map, target)) { 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; randomList.Add(grid); } ReturnAroundBuf(); if (randomList.Count > 0) { var index = map.Net.GetRandom(map).Next(0, randomList.Count - 1); if (map.AddUnitData(randomList[index].Id, city.Id, fullType, out var bone)) { bone.GetSkill(SkillType.BonePile, out var skill); var bonePile = skill as BonePileSkill; if (bonePile != null) { bonePile.TargetType = target.UnitFullType; bonePile.TargetCityId = targetCity.Id; } bone.Health = Mathf.Max(1, UnitData.CeilPositiveToInt(bone.GetMaxHealth() / 4f)); var boneGrid = bone.Grid(map); if (boneGrid != null) { var sightRadius = boneGrid.Feature == TerrainFeature.Mountain ? 2 : 1; Main.PlayerLogic.UpdateSightByRadius_LogicView(map, player, boneGrid, sightRadius); } } } } } } 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; } } }