refactor(skill): 重构伤害计算逻辑

- 删除SkillEnt.ts及其meta文件,简化技能实体管理
- 将SDataCom重命名为更清晰的DmgDataCom和SDataCom
- 重构伤害计算系统,增加命中检测和伤害类型处理
- 优化技能碰撞检测逻辑,支持范围伤害和数量限制
This commit is contained in:
2025-10-31 13:38:32 +08:00
parent 8c597ae008
commit 65b1eebd84
12 changed files with 136 additions and 147 deletions

View File

@@ -3,6 +3,7 @@ import { FacSet } from "../common/config/BoxSet";
import { Attrs } from "../common/config/HeroAttrs"; import { Attrs } from "../common/config/HeroAttrs";
import { FightSet } from "../common/config/Mission"; import { FightSet } from "../common/config/Mission";
import { SkillSet } from "../common/config/SkillSet"; import { SkillSet } from "../common/config/SkillSet";
import { DmgDataCom } from "../skill/SDataCom";
import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
@@ -14,8 +15,12 @@ export class HeroAtkComp extends ecs.Comp {
} }
} }
interface FDData{
/** 业务层业务逻辑处理对象 */ damage:number,
isCrit:boolean,
isDodge:boolean,
}
/** 业务层业务逻辑处理对象 伤害处理系统 */
@ecs.register('HeroAtkSystem') @ecs.register('HeroAtkSystem')
export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate, ecs.IEntityEnterSystem { export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate, ecs.IEntityEnterSystem {
@@ -25,7 +30,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* 过滤器:只处理拥有 HeroAttrsComp 的实体 * 过滤器:只处理拥有 HeroAttrsComp 的实体
*/ */
filter(): ecs.IMatcher { filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp); return ecs.allOf(HeroAttrsComp,DmgDataCom);
} }
/** /**
@@ -33,9 +38,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
*/ */
entityEnter(e: ecs.Entity): void { entityEnter(e: ecs.Entity): void {
const model = e.get(HeroAttrsComp); const model = e.get(HeroAttrsComp);
if (!model) return; const dmgData=e.get(DmgDataCom)
if (!model || !dmgData) return;
console.log(`[HeroBattleSystem] 英雄进入战斗系统: ${model.hero_name} (uuid: ${model.hero_uuid})`); let FDData = this.doAttack(e,dmgData)
e.remove(DmgDataCom)
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到伤害 ${FDData.damage}技能ID ${dmgData.s_uuid}`);
} }
/** /**
@@ -46,13 +53,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
* @param skillId 技能ID * @param skillId 技能ID
* @returns 实际造成的伤害 * @returns 实际造成的伤害
*/ */
public doAttack(target: ecs.Entity, remainingDamage: number, attackerAttrs: any, skillId: number): number { public doAttack(target: ecs.Entity,dmgData:DmgDataCom): FDData {
const targetModel = target.get(HeroAttrsComp); const targetModel = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp); const targetView = target.get(HeroViewComp);
if (!targetModel || targetModel.is_dead) return 0; let reDate:FDData={
damage:0,
isCrit:false,
isDodge:false,
}
if (!targetModel || targetModel.is_dead) return reDate;
// 获取技能配置 // 获取技能配置
const skillConf = SkillSet[skillId]; const skillConf = SkillSet[dmgData.s_uuid];
if (!skillConf) return reDate;
// 触发被攻击事件 // 触发被攻击事件
this.onAttacked(target); this.onAttacked(target);
@@ -60,15 +73,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 闪避判定 // 闪避判定
if (this.checkDodge(targetModel)) { if (this.checkDodge(targetModel)) {
// TODO: 触发闪避视图表现 // TODO: 触发闪避视图表现
return 0; reDate.isDodge=true;
return reDate;
} }
// 暴击判定 // 暴击判定
const isCrit = this.checkCrit(attackerAttrs[Attrs.CRITICAL]); const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
let damage = remainingDamage; let damage = this.dmgCount(dmgData.Attrs,dmgData.s_uuid);
if (isCrit) { if (isCrit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + attackerAttrs[Attrs.CRITICAL_DMG]) / 100)); damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
reDate.isCrit=true;
} }
// 伤害计算考虑易伤等debuff // 伤害计算考虑易伤等debuff
@@ -77,7 +92,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 护盾吸收 // 护盾吸收
damage = this.absorbShield(targetModel, damage); damage = this.absorbShield(targetModel, damage);
if (damage <= 0) return 0; if (damage <= 0) return reDate;
// 应用伤害到数据层 // 应用伤害到数据层
targetModel.hp -= damage; targetModel.hp -= damage;
@@ -85,7 +100,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// ✅ 触发视图层表现(伤害数字、受击动画、后退) // ✅ 触发视图层表现(伤害数字、受击动画、后退)
if (targetView) { if (targetView) {
targetView.do_atked(damage, isCrit, skillId); targetView.do_atked(damage, isCrit, dmgData.s_uuid);
} }
// 检查死亡 // 检查死亡
@@ -101,9 +116,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`); console.log(`[HeroAtkSystem] ${targetModel.hero_name} 受到 ${damage} 点伤害 (暴击: ${isCrit})`);
} }
return damage; reDate.damage=damage;
return reDate;
}
//伤害计算,暂时简单计算
private dmgCount(Attrs:any,s_uuid){
let sConf = SkillSet[s_uuid];
if (!sConf) return 0;
let AP = sConf.ap*Attrs[Attrs.AP];
return AP;
} }
/** /**
* 处理角色死亡 * 处理角色死亡
*/ */

View File

@@ -2,6 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs"; import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf, SkillSet } from "../common/config/SkillSet"; import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet"; import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet";
import { DmgDataCom } from "../skill/SDataCom";
import { EBusComp } from "./EBusComp"; import { EBusComp } from "./EBusComp";
@@ -345,6 +346,8 @@ export class HeroAttrsComp extends ecs.Comp {
return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0; return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0;
} }
reset() { reset() {
// 重置为初始状态 // 重置为初始状态
this.hero_uuid = 1001; this.hero_uuid = 1001;

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "a38a89b8-24eb-429f-92d4-7d3f4d87ba88",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -3,7 +3,6 @@ import { Vec3, v3 } from "cc";
import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { SkillSet, SType } from "../common/config/SkillSet"; import { SkillSet, SType } from "../common/config/SkillSet";
import { SkillEnt } from "../skill/SkillEnt";
import { HeroSkillsComp } from "./HeroSkills"; import { HeroSkillsComp } from "./HeroSkills";
import { Skill } from "../skill/Skill"; import { Skill } from "../skill/Skill";
import { CSRequestComp } from "../skill/STagComps"; import { CSRequestComp } from "../skill/STagComps";

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "5ef9c9a8-c661-44fd-93f4-fc133f734867",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -3,16 +3,34 @@ import { BoxSet } from "../common/config/BoxSet";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
/** 业务层对象 */ /** 业务层对象 */
//技能数据
@ecs.register('SDataCom') @ecs.register('SDataCom')
export class SDataCom extends ecs.Comp { export class SDataCom extends ecs.Comp {
/** 业务层组件移除时,重置所有数据为默认值 */ /** 业务层组件移除时,重置所有数据为默认值 */
attrs:any=null Attrs:any=null
caster:HeroViewComp=null caster:HeroViewComp=null
group:BoxSet=BoxSet.HERO group:BoxSet=BoxSet.HERO
fac: number = 0; // 0:hero 1:monster
s_uuid:number=0
hit_count:number=0 //击中数量
reset() {
this.Attrs=null
this.group=BoxSet.HERO
this.fac=0
this.s_uuid=0
this.caster=null
this.hit_count=0
}
}
//伤害数据
@ecs.register('DmgDataCom')
export class DmgDataCom extends ecs.Comp {
/** 业务层组件移除时,重置所有数据为默认值 */
Attrs:any=null
caster:HeroViewComp=null
s_uuid:number=0 s_uuid:number=0
reset() { reset() {
this.attrs=null this.Attrs=null
this.group=0
this.s_uuid=0 this.s_uuid=0
this.caster=null this.caster=null
} }

View File

@@ -83,7 +83,7 @@ export class Skill extends ecs.Entity {
const sDataCom = this.get(SDataCom); const sDataCom = this.get(SDataCom);
sDataCom.group=caster.box_group sDataCom.group=caster.box_group
sDataCom.caster=caster sDataCom.caster=caster
sDataCom.attrs=casterAttrs sDataCom.Attrs=casterAttrs
sDataCom.s_uuid=s_uuid sDataCom.s_uuid=s_uuid
} }
@@ -92,6 +92,7 @@ export class Skill extends ecs.Entity {
destroy() { destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
this.remove(SDataCom); this.remove(SDataCom);
this.remove(SMoveDataComp)
this.remove(SkillView) this.remove(SkillView)
super.destroy(); super.destroy();

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@@ -1,77 +0,0 @@
import { instantiate, Node, Prefab, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/BoxSet";
import { HType } from "../common/config/heroSet";
import { SkillViewCom } from "./SkillViewCom";
import { HeroViewComp } from "../hero/HeroViewComp";
/** SkillCon 模块 */
@ecs.register(`SkillEnt`)
export class SkillEnt extends ecs.Entity {
load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
const config = SkillSet[uuid];
if (!config) {
console.error("[Skill] 技能配置不存在:", uuid);
return;
}
// 检查施法者
if (!caster) {
console.error("[Skill] 施法者为空");
return;
}
// 加载预制体
const path = `game/skill/atk/${config.sp_name}`;
const prefab:Prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[Skill] 预制体加载失败:", path);
return;
}
// console.log("load skill startPos",startPos)
const node: Node = instantiate(prefab);
console.log("load skill node",node)
node.parent = parent;
// 设置节点属性
node.setPosition(startPos);
if(caster.fac==FacSet.MON){
node.scale=v3(node.scale.x*-1,1,1)
}else{
if(caster.type==HType.warrior){
if(caster.node.scale.x<0){
node.scale=v3(node.scale.x*-1,node.scale.y,1)
}
}
}
// 添加技能组件
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
// 核心标识
SComp.s_uuid= uuid
SComp.cName=caster.hero_name
SComp.scale= caster.node.scale.x
// 位置和施法者信息
SComp.startPos= startPos
SComp.targetPos= targetPos
SComp.group= caster.box_group
SComp.fac= caster.fac,
// 技能数值(深拷贝避免引用问题)
SComp.Attrs = { ...caster.Attrs } // 或使用 Object.assign({}, caster.Attrs)
SComp.caster= caster,
this.add(SComp);
}
/** 实始添加的数据层组件 */
protected init() {
// this.addComponents<ecs.Comp>();
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
this.remove(SkillViewCom);
super.destroy();
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "65a6cf41-5233-445e-b656-1fcf0e37d53d",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,12 +1,15 @@
import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, v3, Vec3 } from "cc"; import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, RType, SkillSet } from "../common/config/SkillSet"; import { DTType, EType, RType, SkillSet } from "../common/config/SkillSet";
import { BezierMove } from "../BezierMove/BezierMove"; import { BezierMove } from "../BezierMove/BezierMove";
import { BoxSet } from "../common/config/BoxSet"; import { BoxSet } from "../common/config/BoxSet";
import { SDataCom } from "./SDataCom"; import { DmgDataCom, SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp"; import { SMoveDataComp } from "./SMoveComp";
import { Attrs } from "../common/config/HeroAttrs";
import { MonMoveComp } from "../hero/MonMove";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@@ -108,6 +111,71 @@ export class SkillView extends CCComp {
} }
onAnimationFinished(){ onAnimationFinished(){
}
//动画帧事件 atk 触发
public atk(args:any){
let dis=this.node.getComponent(UITransform).width/2
let sData=this.ent.get(SDataCom)
let fac=sData.fac
let enemys:any=[]
if(fac==BoxSet.HERO){
enemys=ecs.query(ecs.allOf(MonMoveComp))
}else{
enemys=ecs.query(ecs.allOf(HeroViewComp))
}
let IRTargets: HeroViewComp[] = []
// 收集范围内所有敌方目标
enemys.some(e => {
const view = e.get(HeroViewComp);
const distance = Math.abs(this.node.position.x - view.node.position.x);
if(distance <= dis) {
IRTargets.push(view);
}
});
// 根据配置的hit_num决定攻击模式
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标
if(IRTargets.length > 0) {
// 按距离排序(从近到远)
IRTargets.sort((a, b) => {
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
return distanceA - distanceB;
});
// 限制目标数量
const maxTargets = Math.min(hitNum, IRTargets.length);
const sTargets = IRTargets.slice(0, maxTargets);
sTargets.forEach(target => {
this.apply_damage(target, false);
});
}
} else {
// 范围伤害:对所有范围内目标造成伤害
if(IRTargets.length > 0) {
IRTargets.forEach(target => {
this.apply_damage(target, true);
});
}
}
}
//伤害应用
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
if (!this.SConf) return;
let sData=this.ent.get(SDataCom)
//伤害处理
let dmgData=target.ent.add(DmgDataCom)
dmgData.Attrs=sData.Attrs
dmgData.caster=sData.caster
dmgData.s_uuid=sData.s_uuid
sData.hit_count++
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
if(sData.hit_count>=(this.SConf.hit+sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
} }
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() { reset() {

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@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "e8a3bd61-1102-4fb8-8eca-c795cad7ef52",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "d3d7bbfc-9c24-4551-8bb5-7a40d7c271cd",
"files": [],
"subMetas": {},
"userData": {}
}