feat(战斗系统): 实现伤害队列机制优化战斗处理

重构伤害处理逻辑,将直接伤害组件改为队列系统
- 新增DamageQueueComp组件管理伤害事件队列
- 添加DamageQueueHelper工具类处理伤害事件添加和查询
- 修改HeroAtkSystem改为处理伤害队列而非单个伤害
- 移除旧的DmgDataCom组件及相关引用
- 优化SkillView.apply_damage使用新队列系统
This commit is contained in:
2025-10-31 20:08:43 +08:00
parent 8e0d09fc98
commit b8f48e09d6
7 changed files with 278 additions and 85 deletions

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
/**
* ==================== 伤害事件数据 ====================
*
* 单个伤害事件的数据结构
*/
export interface DamageEvent {
/** 伤害属性数据 */
Attrs: any;
/** 施法者 */
caster: HeroViewComp;
/** 技能UUID */
s_uuid: number;
/** 伤害创建时间戳(用于排序和调试) */
timestamp: number;
/** 伤害事件ID用于去重和调试 */
eventId: string;
}
/**
* ==================== 伤害队列组件 ====================
*
* 用途:
* - 存储一个实体在当前帧收到的所有伤害事件
* - 支持批量处理,避免同帧多伤害冲突
* - 提供伤害事件的排序和去重功能
*/
@ecs.register('DamageQueue')
export class DamageQueueComp extends ecs.Comp {
/** 伤害事件队列 */
damageEvents: DamageEvent[] = [];
/** 队列创建时间 */
createTime: number = 0;
/** 是否正在处理中 */
isProcessing: boolean = false;
/** 已处理的伤害数量 */
processedCount: number = 0;
reset() {
this.damageEvents = [];
this.createTime = 0;
this.isProcessing = false;
this.processedCount = 0;
}
/**
* 添加伤害事件到队列
*/
addDamageEvent(attrs: any, caster: HeroViewComp, s_uuid: number): void {
const timestamp = Date.now();
const eventId = `${caster.ent.eid}_${s_uuid}_${timestamp}_${Math.random()}`;
const damageEvent: DamageEvent = {
Attrs: attrs ? { ...attrs } : null, // 深拷贝属性数据
caster: caster,
s_uuid: s_uuid,
timestamp: timestamp,
eventId: eventId
};
this.damageEvents.push(damageEvent);
// 如果是第一个伤害事件,记录创建时间
if (this.damageEvents.length === 1) {
this.createTime = timestamp;
}
}
/**
* 获取下一个待处理的伤害事件
*/
getNextDamageEvent(): DamageEvent | null {
if (this.damageEvents.length === 0) return null;
return this.damageEvents.shift() || null;
}
/**
* 获取队列中剩余的伤害事件数量
*/
getRemainingCount(): number {
return this.damageEvents.length;
}
/**
* 检查队列是否为空
*/
isEmpty(): boolean {
return this.damageEvents.length === 0;
}
/**
* 清空队列
*/
clear(): void {
this.damageEvents = [];
this.processedCount = 0;
this.isProcessing = false;
}
/**
* 按时间戳排序伤害事件(可选功能)
*/
sortByTimestamp(): void {
this.damageEvents.sort((a, b) => a.timestamp - b.timestamp);
}
/**
* 去除重复的伤害事件基于eventId
*/
removeDuplicates(): void {
const seen = new Set<string>();
this.damageEvents = this.damageEvents.filter(event => {
if (seen.has(event.eventId)) {
return false;
}
seen.add(event.eventId);
return true;
});
}
/**
* 获取队列统计信息(用于调试)
*/
getQueueStats(): {
totalEvents: number;
processedEvents: number;
remainingEvents: number;
isProcessing: boolean;
createTime: number;
} {
return {
totalEvents: this.processedCount + this.damageEvents.length,
processedEvents: this.processedCount,
remainingEvents: this.damageEvents.length,
isProcessing: this.isProcessing,
createTime: this.createTime
};
}
}
/**
* ==================== 伤害队列辅助工具 ====================
*/
export class DamageQueueHelper {
/**
* 为实体添加伤害事件
* 如果实体没有伤害队列组件,会自动创建
*/
static addDamageToEntity(entity: ecs.Entity, attrs: any, caster: HeroViewComp, s_uuid: number): void {
let damageQueue = entity.get(DamageQueueComp);
// 如果实体没有伤害队列组件,创建一个
if (!damageQueue) {
damageQueue = entity.add(DamageQueueComp);
}
// 添加伤害事件到队列
damageQueue.addDamageEvent(attrs, caster, s_uuid);
}
/**
* 检查实体是否有待处理的伤害
*/
static hasPendingDamage(entity: ecs.Entity): boolean {
const damageQueue = entity.get(DamageQueueComp);
return damageQueue ? !damageQueue.isEmpty() : false;
}
/**
* 获取实体的伤害队列统计信息
*/
static getEntityDamageStats(entity: ecs.Entity): any {
const damageQueue = entity.get(DamageQueueComp);
return damageQueue ? damageQueue.getQueueStats() : null;
}
}