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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@@ -0,0 +1,185 @@
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;
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "d109c47a-c1c5-4a6d-ba8d-81f6510655a1",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -36,7 +36,6 @@ export class Hero extends ecs.Entity {
} }
/** 加载角色 */ /** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) { load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) {
// console.log("英雄加载:",uuid,pos,scale,info) // console.log("英雄加载:",uuid,pos,scale,info)

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@@ -3,9 +3,9 @@ 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";
import { DamageQueueComp, DamageEvent, DamageQueueHelper } from "./DamageQueueComp";
/** 业务层对象 */ /** 业务层对象 */
@ecs.register('HeroAtk') @ecs.register('HeroAtk')
@@ -15,72 +15,99 @@ export class HeroAtkComp extends ecs.Comp {
} }
} }
interface FDData{ /** 最终伤害数据接口 */
damage:number, interface FinalData {
isCrit:boolean, damage: number;
isDodge:boolean, isCrit: boolean;
isDodge: boolean;
} }
/** 业务层业务逻辑处理对象 伤害处理系统 */ /** 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 {
private debugMode: boolean = false; // 是否启用调试模式 private debugMode: boolean = false; // 是否启用调试模式
/** /**
* 过滤器:处理拥有伤害数据的实体 * 过滤器:处理拥有伤害队列的实体
*/ */
filter(): ecs.IMatcher { filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp, DmgDataCom); return ecs.allOf(HeroAttrsComp, DamageQueueComp);
} }
/** /**
* 实体首次进入系统时调用(每个实体只调用一次 * 系统更新(每帧调用
* 处理伤害队列中的所有伤害事件
*/ */
entityEnter(e: ecs.Entity): void { update(e: ecs.Entity): void {
const model = e.get(HeroAttrsComp); const model = e.get(HeroAttrsComp);
const dmgData = e.get(DmgDataCom); const damageQueue = e.get(DamageQueueComp);
if (!model || !dmgData) return;
const caster = dmgData.caster;
// 深度拷贝伤害数据,避免组件移除后数据丢失
const dmgDataCopy = this.deepCopyDmgData(dmgData);
// 立即移除组件,避免重复处理
e.remove(DmgDataCom);
// 使用拷贝的数据进行伤害计算 if (!model || !damageQueue || damageQueue.isEmpty()) return;
let FDData = this.doAttack(e, dmgDataCopy);
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${caster.ent.get(HeroAttrsComp).hero_name}(uuid: ${caster.ent.get(HeroAttrsComp).hero_uuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击技能ID ${dmgDataCopy.s_uuid}`); // 标记正在处理
damageQueue.isProcessing = true;
// 处理队列中的所有伤害事件
let processedCount = 0;
while (!damageQueue.isEmpty()) {
const damageEvent = damageQueue.getNextDamageEvent();
if (!damageEvent) break;
// 处理单个伤害事件
const FDData = this.doAttack(e, damageEvent);
processedCount++;
damageQueue.processedCount++;
if (this.debugMode) {
const casterName = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_name || "未知";
const casterUuid = damageEvent.caster?.ent?.get(HeroAttrsComp)?.hero_uuid || 0;
console.log(`[HeroAtkSystem] 英雄${model.hero_name} (uuid: ${model.hero_uuid}) 受到 ${casterName}(uuid: ${casterUuid})的 伤害 ${FDData.damage},${FDData.isCrit?"暴击":"普通"}攻击技能ID ${damageEvent.s_uuid}`);
}
// 如果目标已死亡,停止处理后续伤害
if (model.is_dead) {
if (this.debugMode) {
console.log(`[HeroAtkSystem] ${model.hero_name} 已死亡,停止处理剩余伤害`);
}
damageQueue.clear(); // 清空剩余伤害
break;
}
}
// 如果队列已空,移除伤害队列组件
if (damageQueue.isEmpty()) {
e.remove(DamageQueueComp);
if (this.debugMode && processedCount > 0) {
console.log(`[HeroAtkSystem] ${model.hero_name} 伤害队列处理完成,共处理 ${processedCount} 个伤害事件`);
}
}
} }
/** /**
* 深度拷贝伤害数据 * 执行攻击计算
* @param target 目标实体
* @param damageEvent 伤害事件数据
* @returns 最终伤害数据
*/ */
private deepCopyDmgData(dmgData: DmgDataCom): any { private doAttack(target: ecs.Entity, damageEvent: DamageEvent): FinalData {
return {
Attrs: dmgData.Attrs ? { ...dmgData.Attrs } : null,
s_uuid: dmgData.s_uuid
};
}
/**
* 处理角色被攻击
* @param target 被攻击的目标实体
* @param dmgData 伤害数据(可以是组件或拷贝的对象)
* @returns 实际造成的伤害
*/
public doAttack(target: ecs.Entity, dmgDataCopy: any): FDData {
const targetModel = target.get(HeroAttrsComp); const targetModel = target.get(HeroAttrsComp);
const targetView = target.get(HeroViewComp); const targetView = target.get(HeroViewComp);
let reDate:FDData={ let reDate:FinalData={
damage:0, damage:0,
isCrit:false, isCrit:false,
isDodge:false, isDodge:false,
} }
if (!targetModel || targetModel.is_dead) return reDate; if (!targetModel || targetModel.is_dead) return reDate;
// 获取攻击者数据
const caster = damageEvent.caster;
const casterModel = caster.ent.get(HeroAttrsComp);
if (!casterModel) return reDate;
// 获取技能配置 // 获取技能配置
const skillConf = SkillSet[dmgDataCopy.s_uuid]; const skillConf = SkillSet[damageEvent.s_uuid];
if (!skillConf) return reDate; if (!skillConf) return reDate;
// 触发被攻击事件 // 触发被攻击事件
@@ -95,7 +122,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
// 暴击判定 // 暴击判定
const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]); const isCrit = this.checkCrit(targetModel.Attrs[Attrs.CRITICAL]);
let damage = this.dmgCount(dmgDataCopy.Attrs,dmgDataCopy.s_uuid); let damage = this.dmgCount(damageEvent.Attrs,damageEvent.s_uuid);
if (isCrit) { if (isCrit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100)); damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE + targetModel.Attrs[Attrs.CRITICAL_DMG]) / 100));
reDate.isCrit=true; reDate.isCrit=true;
@@ -114,7 +141,7 @@ 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, dmgDataCopy.s_uuid); targetView.do_atked(damage, isCrit, damageEvent.s_uuid);
} }
// 检查死亡 // 检查死亡
@@ -273,12 +300,5 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
this.debugMode = false; this.debugMode = false;
} }
/**
* 系统更新(每帧调用)
* 可以在这里添加需要每帧处理的战斗逻辑
*/
update(e: ecs.Entity): void {
// 这里可以添加需要每帧处理的战斗逻辑
// 例如:持续伤害、战斗状态检查等
}
} }

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@@ -2,8 +2,6 @@ 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";
@ecs.register('HeroAttrs') @ecs.register('HeroAttrs')

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@@ -22,30 +22,4 @@ export class SDataCom extends ecs.Comp {
this.hit_count=0 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
reset() {
this.Attrs=null
this.s_uuid=0
this.caster=null
}
}
// /** 业务层业务逻辑处理对象 */
// export class SDataComSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
// filter(): ecs.IMatcher {
// return ecs.allOf(SDataCom);
// }
// entityEnter(e: ecs.Entity): void {
// // 注:自定义业务逻辑
// e.remove(SDataCom);
// }
// }

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@@ -5,12 +5,13 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { BezierMove } from "../BezierMove/BezierMove"; import { BezierMove } from "../BezierMove/BezierMove";
import { BoxSet, FacSet } from "../common/config/BoxSet"; import { BoxSet, FacSet } from "../common/config/BoxSet";
import { DmgDataCom, SDataCom } from "./SDataCom"; import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp"; import { SMoveDataComp } from "./SMoveComp";
import { Attrs } from "../common/config/HeroAttrs"; import { Attrs } from "../common/config/HeroAttrs";
import { MonMoveComp } from "../hero/MonMove"; import { MonMoveComp } from "../hero/MonMove";
import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { HeroMoveComp } from "../hero/HeroMove"; import { HeroMoveComp } from "../hero/HeroMove";
import { DamageQueueHelper } from "../hero/DamageQueueComp";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@@ -178,14 +179,21 @@ export class SkillView extends CCComp {
apply_damage(target:HeroViewComp,is_range:boolean=false){ apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return; if(target == null) return;
if (!this.SConf) return; if (!this.SConf) return;
//伤害处理
target.ent.addComponents<DmgDataCom>(DmgDataCom) // 使用伤害队列系统处理伤害
let dmgData=target.ent.get(DmgDataCom) DamageQueueHelper.addDamageToEntity(
dmgData.Attrs= this.sData.Attrs target.ent,
dmgData.caster= this.sData.caster this.sData.Attrs,
dmgData.s_uuid= this.sData.s_uuid this.sData.caster,
this.sData.s_uuid
);
// console.log(`[SkillCom]: ${this.sData.caster.ent.get(HeroAttrsComp).hero_name}[${this.sData.caster.ent.get(HeroAttrsComp).fac}:${ this.sData.fac}:${target.ent.get(HeroAttrsComp).fac}] 对 ${target.ent.get(HeroAttrsComp).hero_name} 释放技能 ${this.SConf.name}`) // console.log(`[SkillCom]: ${this.sData.caster.ent.get(HeroAttrsComp).hero_name}[${this.sData.caster.ent.get(HeroAttrsComp).fac}:${ this.sData.fac}:${target.ent.get(HeroAttrsComp).fac}] 对 ${target.ent.get(HeroAttrsComp).hero_name} 释放技能 ${this.SConf.name}`)
// 更新技能命中次数
this.sData.hit_count++ this.sData.hit_count++
// 检查技能是否应该销毁
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=EType.timeEnd)) this.ent.destroy// 技能命中次数 if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=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 */