import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs"; import { BuffConf } from "../common/config/SkillSet"; import { HeroInfo, AttrSet } from "../common/config/heroSet"; import { HeroSkillsComp } from "./HeroSkills"; interface talTrigger{ value:number count:number } @ecs.register('HeroAttrs') export class HeroAttrsComp extends ecs.Comp { Ebus:any=null! // ==================== 角色基础信息 ==================== hero_uuid: number = 1001; hero_name: string = "hero"; lv: number = 1; type: number = 0; // 0近战 1远程 2辅助 fac: number = 0; // 0:hero 1:monster // ==================== 基础属性(有初始值) ==================== base_ap: number = 0; // 基础攻击 base_map: number = 0; // 基础魔法攻击 base_def: number = 5; // 基础防御 base_hp: number = 100; // 基础血量 base_mp: number = 100; // 基础魔法值 base_speed: number = 100; // 基础移动速度 base_dis: number = 100; // 基础距离 // ==================== 动态属性值 ==================== hp: number = 100; // 当前血量 mp: number = 100; // 当前魔法值 pow: number = 0; // 当前怒气值 shield: number = 0; // 当前护盾 Attrs: any = []; // 最终属性数组(经过Buff计算后) NeAttrs: any = []; // 负面状态数组 Talents: Record = {}; BUFFS_TAL: Record = {}; // ==================== 技能距离缓存 ==================== maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响) minSkillDistance: number = 0; // 最近技能攻击距离(缓存,不受MP影响,用于停止位置判断) // ==================== Buff/Debuff 系统 ==================== /** 持久型buff数组 - 不会自动过期 */ BUFFS: Record> = {}; /** 临时型buff数组 - 按时间自动过期 */ BUFFS_TEMP: Record> = {}; // ==================== 标记状态 ==================== is_dead: boolean = false; is_count_dead: boolean = false; is_atking: boolean = false; // 是否正在攻击 is_stop: boolean = false; // 是否正在停止 is_boss: boolean = false; is_big_boss: boolean = false; is_master: boolean = false; is_friend: boolean = false; is_kalami: boolean = false; // ==================== 计数统计 ==================== atk_count: number = 0; // 攻击次数 atked_count: number = 0; // 被攻击次数 // 注意:技能数据已迁移到 HeroSkillsComp,不再存储在这里 start(){ } // ==================== BUFF 系统初始化 ==================== /** * 初始化角色的 buff debuff * 从 HeroInfo 读取初始配置,建立属性系统 */ initAttrs() { // 清空现有 buff/debuff this.BUFFS = {}; this.BUFFS_TEMP = {}; this.BUFFS_TAL = {}; this.Talents = {}; // 获取英雄配置 const heroInfo = HeroInfo[this.hero_uuid]; if (!heroInfo) return; // 1. 重置为基础值 this.Attrs[Attrs.HP_MAX] = this.base_hp; this.Attrs[Attrs.MP_MAX] = this.base_mp; this.Attrs[Attrs.DEF] = this.base_def; this.Attrs[Attrs.AP] = this.base_ap; this.Attrs[Attrs.MAP] = this.base_map; this.Attrs[Attrs.SPEED] = this.base_speed; this.Attrs[Attrs.DIS] = this.base_dis; // 2. 初始化其他属性(无初始值的) for (const attrKey in this.Attrs) { const attrIndex = parseInt(attrKey); if ( attrIndex !== Attrs.HP_MAX && attrIndex !== Attrs.MP_MAX && attrIndex !== Attrs.DEF && attrIndex !== Attrs.AP && attrIndex !== Attrs.MAP && attrIndex !== Attrs.SPEED && attrIndex !== Attrs.DIS ) { this.Attrs[attrIndex] = 0; } } // 加载初始 buff if (heroInfo.buff && heroInfo.buff.length > 0) { for (const buffConf of heroInfo.buff) { this.addBuff(buffConf); } } } // ==================== BUFF 管理 ==================== /** * 添加 buff 效果(支持多次叠加) * @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff) */ addBuff(buffConf: BuffConf) { const isPermanent = buffConf.time === 0; const attrIndex = buffConf.buff; if (isPermanent) { // 添加持久buff到BUFFS - 直接追加到数组 if (!this.BUFFS[attrIndex]) { this.BUFFS[attrIndex] = []; } this.BUFFS[attrIndex].push({ value: buffConf.value, BType: buffConf.BType }); } else { // 添加临时buff到BUFFS_TEMP - 直接追加到数组 if (!this.BUFFS_TEMP[attrIndex]) { this.BUFFS_TEMP[attrIndex] = []; } this.BUFFS_TEMP[attrIndex].push({ value: buffConf.value, BType: buffConf.BType, remainTime: buffConf.time }); } // 重新计算受影响的属性 this.recalculateSingleAttr(attrIndex); } // ==================== 属性计算系统 ==================== /** * 重新计算单个属性 * @param attrIndex 属性索引 */ recalculateSingleAttr(attrIndex: number) { // 1. 获取基础值 const baseValues: Record = { [Attrs.HP_MAX]: this.base_hp, [Attrs.MP_MAX]: this.base_mp, [Attrs.DEF]: this.base_def, [Attrs.AP]: this.base_ap, [Attrs.MAP]: this.base_map, [Attrs.SPEED]: this.base_speed, [Attrs.SHIELD_MAX]: 0 }; const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0; // 2. 收集所有数值型 buff/debuff let totalValue = baseVal; // 遍历持久buff数组 if (this.BUFFS[attrIndex] && this.BUFFS[attrIndex].length > 0) { for (const buff of this.BUFFS[attrIndex]) { if (buff.BType === BType.VALUE) { totalValue += buff.value; } } } // 遍历临时buff数组 if (this.BUFFS_TEMP[attrIndex] && this.BUFFS_TEMP[attrIndex].length > 0) { for (const buff of this.BUFFS_TEMP[attrIndex]) { if (buff.BType === BType.VALUE) { totalValue += buff.value; } } } for (const key in this.BUFFS_TAL) { const buff = this.BUFFS_TAL[Number(key)]; if (buff.attrIndex === attrIndex && buff.BType === BType.VALUE) { totalValue += buff.value; } } // 3. 收集所有百分比型 buff/debuff let totalRatio = 0; // 遍历持久buff数组 if (this.BUFFS[attrIndex] && this.BUFFS[attrIndex].length > 0) { for (const buff of this.BUFFS[attrIndex]) { if (buff.BType === BType.RATIO) { totalRatio += buff.value; } } } // 遍历临时buff数组 if (this.BUFFS_TEMP[attrIndex] && this.BUFFS_TEMP[attrIndex].length > 0) { for (const buff of this.BUFFS_TEMP[attrIndex]) { if (buff.BType === BType.RATIO) { totalRatio += buff.value; } } } for (const key in this.BUFFS_TAL) { const buff = this.BUFFS_TAL[Number(key)]; if (buff.attrIndex === attrIndex && buff.BType === BType.RATIO) { totalRatio += buff.value; } } // 4. 根据属性类型计算最终值 const attrType = AttrsType[attrIndex]; const isRatioAttr = attrType === BType.RATIO; if (isRatioAttr) { // 百分比型属性:直接加减 this.Attrs[attrIndex] = totalValue + totalRatio; } else { // 数值型属性:(基础值+数值) × (1 + 百分比/100) this.Attrs[attrIndex] = Math.floor(totalValue * (1 + totalRatio / 100)); } // 5. 确保属性值合理 this.clampSingleAttr(attrIndex); } /** * 确保单个属性值合理 */ private clampSingleAttr(attrIndex: number) { switch(attrIndex) { case Attrs.HP_MAX: case Attrs.MP_MAX: this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]); break; case Attrs.DEF: case Attrs.AP: case Attrs.MAP: this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]); break; case Attrs.CRITICAL: case Attrs.DODGE: case Attrs.HIT: this.Attrs[attrIndex] = Math.max(0, Math.min(AttrSet.ATTR_MAX, this.Attrs[attrIndex])); break; } } // ==================== 临时 BUFF/DEBUFF 更新 ==================== /** * 更新临时 buff/debuff 的剩余时间 * @param dt 时间增量 */ updateTemporaryBuffsDebuffs(dt: number) { const affectedAttrs = new Set(); // 更新临时型buff for (const attrIndex in this.BUFFS_TEMP) { const buffs = this.BUFFS_TEMP[attrIndex]; buffs.forEach(buff => { buff.remainTime -= dt; if (buff.remainTime <= 0) { const index = buffs.indexOf(buff); if (index > -1) { buffs.splice(index, 1); } } }); if (buffs.length === 0) { delete this.BUFFS_TEMP[attrIndex]; affectedAttrs.add(parseInt(attrIndex)); } } // 负面状态更新 for (const key in this.NeAttrs) { const debuff = this.NeAttrs[key]; debuff.remainTime -= dt; if (debuff.remainTime <= 0) { debuff.remainTime = 0; } } // 只重新计算受影响的属性 affectedAttrs.forEach(attrIndex => { this.recalculateSingleAttr(attrIndex); }); } // ==================== BUFF 辅助方法 ==================== /** * 清空buff * @param attrIndex 属性索引,如果为空则清理所有buff * @param isBuff true时清理value>0的增益buff,false时清理value<0的减益buff */ clearBuffs(attrIndex?: number, isBuff: boolean = true): void { if (attrIndex === undefined) { for (const attrIndex in this.BUFFS_TEMP) { this.clearBuffsForAttr(parseInt(attrIndex), isBuff); } } else { this.clearBuffsForAttr(attrIndex, isBuff); } } /** * 清理指定属性的buff * @param attrIndex 属性索引 * @param isBuff true清理增益buff,false清理减益buff */ private clearBuffsForAttr(attrIndex: number, isBuff: boolean): void { const buffContainer = this.BUFFS_TEMP; if (!buffContainer[attrIndex]) return; buffContainer[attrIndex] = buffContainer[attrIndex].filter(buff => { const shouldClear = isBuff ? buff.value > 0 : buff.value < 0; return !shouldClear; }); if (buffContainer[attrIndex].length === 0) { delete buffContainer[attrIndex]; } this.recalculateSingleAttr(attrIndex); } // ==================== NeAttrs(负面状态)管理 ==================== /** * 清理单个NeAttr(负面状态) */ clearNeAttr(neAttrIndex: number): void { if (this.NeAttrs[neAttrIndex]) { this.NeAttrs[neAttrIndex].value = 0; this.NeAttrs[neAttrIndex].time = 0; } } /** * 清理所有NeAttrs(负面状态) */ clearAllNeAttrs(): void { for (const key in this.NeAttrs) { this.NeAttrs[key].value = 0; this.NeAttrs[key].time = 0; } } /** * 检查是否处于眩晕状态 */ public isStun(): boolean { return this.NeAttrs[NeAttrs.IN_STUN]?.time > 0; } /** * 检查是否处于冰冻状态 */ public isFrost(): boolean { return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0; } // ==================== 技能距离缓存管理 ==================== /** * 更新技能距离缓存 * 在技能初始化、新增技能、MP变化时调用 * @param skillsComp 技能组件 */ public updateSkillDistanceCache(skillsComp: HeroSkillsComp): void { if (!skillsComp) { this.maxSkillDistance = 0; this.minSkillDistance = 0; return; } // 最远距离使用当前MP可施放的技能 this.maxSkillDistance = skillsComp.getMaxSkillDistance(this.mp); // 最近距离使用所有技能中的最小距离,不考虑MP限制,用于停止位置判断 this.minSkillDistance = skillsComp.getAbsoluteMinSkillDistance(); } /** * 获取缓存的最远技能攻击距离 * @returns 最远攻击距离 */ public getCachedMaxSkillDistance(): number { return this.maxSkillDistance; } /** * 获取缓存的最近技能攻击距离 * @returns 最近攻击距离 */ public getCachedMinSkillDistance(): number { return this.minSkillDistance; } addTalBuff(t_uuid: number, attrIndex?: number, bType?: BType, value: number = 0) { if (attrIndex === undefined || bType === undefined) return; const buff = this.BUFFS_TAL[t_uuid]; if (!buff) { this.BUFFS_TAL[t_uuid] = { count: 1, BType: bType, attrIndex, value }; } else { buff.count += 1; buff.value += value; } this.recalculateSingleAttr(attrIndex); } clearTalBuff(t_uuid: number) { const buff = this.BUFFS_TAL[t_uuid]; if (!buff) return; const attrIndex = buff.attrIndex; delete this.BUFFS_TAL[t_uuid]; this.recalculateSingleAttr(attrIndex); } clearTalBuffByAttr(attrIndex: number) { let changed = false; for (const key in this.BUFFS_TAL) { const b = this.BUFFS_TAL[Number(key)]; if (b && b.attrIndex === attrIndex) { delete this.BUFFS_TAL[Number(key)]; changed = true; } } if (changed) this.recalculateSingleAttr(attrIndex); } addTalent(eff: number, value: number) { const t = this.Talents[eff] || { value: 0, count: 0 }; t.value = value; t.count += 1; this.Talents[eff] = t; } consumeTalent(eff: number): boolean { const t = this.Talents[eff]; if (!t || t.count <= 0) return false; t.count -= 1; return true; } reset() { // 重置为初始状态 this.hero_uuid = 1001; this.hero_name = "hero"; this.lv = 1; this.type = 0; this.fac = 0; this.base_ap = 0; this.base_map = 0; this.base_def = 5; this.base_hp = 100; this.base_mp = 100; this.base_speed = 100; this.base_dis = 100; this.hp = 100; this.mp = 100; this.shield = 0; this.Attrs = []; this.NeAttrs = []; this.BUFFS = {}; this.BUFFS_TEMP = {}; this.BUFFS_TAL = {}; this.Talents = {}; // 重置技能距离缓存 this.maxSkillDistance = 0; this.minSkillDistance = 0; this.is_dead = false; this.is_count_dead = false; this.is_atking = false; this.is_stop = false; this.is_boss = false; this.is_big_boss = false; this.is_master = false; this.is_friend = false; this.is_kalami = false; this.atk_count = 0; this.atked_count = 0; } }