Files
heros/assets/script/game/hero/SACastSystem.ts
panw 2b3b80b308 refactor(技能系统): 重构技能系统以使用s_uuid作为主键并优化技能施放逻辑
- 将HeroSkillsComp中的技能数组改为以s_uuid为键的对象存储
- 修改CSRequestComp使用s_uuid替代skillIndex
- 优化SkillCastSystem和SACastSystem的施放逻辑
- 为SMoveDataComp添加rePos方法处理技能位置计算
- 移除未使用的SDataComSystem代码
2025-10-31 10:47:05 +08:00

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Vec3, v3 } from "cc";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { SkillSet, SType } from "../common/config/SkillSet";
import { HeroSkillsComp, SkillSlot } from "./HeroSkills";
import { Skill } from "../skill/Skill";
/**
* ==================== 自动施法系统 ====================
*
* 职责:
* 1. 检测可施放的技能
* 2. 根据策略自动施法AI
* 3. 选择目标
* 4. 添加施法请求标记
*
* 设计理念:
* - 负责"何时施法"的决策
* - 通过添加 CSRequestComp 触发施法
* - 可被玩家输入系统或AI系统复用
* - 支持多种AI策略
*/
@ecs.register('SACastSystem')
export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroSkillsComp, HeroAttrsComp, HeroViewComp);
}
update(e: ecs.Entity): void {
const skills = e.get(HeroSkillsComp);
const heroAttrs = e.get(HeroAttrsComp);
const heroView = e.get(HeroViewComp);
if (!skills || !heroAttrs || !heroView) return;
// 检查基本条件
if (heroAttrs.is_dead || heroAttrs.isStun() || heroAttrs.isFrost()) return;
// 检查是否正在攻击(只有攻击时才释放技能)
if (!heroAttrs.is_atking) return;
// 获取所有可施放的技能
const readySkills = skills.getReadySkills(heroAttrs.mp);
if (readySkills.length === 0) return;
// 选择第一个可施放的伤害技能
for (const s_uuid of readySkills) {
const skill = skills.getSkill(s_uuid);
if (!skill) continue;
const config = SkillSet[skill.s_uuid];
if (!config || config.SType !== SType.damage) continue;
// ✅ 开始执行施法
this.startCast(e,skill);
// 一次只施放一个技能
break;
}
}
private startCast(e: ecs.Entity,skill:SkillSlot): void {
if (!skill||!e) return
const skills = e.get(HeroSkillsComp);
const heroAttrs = e.get(HeroAttrsComp);
const heroView = e.get(HeroViewComp);
// 3. 检查施法条件
if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return
// 4. 执行施法
this.executeCast(e, skill.s_uuid, heroView);
// 5. 扣除资源和重置CD
heroAttrs.mp -= skill.cost;
skills.resetCD(skill.s_uuid);
}
/**
* 检查施法条件
*/
private checkCastConditions(skills: HeroSkillsComp, heroAttrs: HeroAttrsComp, s_uuid: number): boolean {
// 检查角色状态
if (heroAttrs.is_dead) {
return false;
}
// 检查控制状态(眩晕、冰冻)
if (heroAttrs.isStun() || heroAttrs.isFrost()) {
return false;
}
// 检查CD和MP
if (!skills.canCast(s_uuid, heroAttrs.mp)) {
return false;
}
return true;
}
/**
* 执行施法
*/
private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp) {
const config = SkillSet[s_uuid];
if (!config) {
console.error("[SkillCastSystem] 技能配置不存在:", s_uuid);
return;
}
// 1. 播放施法动画
heroView.playSkillEffect(s_uuid);
// 2. 延迟创建技能实体(等待动画)
const delay = config.with ?? 0.3; // 施法前摇时间
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView);
}, delay);
const heroAttrs = casterEntity.get(HeroAttrsComp);
console.log(`[SkillCastSystem] ${heroAttrs?.hero_name ?? '未知'} 施放技能: ${config.name}`);
}
/**
* 创建技能实体
*/
private createSkill(s_uuid: number, caster: HeroViewComp) {
// 检查节点有效性
if (!caster.node || !caster.node.isValid) {
console.warn("[SkillCastSystem] 施法者节点无效");
return;
}
// 获取场景节点
const parent = caster.node.parent;
if (!parent) {
console.warn("[SkillCastSystem] 场景节点无效");
return;
}
const targets=this.sTargets(caster);
// ✅ 使用Skill 创建技能
const skill = ecs.getEntity<Skill>(Skill);
}
/**
* 选择目标位置
*/
private sTargets(caster: HeroViewComp): Vec3[] {
// 简化版:选择最前方的敌人
const targets: Vec3[] = [];
// 这里可以调用 SkillConComp 的目标选择逻辑
// 暂时返回默认位置
const heroAttrs = caster.ent.get(HeroAttrsComp);
const fac = heroAttrs?.fac ?? 0;
const defaultX = fac === 0 ? 400 : -400;
targets.push(v3(defaultX, 0, 0));
return targets;
}
/**
* 选择伤害技能目标
*/
private sDamageTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
const targets: Vec3[] = [];
const heroAttrs = caster.ent.get(HeroAttrsComp);
if (!heroAttrs) return targets;
// 寻找最近的敌人
const enemyPositions = this.findNearbyEnemies(caster, heroAttrs.fac, config.range || 300);
// 选择最多maxTargets个目标
for (let i = 0; i < Math.min(maxTargets, enemyPositions.length); i++) {
targets.push(enemyPositions[i]);
}
// 如果没有找到敌人,使用默认位置
if (targets.length === 0) {
targets.push(...this.sDefaultTargets(caster, heroAttrs.fac));
}
return targets;
}
/**
* 选择治疗技能目标
*/
private sHealTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
const targets: Vec3[] = [];
const heroAttrs = caster.ent.get(HeroAttrsComp);
if (!heroAttrs) return targets;
// 寻找血量最低的友军
const allyPositions = this.findLowHealthAllies(caster, heroAttrs.fac, config.range || 200);
for (let i = 0; i < Math.min(maxTargets, allyPositions.length); i++) {
targets.push(allyPositions[i]);
}
// 如果没有找到友军,治疗自己
if (targets.length === 0 && caster.node) {
targets.push(caster.node.position.clone());
}
return targets;
}
/**
* 选择BUFF技能目标
*/
private sBuffTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
// BUFF技能通常施放在自己或友军身上
return this.sHealTargets(caster, config, maxTargets);
}
/**
* 选择DEBUFF技能目标
*/
private sDebuffTargets(caster: HeroViewComp, config: any, maxTargets: number): Vec3[] {
// DEBUFF技能通常施放在敌人身上
return this.sDamageTargets(caster, config, maxTargets);
}
/**
* 选择默认目标
*/
private sDefaultTargets(caster: HeroViewComp, faction: number): Vec3[] {
const targets: Vec3[] = [];
const defaultX = faction === 0 ? 400 : -400;
targets.push(v3(defaultX, 0, 0));
return targets;
}
/**
* 查找附近的敌人
*/
private findNearbyEnemies(caster: HeroViewComp, faction: number, range: number): Vec3[] {
// 简化实现实际应该查询ECS中的敌方实体
const enemies: Vec3[] = [];
// 模拟敌人位置
const enemyX = faction === 0 ? 300 : -300;
enemies.push(v3(enemyX, 0, 0));
enemies.push(v3(enemyX + 50, 20, 0));
return enemies;
}
/**
* 查找血量低的友军
*/
private findLowHealthAllies(caster: HeroViewComp, faction: number, range: number): Vec3[] {
// 简化实现实际应该查询ECS中的友方实体并按血量排序
const allies: Vec3[] = [];
// 如果自己血量低,优先治疗自己
return allies;
}
}