添加英雄击杀计数功能,用于统计英雄击杀敌人数量 优化HeroAtkSystem中变量命名,将attackerTAttrsComp改为更清晰的CAttrsComp 修复荆棘伤害可能导致英雄死亡时未触发死亡表现的问题
573 lines
19 KiB
TypeScript
573 lines
19 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
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import { BuffConf } from "../common/config/SkillSet";
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import { HeroInfo, AttrSet } from "../common/config/heroSet";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroViewComp } from "./HeroViewComp";
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interface talTrigger{
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value:number
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count:number
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}
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@ecs.register('HeroAttrs')
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export class HeroAttrsComp extends ecs.Comp {
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Ebus:any=null!
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// ==================== 角色基础信息 ====================
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hero_uuid: number = 1001;
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hero_name: string = "hero";
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lv: number = 1;
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type: number = 0; // 0近战 1远程 2辅助
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fac: number = 0; // 0:hero 1:monster
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// ==================== 基础属性(有初始值) ====================
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base_ap: number = 0; // 基础攻击
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base_map: number = 0; // 基础魔法攻击
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base_def: number = 5; // 基础防御
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base_hp: number = 100; // 基础血量
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base_mp: number = 100; // 基础魔法值
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base_speed: number = 100; // 基础移动速度
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base_dis: number = 100; // 基础距离
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// ==================== 动态属性值 ====================
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hp: number = 100; // 当前血量
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mp: number = 100; // 当前魔法值
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shield: number = 0; // 当前护盾
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Attrs: any = []; // 最终属性数组(经过Buff计算后)
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NeAttrs: any = []; // 负面状态数组
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//计数型天赋buff
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Talents: Record<number, talTrigger> = {};
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//数值型天赋buff
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BUFFS_TAL: Record<number, {count:number,BType:BType,attrIndex:number,value: number}> = {};
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// ==================== 技能距离缓存 ====================
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maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
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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)
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// ==================== Buff/Debuff 系统 ====================
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/** 持久型buff数组 - 不会自动过期 */
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BUFFS: Record<number, Array<{value: number, BType: BType}>> = {};
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/** 临时型buff数组 - 按时间自动过期 */
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BUFFS_TEMP: Record<number, Array<{value: number, BType: BType, remainTime: number}>> = {};
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// ==================== 标记状态 ====================
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is_dead: boolean = false;
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is_count_dead: boolean = false;
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is_atking: boolean = false; // 是否正在攻击
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is_stop: boolean = false; // 是否正在停止
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is_boss: boolean = false;
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is_big_boss: boolean = false;
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is_master: boolean = false;
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is_friend: boolean = false;
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is_kalami: boolean = false;
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// ==================== 计数统计 ====================
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atk_count: number = 0; // 攻击次数
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atked_count: number = 0; // 被攻击次数
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killed_count:number=0;
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// 注意:技能数据已迁移到 HeroSkillsComp,不再存储在这里
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start(){
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}
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// ==================== BUFF 系统初始化 ====================
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/**
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* 初始化角色的 buff debuff
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* 从 HeroInfo 读取初始配置,建立属性系统
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*/
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initAttrs() {
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// 清空现有 buff/debuff
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this.BUFFS = {};
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this.BUFFS_TEMP = {};
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this.BUFFS_TAL = {};
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this.Talents = {};
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// 获取英雄配置
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const heroInfo = HeroInfo[this.hero_uuid];
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if (!heroInfo) return;
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// 1. 重置为基础值
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this.Attrs[Attrs.HP_MAX] = this.base_hp;
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this.Attrs[Attrs.MP_MAX] = this.base_mp;
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this.Attrs[Attrs.DEF] = this.base_def;
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this.Attrs[Attrs.AP] = this.base_ap;
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this.Attrs[Attrs.MAP] = this.base_map;
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this.Attrs[Attrs.SPEED] = this.base_speed;
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this.Attrs[Attrs.DIS] = this.base_dis;
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// 2. 初始化其他属性(无初始值的)
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for (const attrKey in this.Attrs) {
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const attrIndex = parseInt(attrKey);
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if (
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attrIndex !== Attrs.HP_MAX &&
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attrIndex !== Attrs.MP_MAX &&
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attrIndex !== Attrs.DEF &&
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attrIndex !== Attrs.AP &&
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attrIndex !== Attrs.MAP &&
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attrIndex !== Attrs.SPEED &&
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attrIndex !== Attrs.DIS
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) {
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this.Attrs[attrIndex] = 0;
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}
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}
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// 加载初始 buff
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if (heroInfo.buff && heroInfo.buff.length > 0) {
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for (const buffConf of heroInfo.buff) {
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this.addBuff(buffConf);
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}
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}
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}
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/*******************基础属性管理********************/
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add_hp(value:number,isValue:boolean){
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let addValue = value;
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if(!isValue){
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addValue = value * this.Attrs[Attrs.HP_MAX];
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}
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let heroView = this.ent.get(HeroViewComp);
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if(heroView){
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heroView.health(addValue);
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}
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this.hp += addValue;
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this.hp = Math.max(0, Math.min(this.hp, this.Attrs[Attrs.HP_MAX]));
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}
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add_mp(value:number,isValue:boolean){
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let addValue = value;
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if(!isValue){
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addValue = value * this.Attrs[Attrs.MP_MAX];
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}
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let heroView = this.ent.get(HeroViewComp);
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if(heroView){
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heroView.mp_add(addValue);
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}
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this.mp += addValue;
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this.mp = Math.max(0, Math.min(this.mp, this.Attrs[Attrs.MP_MAX]));
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}
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add_shield(value:number,isValue:boolean){
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let addValue = value;
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this.shield += addValue;
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this.shield = Math.max(0, Math.min(this.shield, this.Attrs[Attrs.HP_MAX]));
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}
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// ==================== BUFF 管理 ====================
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/**
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* 添加 buff 效果(支持多次叠加)
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* @param buffConf buff 配置 (来自 SkillSet.BuffConf heroSet.buff)
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*/
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addBuff(buffConf: BuffConf) {
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const isPermanent = buffConf.time === 0;
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const attrIndex = buffConf.buff;
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if (isPermanent) {
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// 添加持久buff到BUFFS - 直接追加到数组
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if (!this.BUFFS[attrIndex]) {
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this.BUFFS[attrIndex] = [];
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}
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this.BUFFS[attrIndex].push({ value: buffConf.value, BType: buffConf.BType });
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} else {
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// 添加临时buff到BUFFS_TEMP - 直接追加到数组
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if (!this.BUFFS_TEMP[attrIndex]) {
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this.BUFFS_TEMP[attrIndex] = [];
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}
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this.BUFFS_TEMP[attrIndex].push({
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value: buffConf.value,
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BType: buffConf.BType,
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remainTime: buffConf.time
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});
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}
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// 重新计算受影响的属性
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this.recalculateSingleAttr(attrIndex);
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}
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// ==================== 属性计算系统 ====================
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/**
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* 重新计算单个属性
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* @param attrIndex 属性索引
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*/
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recalculateSingleAttr(attrIndex: number) {
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// 1. 获取基础值
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const baseValues: Record<number, number> = {
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[Attrs.HP_MAX]: this.base_hp,
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[Attrs.MP_MAX]: this.base_mp,
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[Attrs.DEF]: this.base_def,
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[Attrs.AP]: this.base_ap,
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[Attrs.MAP]: this.base_map,
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[Attrs.SPEED]: this.base_speed,
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[Attrs.SHIELD_MAX]: 0
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};
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const baseVal = baseValues[attrIndex] !== undefined ? baseValues[attrIndex] : 0;
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// 2. 收集所有数值型 buff/debuff
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let totalValue = baseVal;
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// 遍历持久buff数组
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if (this.BUFFS[attrIndex] && this.BUFFS[attrIndex].length > 0) {
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for (const buff of this.BUFFS[attrIndex]) {
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if (buff.BType === BType.VALUE) {
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totalValue += buff.value;
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}
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}
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}
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// 遍历临时buff数组
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if (this.BUFFS_TEMP[attrIndex] && this.BUFFS_TEMP[attrIndex].length > 0) {
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for (const buff of this.BUFFS_TEMP[attrIndex]) {
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if (buff.BType === BType.VALUE) {
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totalValue += buff.value;
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}
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}
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}
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for (const key in this.BUFFS_TAL) {
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const buff = this.BUFFS_TAL[Number(key)];
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if (buff.attrIndex === attrIndex && buff.BType === BType.VALUE) {
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totalValue += buff.value;
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}
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}
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// 3. 收集所有百分比型 buff/debuff
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let totalRatio = 0;
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// 遍历持久buff数组
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if (this.BUFFS[attrIndex] && this.BUFFS[attrIndex].length > 0) {
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for (const buff of this.BUFFS[attrIndex]) {
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if (buff.BType === BType.RATIO) {
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totalRatio += buff.value;
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}
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}
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}
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// 遍历临时buff数组
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if (this.BUFFS_TEMP[attrIndex] && this.BUFFS_TEMP[attrIndex].length > 0) {
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for (const buff of this.BUFFS_TEMP[attrIndex]) {
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if (buff.BType === BType.RATIO) {
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totalRatio += buff.value;
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}
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}
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}
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for (const key in this.BUFFS_TAL) {
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const buff = this.BUFFS_TAL[Number(key)];
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if (buff.attrIndex === attrIndex && buff.BType === BType.RATIO) {
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totalRatio += buff.value;
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}
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}
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// 4. 根据属性类型计算最终值
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const attrType = AttrsType[attrIndex];
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const isRatioAttr = attrType === BType.RATIO;
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if (isRatioAttr) {
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// 百分比型属性:直接加减
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this.Attrs[attrIndex] = totalValue + totalRatio;
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} else {
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// 数值型属性:(基础值+数值) × (1 + 百分比/100)
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this.Attrs[attrIndex] = Math.floor(totalValue * (1 + totalRatio / 100));
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}
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// 5. 确保属性值合理
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this.clampSingleAttr(attrIndex);
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}
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/**
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* 确保单个属性值合理
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*/
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private clampSingleAttr(attrIndex: number) {
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switch(attrIndex) {
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case Attrs.HP_MAX:
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case Attrs.MP_MAX:
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this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]);
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break;
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case Attrs.DEF:
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case Attrs.AP:
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case Attrs.MAP:
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this.Attrs[attrIndex] = Math.max(1, this.Attrs[attrIndex]);
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break;
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case Attrs.CRITICAL:
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case Attrs.DODGE:
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case Attrs.HIT:
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this.Attrs[attrIndex] = Math.max(0, Math.min(AttrSet.ATTR_MAX, this.Attrs[attrIndex]));
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break;
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}
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}
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// ==================== 临时 BUFF/DEBUFF 更新 ====================
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/**
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* 更新临时 buff/debuff 的剩余时间
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* @param dt 时间增量
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*/
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updateTemporaryBuffsDebuffs(dt: number) {
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const affectedAttrs = new Set<number>();
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// 更新临时型buff
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for (const attrIndex in this.BUFFS_TEMP) {
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const buffs = this.BUFFS_TEMP[attrIndex];
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buffs.forEach(buff => {
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buff.remainTime -= dt;
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if (buff.remainTime <= 0) {
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const index = buffs.indexOf(buff);
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if (index > -1) {
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buffs.splice(index, 1);
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}
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}
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});
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if (buffs.length === 0) {
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delete this.BUFFS_TEMP[attrIndex];
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affectedAttrs.add(parseInt(attrIndex));
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}
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}
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// 负面状态更新
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for (const key in this.NeAttrs) {
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const debuff = this.NeAttrs[key];
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debuff.remainTime -= dt;
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if (debuff.remainTime <= 0) {
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debuff.remainTime = 0;
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}
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}
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// 只重新计算受影响的属性
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affectedAttrs.forEach(attrIndex => {
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this.recalculateSingleAttr(attrIndex);
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});
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}
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// ==================== BUFF 辅助方法 ====================
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/**
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* 清空buff
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* @param attrIndex 属性索引,如果为空则清理所有buff
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* @param isBuff true时清理value>0的增益buff,false时清理value<0的减益buff
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*/
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clearBuffs(attrIndex?: number, isBuff: boolean = true): void {
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if (attrIndex === undefined) {
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for (const attrIndex in this.BUFFS_TEMP) {
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this.clearBuffsForAttr(parseInt(attrIndex), isBuff);
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}
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} else {
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this.clearBuffsForAttr(attrIndex, isBuff);
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}
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}
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/**
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* 清理指定属性的buff
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* @param attrIndex 属性索引
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* @param isBuff true清理增益buff,false清理减益buff
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*/
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private clearBuffsForAttr(attrIndex: number, isBuff: boolean): void {
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const buffContainer = this.BUFFS_TEMP;
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if (!buffContainer[attrIndex]) return;
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buffContainer[attrIndex] = buffContainer[attrIndex].filter(buff => {
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const shouldClear = isBuff ? buff.value > 0 : buff.value < 0;
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return !shouldClear;
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});
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if (buffContainer[attrIndex].length === 0) {
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delete buffContainer[attrIndex];
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}
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this.recalculateSingleAttr(attrIndex);
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}
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// ==================== NeAttrs(负面状态)管理 ====================
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/**
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* 清理单个NeAttr(负面状态)
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*/
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clearNeAttr(neAttrIndex: number): void {
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if (this.NeAttrs[neAttrIndex]) {
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this.NeAttrs[neAttrIndex].value = 0;
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this.NeAttrs[neAttrIndex].time = 0;
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}
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}
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/**
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* 清理所有NeAttrs(负面状态)
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*/
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clearAllNeAttrs(): void {
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for (const key in this.NeAttrs) {
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this.NeAttrs[key].value = 0;
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this.NeAttrs[key].time = 0;
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}
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}
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/**
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* 检查是否处于眩晕状态
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*/
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public isStun(): boolean {
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return this.NeAttrs[NeAttrs.IN_STUN]?.time > 0;
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}
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/**
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* 检查是否处于冰冻状态
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*/
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public isFrost(): boolean {
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return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0;
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}
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// ==================== 技能距离缓存管理 ====================
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/**
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* 更新技能距离缓存
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* 在技能初始化、新增技能、MP变化时调用
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* @param skillsComp 技能组件
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*/
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public updateSkillDistanceCache(skillsComp: HeroSkillsComp): void {
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if (!skillsComp) {
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this.maxSkillDistance = 0;
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this.minSkillDistance = 0;
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return;
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}
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// 最远距离使用当前MP可施放的技能
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this.maxSkillDistance = skillsComp.getMaxSkillDistance(this.mp);
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// 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
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this.minSkillDistance = skillsComp.getAbsoluteMinSkillDistance();
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}
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/**
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* 获取缓存的最远技能攻击距离
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* @returns 最远攻击距离
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*/
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public getCachedMaxSkillDistance(): number {
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return this.maxSkillDistance;
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}
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/**
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* 获取缓存的最近技能攻击距离
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* @returns 最近攻击距离
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*/
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public getCachedMinSkillDistance(): number {
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return this.minSkillDistance;
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}
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/**
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* 添加数值型天赋buff 数值会进行累加,count 时叠加层数
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* @param t_uuid 天赋唯一标识
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* @param attrIndex 属性索引
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* @param bType buff类型(VALUE:数值型, RATIO:百分比型)
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* @param value buff值
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*/
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addValueTal(t_uuid: number, attrIndex?: number, bType?: BType, value: number = 0) {
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if (attrIndex === undefined || bType === undefined) return;
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const buff = this.BUFFS_TAL[t_uuid];
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if (!buff) {
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this.BUFFS_TAL[t_uuid] = { count: 1, BType: bType, attrIndex, value };
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} else {
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buff.count += 1;
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buff.value += value;
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}
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this.recalculateSingleAttr(attrIndex);
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}
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/**
|
||
* 添加计数型天赋,每次添加数值已最新额覆盖久的,count为可用次数
|
||
* @param eff 天赋效果ID
|
||
* @param value 天赋值
|
||
*/
|
||
addCountTal(eff: number, value: number) {
|
||
const t = this.Talents[eff] || { value: 0, count: 0 };
|
||
t.value = value;
|
||
t.count += 1;
|
||
this.Talents[eff] = t;
|
||
}
|
||
|
||
/**
|
||
* 使用计数型天赋,如风怒 ,必爆等天赋,只需要返回是否暴击的,使用这个方法
|
||
* @param eff 天赋效果ID
|
||
* @returns 是否使用成功
|
||
*/
|
||
useCountTal(eff: number): boolean {
|
||
const t = this.Talents[eff];
|
||
if (!t || t.count <= 0) return false;
|
||
t.count -= 1;
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 使用计数型天赋并返回天赋值,如额外5次 伤害+20% ,5次受伤,免伤20% 使用这个方法
|
||
* @param eff 天赋效果ID
|
||
* @returns 天赋值
|
||
*/
|
||
useCountValTal(eff: number): number {
|
||
const t = this.Talents[eff];
|
||
if (!t || t.value <= 0) return 0;
|
||
t.count -= 1;
|
||
return t.value;
|
||
}
|
||
|
||
/**
|
||
* 根据UUID移除数值型天赋buff
|
||
* @param t_uuid 天赋唯一标识
|
||
*/
|
||
useValueTalByUuid(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);
|
||
}
|
||
|
||
/**
|
||
* 根据属性索引移除数值型天赋buff
|
||
* @param attrIndex 属性索引
|
||
*/
|
||
useValueTalByAttr(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);
|
||
}
|
||
|
||
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;
|
||
this.killed_count =0;
|
||
}
|
||
|
||
|
||
|
||
}
|
||
|
||
|
||
|