Files
heros/assets/script/game/hero/SACastSystem.ts
panw 5935b20094 refactor(game): 统一游戏地平线高度并优化技能目标选择
将GameSet中的GAME_LINE从0调整为120,并在英雄和怪物位置配置中使用该常量
简化SACastSystem中的目标选择逻辑,移除未使用的治疗和BUFF目标选择方法
使用BoxSet.GAME_LINE作为技能目标的默认Y坐标
2025-11-19 14:59:50 +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 { HSSet, SkillSet, SType } from "../common/config/SkillSet";
import { HeroSkillsComp, SkillSlot } from "./HeroSkills";
import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp";
import { TalComp } from "./TalComp";
import { TalEffet, TriType } from "../common/config/TalSet";
import { BoxSet } from "../common/config/GameSet";
/**
* ==================== 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 {
if(!smc.mission.play || smc.mission.pause) return;
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;
if (skill.hset === HSSet.max && !skills.max_auto) continue;
const config = SkillSet[skill.s_uuid];
if (!config || config.SType !== SType.damage) continue;
// 检查是否有敌人在技能攻击范围内
if (!this.hasEnemyInSkillRange(heroView, heroAttrs, skill.dis)) continue;
// ✅ 开始执行施法
this.startCast(e,skill,skill.hset);
// 一次只施放一个技能
break;
}
}
private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): boolean {
if (!skill||!e) return false
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 false
// 4. 执行施法
const ok = this.executeCast(e, skill.s_uuid, heroView,hset);
// 5. 扣除资源和重置CD
if (ok) {
heroAttrs.mp -= skill.cost;
skills.resetCD(skill.s_uuid);
}
return ok;
}
public manualCast(e: ecs.Entity, s_uuid: number): boolean {
if (!e) return false
const skills = e.get(HeroSkillsComp)
const heroAttrs = e.get(HeroAttrsComp)
const heroView = e.get(HeroViewComp)
if (!skills || !heroAttrs || !heroView) return false
const slot = skills.getSkill(s_uuid)
if (!slot) return false
return this.startCast(e, slot, slot.hset)
}
public manualCastMax(e: ecs.Entity): boolean {
const skills = e.get(HeroSkillsComp)
if (!skills) return false
for (const key in skills.skills) {
const s_uuid = Number(key)
const slot = skills.getSkill(s_uuid)
if (slot && slot.hset === HSSet.max) {
return this.manualCast(e, s_uuid)
}
}
return false
}
/**
* 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,hset:HSSet): boolean {
const heroAttrs=casterEntity.get(HeroAttrsComp)
let isDSill=heroAttrs.isDSill > 0
let isWFuny=heroAttrs.isWFuny > 0
const config = SkillSet[s_uuid];
if (!config) {
console.error("[SACastSystem] 技能配置不存在:", s_uuid);
return false;
}
// 1. 播放施法动画
heroView.playSkillEffect(s_uuid);
// 2. 更新攻击类型的天赋触发值
if(casterEntity.has(TalComp)){
const talComp = casterEntity.get(TalComp);
if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
if (hset != HSSet.atk) talComp.updateCur(TriType.SKILL);
}
// 获取目标位置
let targets = this.sTargets(heroView);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
return false;
}
// 2. 延迟创建技能实体(等待动画)
const delay = 0.3
heroView.scheduleOnce(() => {
//风怒wfuny 只针对 普通攻击起效
if (hset === HSSet.atk&&isWFuny){
this.createSkill(s_uuid, heroView,targets,isWFuny);
heroAttrs.isWFuny --
}else{
this.createSkill(s_uuid, heroView,targets,false);
}
}, delay);
if(isDSill){
targets = this.sTargets(heroView);
if (targets.length === 0) {
console.warn("[SACastSystem] 没有找到有效目标");
return false;
}
heroAttrs.isDSill --
heroView.playSkillEffect(s_uuid);
heroView.scheduleOnce(() => {
this.createSkill(s_uuid, heroView,targets,isWFuny);
isWFuny=false
}, delay);
}
return true;
}
/**
* 创建技能实体
*/
private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],isWFuny:boolean) {
// 检查节点有效性
if (!caster.node || !caster.node.isValid) {
console.warn("[SACastSystem] 施法者节点无效");
return;
}
// 获取场景节点
const parent = caster.node.parent;
if (!parent) {
console.warn("[SACastSystem] 场景节点无效");
return;
}
// 创建技能实体
const skill = ecs.getEntity<Skill>(Skill);
// 获取施法者位置作为起始位置
const startPos = caster.node.position.clone();
const targetPos = targets[0]; // 使用第一个目标位置
// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
// 加载技能实体(包括预制体、组件初始化等)
skill.load(startPos, parent, s_uuid, targetPos, caster);
}
/**
* 选择目标位置
*/
private sTargets(caster: HeroViewComp): Vec3[] {
// 简化版:选择最前方的敌人
let heroAttrs = caster.ent.get(HeroAttrsComp);
if (!heroAttrs) return [];
let targets=this.sDefaultTargets(caster,heroAttrs.fac)
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;
}
/**
* 选择默认目标
*/
private sDefaultTargets(caster: HeroViewComp, fac: number): Vec3[] {
const targets: Vec3[] = [];
const defaultX = fac === 0 ? 400 : -400;
targets.push(v3(defaultX, BoxSet.GAME_LINE, 1));
return targets;
}
/**
* 查找附近的敌人
*/
private findNearbyEnemies(caster: HeroViewComp, fac: number, range: number): Vec3[] {
const enemies: Vec3[] = [];
return enemies;
}
/**
* 检查技能攻击范围内是否有敌人
*/
private hasEnemyInSkillRange(heroView: HeroViewComp, heroAttrs: HeroAttrsComp, skillDistance: number): boolean {
if (!heroView || !heroView.node) return false;
const currentPos = heroView.node.position;
const team = heroAttrs.fac;
let found = false;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!view || !view.node) return false;
const distance = Math.abs(currentPos.x - view.node.position.x);
if (model.fac !== team && !model.is_dead) {
if (distance <= skillDistance) {
found = true;
return true;
}
}
});
return found;
}
}