feat(技能): 新增驻场技能系统并集成到游戏机制中

- 在英雄配置中增加驻场技能字段,支持八种全局加成类型
- 实现驻场技能数值计算,影响召唤/死亡/战斗开始结束技能触发次数
- 集成驻场技能到金币收益系统,提升每回合和卖出英雄的金币获取
- 为战斗结束治疗添加驻场技能加成,增强队伍恢复效果
This commit is contained in:
walkpan
2026-04-22 23:14:07 +08:00
parent 8df4d5169a
commit 100a520df1
8 changed files with 138 additions and 28 deletions

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@@ -299,3 +299,33 @@ export const SkillSet: Record<number, SkillConfig> = {
}; };
export enum FieldSkillType {
SummonCount = 1, // 召唤触发技能次数提升
DeadCount = 2, // 死亡触发技能次数提升
StartCount = 3, // 战斗开始触发技能次数提升
EndCount = 4, // 战斗结束触发技能次数提升
WaveGold = 5, // 每回合金币收益提升
SellGold = 6, // 卖出英雄金币提升
WaveHeal = 7, // 战斗结束生命回复量提升
HeroAtk = 8, // 英雄攻击力加成
}
export interface FieldSkillConfig {
uuid: number;
name: string;
type: FieldSkillType;
value: number; // 提升的数值
info: string;
}
export const FieldSkillSet: Record<number, FieldSkillConfig> = {
7001: { uuid: 7001, name: "召唤精通", type: FieldSkillType.SummonCount, value: 1, info: "场上所有友方召唤触发技能触发次数+1" },
7002: { uuid: 7002, name: "亡灵统御", type: FieldSkillType.DeadCount, value: 1, info: "场上所有友方死亡触发技能触发次数+1" },
7003: { uuid: 7003, name: "先发制人", type: FieldSkillType.StartCount, value: 1, info: "场上所有友方战斗开始触发技能触发次数+1" },
7004: { uuid: 7004, name: "余音绕梁", type: FieldSkillType.EndCount, value: 1, info: "场上所有友方战斗结束触发技能触发次数+1" },
7005: { uuid: 7005, name: "理财专家", type: FieldSkillType.WaveGold, value: 10, info: "每回合结束时金币收益提升10" },
7006: { uuid: 7006, name: "商业大亨", type: FieldSkillType.SellGold, value: 5, info: "卖出英雄时金币收益提升5" },
7007: { uuid: 7007, name: "神圣恢复", type: FieldSkillType.WaveHeal, value: 0.3, info: "战斗结束时全队恢复效果+30%" },
7008: { uuid: 7008, name: "战鼓激昂", type: FieldSkillType.HeroAtk, value: 0.2, info: "场上所有友方攻击力提升20%" },
};

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@@ -67,6 +67,7 @@ export interface heroInfo {
dead?:number[]; // 死亡后触发的技能uuid列表 dead?:number[]; // 死亡后触发的技能uuid列表
fstart?:number[]; // 战斗开始时释放的技能uuid列表 fstart?:number[]; // 战斗开始时释放的技能uuid列表
fend?:number[]; // 战斗结束时释放的技能uuid列表 fend?:number[]; // 战斗结束时释放的技能uuid列表
field?:number[]; // 驻场技能uuid列表英雄在场时对全局生效
atking?:{s_uuid:number, t_num:number}[]; // 普通攻击后触发的技能配置s_uuid: 技能id, t_num: 触发所需的普攻次数 atking?:{s_uuid:number, t_num:number}[]; // 普通攻击后触发的技能配置s_uuid: 技能id, t_num: 触发所需的普攻次数
atked?:{s_uuid:number, t_num:number}[]; // 受击后触发的技能配置s_uuid: 技能id, t_num: 触发所需的受击次数 atked?:{s_uuid:number, t_num:number}[]; // 受击后触发的技能配置s_uuid: 技能id, t_num: 触发所需的受击次数
// dis: number; // 攻击距离(像素) // dis: number; // 攻击距离(像素)

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@@ -10,6 +10,7 @@ import { GameEvent } from "../common/config/GameEvent";
import { Attrs} from "../common/config/HeroAttrs"; import { Attrs} from "../common/config/HeroAttrs";
import { MoveComp } from "./MoveComp"; import { MoveComp } from "./MoveComp";
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
import { FieldSkillType } from "../common/config/SkillSet";
/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */ /** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
@ecs.register(`Hero`) @ecs.register(`Hero`)
@@ -200,14 +201,19 @@ export class Hero extends ecs.Entity {
// 落地后触发 call 技能 // 落地后触发 call 技能
if (model && model.call && model.call.length > 0) { if (model && model.call && model.call.length > 0) {
model.call.forEach(uuid => { let triggerCount = 1 + HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SummonCount);
oops.message.dispatchEvent(GameEvent.TriggerSkill, { triggerCount = Math.max(1, Math.floor(triggerCount));
s_uuid: uuid,
heroAttrs: model, for (let i = 0; i < triggerCount; i++) {
heroView: view, model.call.forEach(uuid => {
triggerType: 'call' oops.message.dispatchEvent(GameEvent.TriggerSkill, {
s_uuid: uuid,
heroAttrs: model,
heroView: view,
triggerType: 'call'
});
}); });
}); }
} }
}) })
.start(); .start();

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@@ -10,6 +10,7 @@ import { smc } from "../common/SingletonModuleComp";
import { HeroInfo } from "../common/config/heroSet"; import { HeroInfo } from "../common/config/heroSet";
import { oops } from "db://oops-framework/core/Oops"; import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
import { FieldSkillType } from "../common/config/SkillSet";
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
@@ -276,14 +277,19 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
if (TAttrsComp.dead && TAttrsComp.dead.length > 0) { if (TAttrsComp.dead && TAttrsComp.dead.length > 0) {
const view = entity.get(HeroViewComp); const view = entity.get(HeroViewComp);
if (view) { if (view) {
TAttrsComp.dead.forEach((uuid: number) => { let triggerCount = 1 + HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.DeadCount);
oops.message.dispatchEvent(GameEvent.TriggerSkill, { triggerCount = Math.max(1, Math.floor(triggerCount));
s_uuid: uuid,
heroAttrs: TAttrsComp, for (let i = 0; i < triggerCount; i++) {
heroView: view, TAttrsComp.dead.forEach((uuid: number) => {
triggerType: 'dead' oops.message.dispatchEvent(GameEvent.TriggerSkill, {
s_uuid: uuid,
heroAttrs: TAttrsComp,
heroView: view,
triggerType: 'dead'
});
}); });
}); }
} }
} }

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@@ -1,8 +1,9 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroDisVal, HSkillInfo, HType } from "../common/config/heroSet"; import { HeroDisVal, HeroInfo, HSkillInfo, HType } from "../common/config/heroSet";
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FightSet } from "../common/config/GameSet"; import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
@ecs.register('HeroAttrs') @ecs.register('HeroAttrs')
export class HeroAttrsComp extends ecs.Comp { export class HeroAttrsComp extends ecs.Comp {
public debugMode: boolean = false; public debugMode: boolean = false;
@@ -279,8 +280,24 @@ export class HeroAttrsComp extends ecs.Comp {
this.dirty_shield = false; this.dirty_shield = false;
} }
/** 获取指定驻场技能类型的总加成值(只计算存活的英雄) */
public static getFieldSkillTotalValue(type: FieldSkillType): number {
let total = 0;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead || model.fac !== FacSet.HERO) return;
const heroConfig = HeroInfo[model.hero_uuid];
if (heroConfig && heroConfig.field) {
for (const skillUuid of heroConfig.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
}
});
return total;
}
} }
@ecs.register('HeroBuffSystem') @ecs.register('HeroBuffSystem')

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@@ -25,6 +25,8 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { HeroInfo } from "../common/config/heroSet"; import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { Hero } from "../hero/Hero"; import { Hero } from "../hero/Hero";
import { FieldSkillType } from "../common/config/SkillSet";
import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops"; import { oops } from "db://oops-framework/core/Oops";
import { UIID } from "../common/config/GameUIConfig"; import { UIID } from "../common/config/GameUIConfig";
import { mLogger } from "../common/Logger"; import { mLogger } from "../common/Logger";
@@ -251,6 +253,13 @@ export class HInfoComp extends CCComp {
removed removed
}); });
if (!removed) return; if (!removed) return;
// 卖出英雄金币收益
const baseSellGold = 1; // 基础卖出金币
const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SellGold);
const totalSellGold = baseSellGold + goldBoost;
oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: totalSellGold });
oops.gui.remove(UIID.IBox); oops.gui.remove(UIID.IBox);
} }

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@@ -45,6 +45,7 @@ import { Skill } from "../skill/Skill";
import { Tooltip } from "../skill/Tooltip"; import { Tooltip } from "../skill/Tooltip";
import { CardInitCoins } from "../common/config/CardSet"; import { CardInitCoins } from "../common/config/CardSet";
import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FieldSkillType } from "../common/config/SkillSet";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
/** 任务(关卡)生命周期阶段 */ /** 任务(关卡)生命周期阶段 */
@@ -466,20 +467,30 @@ export class MissionComp extends CCComp {
* @param isStart 是否为战斗开始 * @param isStart 是否为战斗开始
*/ */
private triggerHeroBattleSkills(isStart: boolean) { private triggerHeroBattleSkills(isStart: boolean) {
let triggerCount = 1;
if (isStart) {
triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.StartCount);
} else {
triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.EndCount);
}
triggerCount = Math.max(1, Math.floor(triggerCount));
ecs.query(this.heroAttrsMatcher).forEach(entity => { ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp); const attrs = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp); const view = entity.get(HeroViewComp);
if (!attrs || !view || attrs.is_dead || attrs.fac !== FacSet.HERO) return; if (!attrs || !view || attrs.is_dead || attrs.fac !== FacSet.HERO) return;
const skillUuids = isStart ? attrs.fstart : attrs.fend; const skillUuids = isStart ? attrs.fstart : attrs.fend;
if (skillUuids && skillUuids.length > 0) { if (skillUuids && skillUuids.length > 0) {
skillUuids.forEach(uuid => { for (let i = 0; i < triggerCount; i++) {
oops.message.dispatchEvent(GameEvent.TriggerSkill, { skillUuids.forEach(uuid => {
s_uuid: uuid, oops.message.dispatchEvent(GameEvent.TriggerSkill, {
heroAttrs: attrs, s_uuid: uuid,
heroView: view, heroAttrs: attrs,
triggerType: isStart ? 'fstart' : 'fend' heroView: view,
triggerType: isStart ? 'fstart' : 'fend'
});
}); });
}); }
} }
}); });
} }
@@ -488,13 +499,16 @@ export class MissionComp extends CCComp {
* 战斗结束阶段治疗所有英雄包括墓地英雄恢复70%最大生命值 * 战斗结束阶段治疗所有英雄包括墓地英雄恢复70%最大生命值
*/ */
private healAllHeroes() { private healAllHeroes() {
const healRateBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveHeal);
const finalHealRate = Math.min(1, FightSet.WAVE_HEAL_RATE + healRateBoost);
ecs.query(this.heroAttrsMatcher).forEach(entity => { ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp); const attrs = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp); const view = entity.get(HeroViewComp);
if (!attrs || !view || attrs.fac !== FacSet.HERO) return; if (!attrs || !view || attrs.fac !== FacSet.HERO) return;
// 计算恢复量:基于配置的百分比(如 70%)的最大生命值 // 计算恢复量:基于配置的百分比(如 70%)的最大生命值
const healAmount = Math.floor(attrs.hp_max * FightSet.WAVE_HEAL_RATE); const healAmount = Math.floor(attrs.hp_max * finalHealRate);
// 应用恢复量,不超过最大生命值 // 应用恢复量,不超过最大生命值
attrs.hp = Math.min(attrs.hp_max, attrs.hp + healAmount); attrs.hp = Math.min(attrs.hp_max, attrs.hp + healAmount);
@@ -649,7 +663,12 @@ export class MissionComp extends CCComp {
const base = Math.max(0, Math.floor(this.prepareBaseCoinReward)); const base = Math.max(0, Math.floor(this.prepareBaseCoinReward));
const grow = Math.max(0, Math.floor(this.prepareCoinWaveGrow)); const grow = Math.max(0, Math.floor(this.prepareCoinWaveGrow));
const cap = Math.max(0, Math.floor(this.prepareCoinRewardCap)); const cap = Math.max(0, Math.floor(this.prepareCoinRewardCap));
const reward = Math.min(cap, base + (wave - 1) * grow); let reward = Math.min(cap, base + (wave - 1) * grow);
// 增加驻场技能金币收益
const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold);
reward += goldBoost;
if (reward <= 0) { if (reward <= 0) {
this.lastPrepareCoinWave = wave; this.lastPrepareCoinWave = wave;
return; return;
@@ -657,7 +676,8 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.coin = Math.max(0, Math.floor((smc.vmdata.mission_data.coin ?? 0) + reward)); smc.vmdata.mission_data.coin = Math.max(0, Math.floor((smc.vmdata.mission_data.coin ?? 0) + reward));
this.lastPrepareCoinWave = wave; this.lastPrepareCoinWave = wave;
oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: reward, syncOnly: true }); oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: reward, syncOnly: true });
mLogger.log(this.debugMode, 'MissionComp', "prepare coin reward", { wave, reward, coin: smc.vmdata.mission_data.coin });
mLogger.log(this.debugMode, "MissionComp", "grantPrepareCoinByWave", { wave, reward, boost: goldBoost, coin: smc.vmdata.mission_data.coin });
} }
// ======================== 怪物数量管理 ======================== // ======================== 怪物数量管理 ========================

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@@ -38,6 +38,7 @@ import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FacSet, FightSet, BoxSet } from "../common/config/GameSet"; import { FacSet, FightSet, BoxSet } from "../common/config/GameSet";
import { oneCom } from "../skill/oncend"; import { oneCom } from "../skill/oncend";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
const { ccclass } = _decorator; const { ccclass } = _decorator;
/** /**
@@ -252,6 +253,26 @@ export class MissionHeroCompComp extends CCComp {
return heroes; return heroes;
} }
/** 获取指定驻场技能类型的总加成值(只计算存活的英雄) */
public getFieldSkillTotalValue(type: FieldSkillType): number {
let total = 0;
const heroes = this.getAllHeroes();
for (const hero of heroes) {
const model = hero.get(HeroAttrsComp);
if (!model || model.is_dead) continue;
const heroConfig = HeroInfo[model.hero_uuid];
if (heroConfig && heroConfig.field) {
for (const skillUuid of heroConfig.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
}
}
return total;
}
/** /**
* 从存活英雄中挑选可参与本次合成的英雄组。 * 从存活英雄中挑选可参与本次合成的英雄组。
* *