refactor(技能系统): 移除技能MP消耗相关逻辑
技能系统不再需要处理MP消耗,简化了技能施放和检查逻辑
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@@ -12,7 +12,6 @@ export interface SkillSlot {
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s_uuid: number; // 技能配置ID
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cd: number; // 当前CD时间(递减)
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cd_max: number; // 最大CD时间
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cost: number; // MP消耗
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level: number; // 技能等级(预留)
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dis: number; // 攻击距离
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hset: HSSet; // 技能设定, 0:普通攻击, 1:一般技能, 2:必杀技
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@@ -66,7 +65,6 @@ export class HeroSkillsComp extends ecs.Comp {
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s_uuid: config.uuid,
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cd: 0,
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cd_max: cdMax,
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cost: config.cost,
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level: 1,
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dis: Number(config.dis),
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hset: hset,
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@@ -97,7 +95,6 @@ export class HeroSkillsComp extends ecs.Comp {
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s_uuid: config.uuid,
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cd: 0,
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cd_max: config.cd,
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cost: config.cost,
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level: 1,
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dis: Number(config.dis),
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hset: hset,
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@@ -126,14 +123,13 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 检查技能是否可施放(通过s_uuid)
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* @param s_uuid 技能配置ID
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* @param currentMp 当前MP值
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*/
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canCast(s_uuid: number, currentMp: number): boolean {
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canCast(s_uuid: number): boolean {
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const skill = this.getSkill(s_uuid);
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if (!skill) return false;
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// 检查CD和MP
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return skill.cd <= 0 && currentMp >= skill.cost;
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// 检查CD
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return skill.cd <= 0;
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}
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/**
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@@ -172,10 +168,10 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 获取所有可施放的技能索引
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*/
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getReadySkills(currentMp: number): number[] {
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getReadySkills(): number[] {
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const ready: number[] = [];
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for (const s_uuid in this.skills) {
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if (this.canCast(Number(s_uuid), currentMp)) {
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if (this.canCast(Number(s_uuid))) {
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ready.push(Number(s_uuid));
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}
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}
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@@ -208,11 +204,10 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 获取可施放技能中的最远攻击距离
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* @param mp 当前MP值
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* @returns 最远攻击距离,如果没有可用技能返回0
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*/
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getMaxSkillDistance(mp: number): number {
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const readySkills = this.getReadySkills(mp);
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getMaxSkillDistance(): number {
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const readySkills = this.getReadySkills();
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if (readySkills.length === 0) return 0;
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let maxDistance = 0;
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@@ -227,11 +222,10 @@ export class HeroSkillsComp extends ecs.Comp {
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/**
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* 获取可施放技能中的最近攻击距离
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* @param mp 当前MP值
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* @returns 最近攻击距离,如果没有可用技能返回0
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*/
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getMinSkillDistance(mp: number): number {
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const readySkills = this.getReadySkills(mp);
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getMinSkillDistance(): number {
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const readySkills = this.getReadySkills();
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if (readySkills.length === 0) return 0;
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let minDistance = Number.MAX_VALUE;
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@@ -47,7 +47,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (!heroAttrs.is_atking) return;
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const readySkills = skills.getReadySkills(heroAttrs.mp);
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const readySkills = skills.getReadySkills();
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if (readySkills.length === 0) return;
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// 选择第一个可施放的技能(支持伤害/治疗/护盾)
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@@ -89,9 +89,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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if (castSucess) {
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// 🔥 怪物不消耗蓝
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if (heroAttrs.fac !== FacSet.MON) {
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// 使用 add_mp 确保 MP 不会变成负数,并触发相关更新
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heroAttrs.add_mp(-skill.cost, true);
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// 手动更新技能距离缓存,因为 HeroAttrSystem 无法检测到跨帧的 MP 变化
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// 手动更新技能距离缓存
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heroAttrs.updateSkillDistanceCache(skills);
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}
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skills.resetCD(skill.s_uuid);
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@@ -134,8 +132,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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return false;
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}
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// 检查CD和MP
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if (!skills.canCast(s_uuid, heroAttrs.mp)) {
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// 检查CD
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if (!skills.canCast(s_uuid)) {
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return false;
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}
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