feat(skill): add round end skill trigger system

新增回合结束(FEnd)类型的技能触发机制,包括:
1. 新增SkillTriggerType.FEnd枚举与相关配置映射
2. 为英雄、怪物属性组件添加回合结束技能的运行时解析与存储
3. 实现关卡节间流转时触发全队英雄回合结束技能的逻辑
4. 完善战力计算、技能图标检索等配套支持逻辑
This commit is contained in:
panFD
2026-09-14 16:59:47 +08:00
parent c97c3f36c5
commit 3bbf4a7eb6
6 changed files with 43 additions and 3 deletions

View File

@@ -199,6 +199,7 @@ export enum SkillTriggerType {
Call = "call", // 召唤后触发 降临
Dead = "dead", // 死亡后触发 遗志
FStart = "fstart", // 战斗开始 先手
FEnd = "fend", // 回合结束 收官
Field = "field", // 驻场 光环
Atking = "atking", // 攻击后触发 追击
Atked = "atked", // 受击后触发 反击
@@ -209,6 +210,7 @@ export const SkillTriggerName = {
[SkillTriggerType.Call]: "召唤",
[SkillTriggerType.Dead]: "死亡后",
[SkillTriggerType.FStart]: "回合开始",
[SkillTriggerType.FEnd]: "回合结束",
[SkillTriggerType.Field]: "光环",
[SkillTriggerType.Atking]: "攻击",
[SkillTriggerType.Atked]: "受伤",
@@ -219,6 +221,7 @@ export const SkillTriggerDesc = {
[SkillTriggerType.Call]: "召唤时",
[SkillTriggerType.Dead]: "死亡时",
[SkillTriggerType.FStart]: "战斗开始时",
[SkillTriggerType.FEnd]: "回合结束时",
[SkillTriggerType.Field]: "光环",
[SkillTriggerType.Atking]: "攻击n次",
[SkillTriggerType.Atked]: "受伤n次",
@@ -351,7 +354,7 @@ export function getHeroSkillIcon(hero: heroInfo | undefined, skillUuid: number,
return undefined;
}
// 自动定位:再各触发组,最后光环
for (const type of [SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, SkillTriggerType.Atking, SkillTriggerType.Atked]) {
for (const type of [SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, SkillTriggerType.FEnd, SkillTriggerType.Atking, SkillTriggerType.Atked]) {
const grouped = hero[type] as TriggerGrouped | undefined;
const entry = grouped?.[skillUuid]?.[0];
if (entry) return resolveTriggerSkillIcon(entry, skillUuid);
@@ -395,6 +398,7 @@ export interface heroInfo {
[SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序)
[SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置
[SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
[SkillTriggerType.FEnd]?: TriggerGrouped; // 回合结束时释放的技能配置
[SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档)
[SkillTriggerType.Atking]?: TriggerGrouped; // 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
[SkillTriggerType.Atked]?: TriggerGrouped; // 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
@@ -1235,6 +1239,7 @@ export const HERO_POWER_WEIGHTS = {
W_atking: 1.0,
W_atked: 0.8,
W_fstart: 1.0,
W_fend: 1.0,
W_dead: 0.6,
W_field_alive: 1.0,
W_revive: 1.0,
@@ -1407,6 +1412,7 @@ function getTriggerCount(
case SkillTriggerType.Atked:
return getHitCount(seconds) / t_num;
case SkillTriggerType.FStart:
case SkillTriggerType.FEnd:
return getWaveCount(seconds);
case SkillTriggerType.Dead:
// 死亡触发次数 = 回合数 × (1 + 最大复活次数),复活从 dead 配置中提取
@@ -1548,6 +1554,7 @@ export interface HeroPowerBreakdown {
atking: number;
atked: number;
fstart: number;
fend: number;
dead: number;
field: number;
revive: number;
@@ -1596,6 +1603,9 @@ function calcTriggerPowerDetailed(
case SkillTriggerType.FStart:
weight = weights.W_fstart;
break;
case SkillTriggerType.FEnd:
weight = weights.W_fend;
break;
case SkillTriggerType.Dead:
weight = weights.W_dead;
break;
@@ -1693,6 +1703,7 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco
const atking = hero.atking ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atking, targetLv), hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const atked = hero.atked ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atked, targetLv), hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fstart = hero.fstart ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fstart, targetLv), hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fend = hero.fend ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fend, targetLv), hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fieldEntries = resolveFieldByLv(hero.field, targetLv);
const field = fieldEntries.length > 0 ? calcFieldPowerDetailed(fieldEntries, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
@@ -1708,7 +1719,7 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco
}
}
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + dead.total + field.total + reviveValue;
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue;
return {
total,
@@ -1718,11 +1729,12 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco
atking: atking.total,
atked: atked.total,
fstart: fstart.total,
fend: fend.total,
dead: dead.total,
field: field.total,
revive: reviveValue,
},
triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...dead.items],
triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...fend.items, ...dead.items],
fieldSkills: field.items,
normalAttack,
};