refactor(field): 重构驻场光环数据结构,分离元数据与数值

1.  新增FieldEntry类型,将驻场词条的uuid与生效数值分离
2.  重构FieldSkillSet,移除各档位重复配置,仅保留基础元数据
3.  更新所有使用驻场词条的业务代码,适配新的数据结构
4.  修复数值渲染逻辑,使用词条携带的实际数值而非配置固化值
This commit is contained in:
panFD
2026-08-11 22:36:28 +08:00
parent e328892679
commit 450a8b81e5
13 changed files with 196 additions and 228 deletions

View File

@@ -1,16 +1,20 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { FacSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType } from "../common/config/SkillSet";
import { FieldEntry } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { SkillBoxComp } from "../map/SkillBoxComp";
import { EquipBoxComp } from "../map/EquipBoxComp";
/**
* 驻场技能(光环属性)计算辅助类
*
*
* 核心职责:
* 统一管理全场存活英雄带来的全局加成属性计算。
* 解耦原先写在 HeroAttrsComp 中的静态计算逻辑,符合单一职责原则。
*
* 数据结构field 列表元素为 FieldEntry{uuid,value}uuid 仅用于查 FieldSkillSet
* 的类型元数据,实际加成数值取自词条自身的 value。
*/
export class FieldSkillHelper {
/** 获取指定驻场技能类型的总加成值(计算存活的友方英雄 + 场上的驻场技能卡) */
@@ -27,47 +31,37 @@ export class FieldSkillHelper {
public static getFieldSkillTotalValueForFac(type: FieldSkillType, fac: number = FacSet.HERO): number {
let total = 0;
// 累加一组驻场词条中匹配类型的数值
const accumulate = (fields: FieldEntry[] | undefined): void => {
if (!fields) return;
for (const entry of fields) {
const fs = FieldSkillSet[entry.uuid];
if (fs && fs.type === type) {
total += entry.value;
}
}
};
// 1. 统计英雄/怪物带来的驻场技能加成
// 读 model.runtime_field已按当前等级 resolve 的 uuid 列表)
// 读 model.runtime_field已按当前等级 resolve 的词条列表)
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead || model.fac !== fac) return;
const fields = model.runtime_field;
if (fields) {
for (const skillUuid of fields) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
}
accumulate(model.runtime_field);
});
// 2. 统计技能盒子(技能卡)带来的驻场技能加成(仅英雄阵营)
// 2. 统计技能盒子(技能卡)与装备盒(装备卡)带来的驻场技能加成(仅英雄阵营)
if (fac === FacSet.HERO) {
ecs.query(ecs.allOf(SkillBoxComp)).forEach((entity: ecs.Entity) => {
const skillBox = entity.get(SkillBoxComp);
if (!skillBox || !skillBox.field || skillBox.field.length === 0) return;
for (const skillUuid of skillBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
if (!skillBox) return;
accumulate(skillBox.field);
});
// 3. 统计装备盒(装备卡)带来的驻场技能加成(仅英雄阵营)
ecs.query(ecs.allOf(EquipBoxComp)).forEach((entity: ecs.Entity) => {
const equipBox = entity.get(EquipBoxComp);
if (!equipBox || !equipBox.field || equipBox.field.length === 0) return;
for (const skillUuid of equipBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
if (!equipBox) return;
accumulate(equipBox.field);
});
}

View File

@@ -1,5 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry } from "../common/config/heroSet";
import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry, FieldEntry } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
@@ -69,8 +69,8 @@ export class HeroAttrsComp extends ecs.Comp {
runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的战后触发条目 */
runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
/** 当前等级下生效的驻场光环 uuid 列表 */
runtime_field?: number[];
/** 当前等级下生效的驻场光环词条列表 */
runtime_field?: FieldEntry[];
/** 当前等级下生效的复活配置 */
runtime_revive?: { s_uuid: number; r_num: number; upr: number };