feat(skill): add proc skill trigger system
实现技能命中后概率触发额外技能的完整流程 1. 新增proc_skill技能配置字段与数据组件 2. 新增公共技能派发工具方法 3. 在HeroAtkSystem中添加触发逻辑 4. 完善伤害事件与技能视图传递proc_skill参数
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@@ -171,6 +171,15 @@ export interface SkillConfig {
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call_hero?: number, // 召唤技能召唤英雄id(可选)
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summon_count?: number, // 单次施法召唤的技能实体个数(未配置时回退 prefab 上 SkillView.summon_count)
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is_accel?: boolean, // 是否逐渐加速飞行
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/**
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* 命中后概率触发额外技能(技能级触发器)。
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* s_uuid: 被触发的技能 uuid;chance: 触发概率(百分点,缺省 100)。
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* overrides: 透传给被触发技能的覆写参数(如 ap/hit_count 等),用于自定义被触发技能的伤害/数值;
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* 与被触发技能自身在 heroSet 中的 overrides 叠加(本次传入优先)。
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* 触发走 SkillTriggerHelper/forceCastTriggerSkill 通道(无视 CD、无施法前摇),与 atking 同一通道。
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* 支持在 lv_entries 的 overrides 里按等级覆写(利用 overrides 浅合并机制)。
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*/
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proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides },
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info: string, // 技能描述
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}
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@@ -202,6 +211,9 @@ export interface SkillOverrides {
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revive_hp?: number;
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/** 复活次数上限,配合 revive_hp 使用(仅 dead 触发有效) */
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revive_count?: number;
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/** 命中后概率触发额外技能(技能级触发器,覆写 SkillConfig.proc_skill),支持 lv_entries 按等级覆写;
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* overrides 字段可自定义被触发技能的伤害/数值(如 ap),透传给 forceCastTriggerSkill */
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proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides };
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/** 英雄语境专属图标(图鉴面板/技能弹窗展示用):配置后覆盖 SkillSet.icon,
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* 实现"同一底座、不同英雄/档位不同外观"(如 5002 普攻与冲刺斩同 6004 但图标不同) */
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icon?: string;
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@@ -1,5 +1,6 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "./HeroViewComp";
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import { SkillOverrides } from "../common/config/SkillSet";
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/**
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* ==================== 伤害事件数据 ====================
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@@ -29,6 +30,9 @@ export interface DamageEvent {
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* 跳过 dmgCount 公式直接用该值,且不走击退/受击动画,其余(暴击/冰冻/击晕/护盾/死亡链)与普攻一致
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*/
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dot_dmg?:number
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/** 命中后概率触发额外技能(由施法技能实体快照自合并后配置,HeroAtkSystem 据此判定;
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* overrides 字段透传给被触发技能,用于自定义伤害/数值) */
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proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides }
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}
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/**
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@@ -65,7 +69,7 @@ export class DamageQueueComp extends ecs.Comp {
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/**
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* 添加伤害事件到队列
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*/
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addDamageEvent(attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1,dot_dmg:number=0): void {
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addDamageEvent(attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1,dot_dmg:number=0,proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides }): void {
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const timestamp = Date.now();
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const damageEvent: DamageEvent = {
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@@ -77,6 +81,7 @@ export class DamageQueueComp extends ecs.Comp {
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ext_dmg:ext_dmg,
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dmg_ratio:dmg_ratio,
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dot_dmg:dot_dmg,
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proc_skill:proc_skill,
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};
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this.damageEvents.push(damageEvent);
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@@ -182,7 +187,7 @@ export class DamageQueueHelper {
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* 为实体添加伤害事件
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* 如果实体没有伤害队列组件,会自动创建
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*/
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static addDamageToEntity(entity: ecs.Entity, attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1,dot_dmg:number=0): void {
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static addDamageToEntity(entity: ecs.Entity, attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1,dot_dmg:number=0,proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides }): void {
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let damageQueue = entity.get(DamageQueueComp);
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// 如果实体没有伤害队列组件,创建一个
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@@ -191,7 +196,7 @@ export class DamageQueueHelper {
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}
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// 添加伤害事件到队列
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damageQueue.addDamageEvent(attrs, casterEid, s_uuid,ext_dmg,dmg_ratio,dot_dmg);
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damageQueue.addDamageEvent(attrs, casterEid, s_uuid,ext_dmg,dmg_ratio,dot_dmg,proc_skill);
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}
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/**
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@@ -271,6 +271,25 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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}
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// 命中概率触发额外技能(proc_skill):配置由施法技能实体快照自合并后配置(含 heroSet overrides/lv_entries),
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// 触发走 SkillTriggerHelper/forceCastTriggerSkill 通道(无视 CD、无施法前摇),与 atking 同一通道。
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// 防递归:被触发的技能经 forceCastTriggerSkill 不再产生 proc_skill 伤害事件之外的新事件,且不会累加 atk_count。
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if (!isDot && damageEvent.proc_skill) {
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const proc = damageEvent.proc_skill;
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const procChance = proc.chance ?? 100;
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if (procChance >= 100 || Math.random() * 100 < procChance) {
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const caster = ecs.getEntityByEid(casterEid);
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if (caster) {
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const casterAttrs = caster.get(HeroAttrsComp);
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const casterView = caster.get(HeroViewComp);
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if (casterAttrs && casterView && !casterAttrs.is_dead && !casterAttrs.is_reviving) {
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// proc_skill.overrides 透传给被触发技能(如自定义 ap 伤害),与被触发技能自身 overrides 叠加(本次传入优先)
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SkillTriggerHelper.dispatchSinglePublic(proc.s_uuid, casterAttrs, casterView, SkillTriggerType.Atking, proc.overrides);
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}
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}
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}
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}
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// 检查死亡
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if (TAttrsComp.hp <= 0) {
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@@ -166,4 +166,17 @@ export class SkillTriggerHelper {
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overrides: overrides
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});
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}
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/**
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* 公共单技能派发(供 HeroAtkSystem 等命中后触发场景调用)。
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* 直接复用 TriggerSkill 通道(forceCastTriggerSkill),无视 CD、无施法前摇。
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* @param s_uuid 被触发的技能 uuid
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* @param model 施法者属性组件
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* @param view 施法者视图组件
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* @param type 触发类型(语义来源,如 SkillTriggerType.Atking)
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* @param overrides 透传给被触发技能的覆写参数
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*/
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public static dispatchSinglePublic(s_uuid: number, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType, overrides?: SkillOverrides) {
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this.dispatchSingle(s_uuid, model, view, type, overrides);
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}
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}
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@@ -1,5 +1,6 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BoxSet } from "../common/config/GameSet";
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import { SkillOverrides } from "../common/config/SkillSet";
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/** 业务层对象 */
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//技能数据
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@@ -16,6 +17,9 @@ export class SDataCom extends ecs.Comp {
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dmg_ratio:number=1 //伤害比例
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hit_count:number=0 //击中数量
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max_hit_count:number=0 //最大可命中次数
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/** 命中后概率触发额外技能(由 Skill.load 从合并后配置快照;DamageEvent 透传给 HeroAtkSystem 判定;
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* overrides 字段透传给被触发技能,用于自定义伤害/数值) */
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proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides };
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reset() {
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this.Attrs=null
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this.group=BoxSet.HERO
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@@ -27,6 +31,7 @@ export class SDataCom extends ecs.Comp {
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this.max_hit_count=0
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this.ext_dmg=0
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this.dmg_ratio=1
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this.proc_skill=undefined
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}
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}
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@@ -242,6 +242,8 @@ export class Skill extends ecs.Entity {
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sDataCom.ext_dmg = ext_dmg
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sDataCom.hit_count = 0
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sDataCom.max_hit_count = Math.max(1, sHit)
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// 快照合并后(基础配置+heroSet overrides/lv_entries)的 proc_skill,命中时由 HeroAtkSystem 判定触发
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sDataCom.proc_skill = config.proc_skill;
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SView.init();
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};
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@@ -219,6 +219,8 @@ export class SkillView extends CCComp {
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this.sData.s_uuid,
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this.sData.ext_dmg,
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finalRatio,
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0,
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this.sData.proc_skill,
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);
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}
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close_collider() {
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