feat(skill-system): 新增计时debuff机制,支持技能命中敌方附加减益效果
本次提交完整实现了技能对敌附加debuff的完整流程: 1. 新增TimedDebuffSnapshot数据结构,用于透传debuff配置 2. 在SkillConfig和SkillOverrides中新增debuff相关配置项 3. 实现HeroAtkSystem中debuff的判定与施加逻辑 4. 完善后台配置、前端编辑器的debuff配置支持 5. 调整了buff目标判定逻辑,修复了原有默认目标的语义混淆问题 6. 优化了BuffSystem的调试日志,新增了debuff分类标识 7. 批量更新了现有英雄技能的debuff配置示例
This commit is contained in:
@@ -11,6 +11,7 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BuffCategory, BuffList } from "../common/config/BuffSet";
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import { BuffComp, ActiveBuff } from "./BuffComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { mLogger } from "../common/Logger";
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/** applyBuff 的覆盖参数(预留按需覆写持续时间 / 修饰数值) */
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@@ -46,10 +47,12 @@ class BuffManagerImpl {
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mLogger.warn(true, "BuffManager", `applyBuff: buffId=${buffId} 配置不存在,跳过`);
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return;
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}
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mLogger.log(this.debug, "BuffManager", `[挂buff] 「${cfg.name}」(buffId:${buffId}) -> target_eid:${target.eid} duration:${overrides?.duration ?? cfg.duration} value:${overrides?.value ?? "-"} source_ap:${sourceAp}`);
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const buffComp = this.ensureBuffComp(target);
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const duration = overrides?.duration ?? cfg.duration;
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const targetName = target.get(HeroAttrsComp)?.hero_name ?? `eid:${target.eid}`;
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// buff/debuff 类别标签,便于日志区分挂载语义
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const categoryTag = cfg.category === BuffCategory.Debuff ? "debuff" : cfg.category === BuffCategory.Control ? "control" : "buff";
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let layers = buffComp.buffs.get(buffId);
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if (!layers) {
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@@ -59,14 +62,18 @@ class BuffManagerImpl {
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const newLayer = new ActiveBuff(buffId, duration, sourceUuid, sourceAp, overrides?.value, overrides?.source_attrs);
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let refreshed = false;
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if (cfg.max_stack === 0 || layers.length < cfg.max_stack) {
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layers.push(newLayer);
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} else {
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// 满层 FIFO:移除最老层后追加新层
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layers.shift();
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layers.push(newLayer);
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refreshed = true;
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}
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buffComp.dirty_buffs = true;
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mLogger.log(this.debug, "BuffManager", `[挂${categoryTag}] 「${cfg.name}」(buffId:${buffId}) -> ${targetName} 时长:${duration}s 数值:${overrides?.value ?? "-"} 来源ap:${sourceAp} 当前层数:${layers.length}${cfg.max_stack > 0 ? `/${cfg.max_stack}` : ""}${refreshed ? "(满层刷新)" : ""}`);
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}
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/**
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@@ -19,7 +19,7 @@ import { DamageQueueHelper } from "./DamageQueueComp";
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import { mLogger } from "../common/Logger";
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/** Buff 模块调试日志开关 */
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const DEBUG = false;
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const DEBUG = true;
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/** 固定步长(秒) */
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const TICK_STEP = 0.1;
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@@ -106,10 +106,13 @@ export class BuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const baseAmount = layer.value_override !== undefined ? layer.value_override : tick.damage_or_heal;
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const scale = 1 + layer.source_ap_snapshot * tick.scale_by_ap_pct / 10000;
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const amount = Math.floor(baseAmount * scale);
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const buffName = BuffList[buffId]?.name ?? String(buffId);
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if (amount < 0) {
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// DoT 走伤害队列:dot_dmg 传正值,doAttack 内识别并走固定伤害分支
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mLogger.log(DEBUG, "BuffSystem", `[debuff伤害] 「${buffName}」(buffId:${buffId}) tick 结算 -> ${attrs.hero_name}(eid:${target.eid}) 基础:${baseAmount} ap缩放:${scale.toFixed(3)} 入队伤害:${-amount} 剩余:${layer.remaining.toFixed(1)}s`);
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DamageQueueHelper.addDamageToEntity(target, layer.source_attrs_snapshot ?? null, layer.source_uuid, buffId, 0, 1, -amount);
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} else if (amount > 0) {
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mLogger.log(DEBUG, "BuffSystem", `[buff治疗] 「${buffName}」(buffId:${buffId}) tick 结算 -> ${attrs.hero_name}(eid:${target.eid}) 基础:${baseAmount} ap缩放:${scale.toFixed(3)} 回血:${amount}`);
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attrs.add_hp(amount);
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}
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}
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@@ -2,6 +2,14 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { HeroViewComp } from "./HeroViewComp";
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import { SkillOverrides } from "../common/config/SkillSet";
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/** 命中后对敌 debuff 快照(由施法技能实体自合并后配置提取并透传,HeroAtkSystem 据此结算) */
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export interface TimedDebuffSnapshot {
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id: number;
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value?: number;
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duration?: number;
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chance?: number;
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}
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/**
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* ==================== 伤害事件数据 ====================
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*
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@@ -10,29 +18,31 @@ import { SkillOverrides } from "../common/config/SkillSet";
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export interface DamageEvent {
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/** 伤害属性数据 */
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Attrs: any;
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/** 施法者ID */
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casterEid: number;
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/** 技能UUID */
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s_uuid: number;
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/** 伤害创建时间戳(用于排序和调试) */
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timestamp: number;
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/** 伤害事件ID(用于去重和调试) */
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eventId: string;
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ext_dmg:number //额外伤害
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dmg_ratio:number//伤害比例
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ext_dmg: number //额外伤害
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dmg_ratio: number//伤害比例
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/**
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* DoT 固定伤害值(>0 时本事件为 DoT tick 结算):
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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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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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/** 命中后对敌 debuff(由施法技能实体自合并后配置快照透传;缺省时 HeroAtkSystem 回退读 SkillSet 底座) */
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timed_debuff?: TimedDebuffSnapshot
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}
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/**
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@@ -48,16 +58,16 @@ export class DamageQueueComp extends ecs.Comp {
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/** 伤害事件队列 */
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damageEvents: DamageEvent[] = [];
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private readIndex: number = 0;
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/** 队列创建时间 */
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createTime: number = 0;
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/** 是否正在处理中 */
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isProcessing: boolean = false;
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/** 已处理的伤害数量 */
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processedCount: number = 0;
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reset() {
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this.damageEvents.length = 0;
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this.readIndex = 0;
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@@ -65,33 +75,34 @@ export class DamageQueueComp extends ecs.Comp {
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this.isProcessing = false;
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this.processedCount = 0;
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}
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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,proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides }): 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 }, timed_debuff?: TimedDebuffSnapshot): void {
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const timestamp = Date.now();
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const damageEvent: DamageEvent = {
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Attrs: attrs || null,
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casterEid: casterEid,
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s_uuid: s_uuid,
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timestamp: timestamp,
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eventId: "",
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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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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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timed_debuff: timed_debuff,
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};
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this.damageEvents.push(damageEvent);
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// 如果是第一个伤害事件,记录创建时间
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if (this.getRemainingCount() === 1) {
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this.createTime = timestamp;
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}
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}
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/**
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* 获取下一个待处理的伤害事件
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*/
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@@ -105,21 +116,21 @@ export class DamageQueueComp extends ecs.Comp {
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}
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return event || null;
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}
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/**
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* 获取队列中剩余的伤害事件数量
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*/
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getRemainingCount(): number {
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return this.damageEvents.length - this.readIndex;
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}
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/**
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* 检查队列是否为空
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*/
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isEmpty(): boolean {
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return this.readIndex >= this.damageEvents.length;
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}
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/**
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* 清空队列
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*/
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@@ -129,7 +140,7 @@ export class DamageQueueComp extends ecs.Comp {
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this.processedCount = 0;
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this.isProcessing = false;
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}
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/**
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* 按时间戳排序伤害事件(可选功能)
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*/
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@@ -140,7 +151,7 @@ export class DamageQueueComp extends ecs.Comp {
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}
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this.damageEvents.sort((a, b) => a.timestamp - b.timestamp);
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}
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/**
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* 去除重复的伤害事件(基于eventId)
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*/
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@@ -158,7 +169,7 @@ export class DamageQueueComp extends ecs.Comp {
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return true;
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});
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}
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/**
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* 获取队列统计信息(用于调试)
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*/
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@@ -187,18 +198,18 @@ 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,proc_skill?: { s_uuid: number; chance?: number; overrides?: SkillOverrides }): 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 }, timed_debuff?: TimedDebuffSnapshot): 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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if (!damageQueue) {
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damageQueue = entity.add(DamageQueueComp);
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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,proc_skill);
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damageQueue.addDamageEvent(attrs, casterEid, s_uuid, ext_dmg, dmg_ratio, dot_dmg, proc_skill, timed_debuff);
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}
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/**
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* 检查实体是否有待处理的伤害
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*/
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@@ -206,7 +217,7 @@ export class DamageQueueHelper {
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const damageQueue = entity.get(DamageQueueComp);
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return damageQueue ? !damageQueue.isEmpty() : false;
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}
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/**
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* 获取实体的伤害队列统计信息
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*/
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@@ -279,7 +279,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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}
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// 命中附带 buff:仅普攻路径;buff_target 缺省挂被命中者,显式配置可改为挂施法者/全体友方/全体敌方
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// 命中附带 buff:仅普攻路径;buff 语义为增益,缺省挂施法者自身(如吸血/攻击后强化),
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// 显式配置 buff_target 可改为全体友方等;buff 也可挂自身 debuff 类(如自残出血)
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// 施法者 ap/完整属性快照取自伤害事件,供 BuffSystem tick 缩放与暴击/冰冻/击晕判定
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if (!isDot && skillConf.timed_buff_id) {
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const buffChance = skillConf.buff_chance ?? 100;
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@@ -298,6 +299,30 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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}
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// 命中附带 debuff:仅普攻路径;debuff 语义为对敌减益,目标固定为被命中者(不可覆写)
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// 优先取伤害事件透传的合并后快照(heroSet overrides/lv_entries 注入),缺省回退 SkillSet 底座配置
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// debuff_value/debuff_duration 覆写 BuffList 默认数值与持续时间
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// 注:DoT 事件无 SkillSet 配置(skillConf 可能为 undefined),必须在 !isDot 保护内读取
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if (!isDot && skillConf) {
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const snapDebuff = damageEvent.timed_debuff;
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const debuffId = snapDebuff?.id ?? skillConf.timed_debuff_id;
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if (debuffId) {
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const debuffChance = snapDebuff?.chance ?? skillConf.debuff_chance ?? 100;
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const debuffRand = debuffChance >= 100 ? 0 : Math.random() * 100;
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if (debuffChance >= 100 || debuffRand < debuffChance) {
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const debuffOverrides: BuffApplyOverrides = { source_attrs: damageEvent.Attrs };
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const debuffValue = snapDebuff?.value ?? skillConf.debuff_value;
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const debuffDuration = snapDebuff?.duration ?? skillConf.debuff_duration;
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if (debuffValue !== undefined) debuffOverrides.value = debuffValue;
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if (debuffDuration !== undefined) debuffOverrides.duration = debuffDuration;
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[概率判定] 附带debuff「${BuffList[debuffId]?.name ?? "?"}」 概率:${debuffChance.toFixed(1)}% 随机:${debuffRand.toFixed(1)} -> ✔成功(技能「${skillConf.name}」命中 ${TAttrsComp.hero_name})`);
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buffManager.applyBuff(target, debuffId, casterEid, damageEvent.Attrs[Attrs.ap] || 0, debuffOverrides);
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} else {
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[概率判定] 附带debuff「${BuffList[debuffId]?.name ?? "?"}」 概率:${debuffChance.toFixed(1)}% 随机:${debuffRand.toFixed(1)} -> ✘失败(技能「${skillConf.name}」命中 ${TAttrsComp.hero_name})`);
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}
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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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@@ -636,20 +661,21 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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/**
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* 解析 timed_buff_id 的施加目标实体列表。
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* 缺省(undefined / BuffTarget.Hit)返回被命中者;显式配置可切换到施法者自身、全体友方或全体敌方。
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* 缺省(undefined / BuffTarget.Self)返回施法者自身(buff 为增益语义,如吸血/攻击后强化);
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* 显式配置可切换到被命中者、全体友方或全体敌方。
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* @param hitTarget 被命中实体(伤害事件的 target)
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* @param casterEid 施法者 eid
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* @param targetFac 被命中者阵营(用于推导敌我网格)
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* @param buffTarget 技能配置上的目标覆写
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*/
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private resolveBuffTargets(hitTarget: ecs.Entity, casterEid: number, targetFac: number, buffTarget?: BuffTarget): ecs.Entity[] {
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if (buffTarget === undefined || buffTarget === BuffTarget.Hit) {
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return [hitTarget];
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}
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if (buffTarget === BuffTarget.Self) {
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if (buffTarget === undefined || buffTarget === BuffTarget.Self) {
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const caster = ecs.getEntityByEid(casterEid);
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return caster ? [caster] : [];
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}
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if (buffTarget === BuffTarget.Hit) {
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return [hitTarget];
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}
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// 全体友方/敌方:以施法者阵营为基准(命中者必为敌方,施法方网格即友方)
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const casterFac = targetFac === FacSet.HERO ? FacSet.MON : FacSet.HERO;
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const grid = buffTarget === BuffTarget.Ally
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@@ -2,7 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { Vec3, Prefab, instantiate, tween, Node } from "cc";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { DTType, RType, SkillConfig, SkillKind, SkillSet, TGroup, SkillOverrides, mergeSkillParams, BuffTarget } from "../common/config/SkillSet";
|
||||
import { DTType, RType, SkillConfig, SkillKind, SkillSet, TGroup, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet";
|
||||
import { Skill } from "../skill/Skill";
|
||||
import { SkillView } from "../skill/SkillView";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -556,8 +556,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
if (config.buff_type !== undefined) {
|
||||
// 计时性 buff:配置了 timed_buff_id 时走 buffManager 限时路径,
|
||||
// 同一技能不应既永久加成又限时加成,故提前 return 跳过下方永久 add_* 逻辑
|
||||
// buff_target=Enemy 时 timed_buff_id 已在 applyFriendlySkillEffects 入口分流到敌方网格,此处跳过避免误挂友方
|
||||
if (config.timed_buff_id && config.buff_target !== BuffTarget.Enemy) {
|
||||
if (config.timed_buff_id) {
|
||||
// 汇总 buff 覆写参数:value 覆写修饰数值,duration 覆写持续时间
|
||||
const buffOverrides: { value?: number; duration?: number } = {};
|
||||
if (config.buff_value !== undefined) buffOverrides.value = config.buff_value;
|
||||
|
||||
Reference in New Issue
Block a user