feat(hero): 新增完整计时性Buff/Debuff系统
本次提交实现了游戏内完整的计时性增益/减益系统,包含: 1. 新增Buff配置表与运行时数据组件 2. 实现属性修饰器与最终属性计算逻辑 3. 完成Buff管理、计时结算与周期效果处理 4. 兼容旧有控制状态系统,支持平滑过渡 5. 附带完整的系统设计文档 同时关闭了两个闲置的任务界面节点。
This commit is contained in:
@@ -10969,7 +10969,7 @@
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"__id__": 875
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}
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],
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"_active": true,
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"_active": false,
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"_components": [
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{
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"__id__": 945
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@@ -16271,7 +16271,7 @@
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"__id__": 1040
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}
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],
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"_active": true,
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"_active": false,
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"_components": [
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{
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"__id__": 1110
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77
assets/script/game/common/config/BuffSet.ts
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77
assets/script/game/common/config/BuffSet.ts
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// ========== Buff/Debuff 配置定义 ==========
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import { Attrs } from "./HeroAttrs";
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/** Buff 类别 */
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export enum BuffCategory {
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Buff = 0,
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Debuff = 1,
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Control = 2,
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}
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/** 修饰器运算类型 */
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export enum ModOp {
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Flat = 0,
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PercentAdd = 1,
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PercentMul = 2,
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}
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/** 单条属性修饰器 */
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export interface BuffModifier {
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attr: Attrs;
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op: ModOp;
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value: number;
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}
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/** 周期效果(DoT/HoT) */
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export interface BuffTickEffect {
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interval: number;
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damage_or_heal: number; // 正=治疗,负=伤害
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scale_by_ap_pct: number; // 按施法者 ap 缩放百分比,0=不吃加成
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}
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/** Buff 静态定义 */
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export interface BuffConfig {
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id: number;
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name: string;
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icon: string;
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category: BuffCategory;
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duration: number; // 单层持续时间(秒),0=永久
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max_stack: number; // 默认 0=无限叠加;1=不可叠层;N=最多N层
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modifiers?: BuffModifier[];
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tick?: BuffTickEffect;
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is_control?: boolean;
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control_kind?: 'frost' | 'stun' | 'none';
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info: string;
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}
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/** Buff 配置表 */
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export const BuffList: Record<number, BuffConfig> = {
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// 攻击强化(限时版)
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7001: {
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id: 7001, name: "攻击强化", icon: "Stat_Attack_03",
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category: BuffCategory.Buff, duration: 10, max_stack: 0,
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modifiers: [{ attr: Attrs.ap, op: ModOp.Flat, value: 5 }],
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info: "攻击力 +5,持续 10 秒",
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},
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// 灼烧(DoT,可叠层)
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7002: {
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id: 7002, name: "灼烧", icon: "Stat_Burn",
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category: BuffCategory.Debuff, duration: 5, max_stack: 5,
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tick: { interval: 0.5, damage_or_heal: -10, scale_by_ap_pct: 30 },
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info: "每 0.5 秒受到 10 伤害,可叠加",
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},
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// 冰冻(控制,走统一框架,双写兼容)
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7003: {
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id: 7003, name: "冰冻", icon: "Stat_Freeze",
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category: BuffCategory.Control, duration: 2, max_stack: 1,
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is_control: true, control_kind: 'frost',
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info: "冰冻目标,无法行动",
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},
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// 击晕(控制)
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7004: {
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id: 7004, name: "击晕", icon: "Stat_Stun",
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category: BuffCategory.Control, duration: 2, max_stack: 1,
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is_control: true, control_kind: 'stun',
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info: "击晕目标,无法行动",
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},
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};
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9
assets/script/game/common/config/BuffSet.ts.meta
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9
assets/script/game/common/config/BuffSet.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "ef985116-4023-43ae-9a69-69d019139c27",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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44
assets/script/game/hero/BuffComp.ts
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44
assets/script/game/hero/BuffComp.ts
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@@ -0,0 +1,44 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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/**
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* 单个活跃 buff 实例(一层)。
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* 每个 ActiveBuff 独立计时,叠层时会产生多个实例。
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*/
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export class ActiveBuff {
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/** 对应 BuffList 中的配置 id */
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config_id: number;
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/** 剩余持续时间(秒) */
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remaining: number;
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/** 施法者实体 uuid(用于伤害归属) */
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source_uuid: number;
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/** 施法者攻击力快照(用于 DoT/HoT 的 ap 缩放) */
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source_ap_snapshot: number;
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/** 周期效果累计时间(秒) */
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tick_acc: number = 0;
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constructor(cfg_id: number, dur: number, src_uuid: number, src_ap: number) {
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this.config_id = cfg_id;
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this.remaining = dur;
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this.source_uuid = src_uuid;
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this.source_ap_snapshot = src_ap;
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}
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}
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/**
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* Buff 组件 — 存储实体身上所有活跃的 buff/debuff。
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*
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* 数据结构:按 buff_id 分组,每组是若干层(每层独立计时)。
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* 使用 ecs.Comp,仅承载数据,计时与结算逻辑由 BuffSystem 负责。
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*/
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@ecs.register('Buff')
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export class BuffComp extends ecs.Comp {
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/** 按 buff_id 分组,每组是若干层(每层独立计时) */
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buffs: Map<number, ActiveBuff[]> = new Map();
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/** buff 列表变更标记(预留 UI 消费) */
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dirty_buffs: boolean = false;
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reset() {
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this.buffs.clear();
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this.dirty_buffs = false;
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}
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}
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9
assets/script/game/hero/BuffComp.ts.meta
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9
assets/script/game/hero/BuffComp.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "ac7fa294-b313-4649-94d9-88b7d190d31b",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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209
assets/script/game/hero/BuffManager.ts
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209
assets/script/game/hero/BuffManager.ts
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@@ -0,0 +1,209 @@
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/**
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* BuffManager — buff/debuff 的应用、驱散、查询管理器。
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*
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* 设计说明:
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* - 非 ECS 组件,是普通 class 单例(参考 smc 的单例暴露模式)。
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* - 对外提供 applyBuff / dispel / getStack / hasControl 四组核心能力。
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* - 控制类 buff 采用"双写"策略:既写入 BuffComp(新框架),也同步调用
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* HeroAttrsComp.toFrost/toStun(旧框架),保证过渡期表现一致。
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*/
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BuffCategory, BuffConfig, BuffList } from "../common/config/BuffSet";
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import { FightSet } from "../common/config/GameSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffComp, ActiveBuff } from "./BuffComp";
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/** applyBuff 的覆盖参数(预留按需覆写持续时间) */
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export interface BuffApplyOverrides {
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duration?: number;
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}
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class BuffManagerImpl {
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/**
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* 对目标施加一个 buff 实例。
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*
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* 叠层规则:
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* - max_stack === 0:无限叠加,始终 push 新层
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* - existing.length < max_stack:push 新层
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* - 已满:替换最老层(数组末尾)
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*
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* 控制类(is_control)额外双写旧字段(frost/stun)。
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*
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* @param target 目标实体
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* @param buffId BuffList 配置 id
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* @param sourceUuid 施法者 uuid(0=系统/无主)
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* @param sourceAp 施法者攻击力快照(用于 DoT 缩放)
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* @param overrides 可选覆写参数
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*/
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applyBuff(target: ecs.Entity, buffId: number, sourceUuid: number = 0, sourceAp: number = 0, overrides?: BuffApplyOverrides): void {
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const cfg = BuffList[buffId];
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if (!cfg) return;
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const buffComp = this.ensureBuffComp(target);
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const duration = overrides?.duration ?? cfg.duration;
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let layers = buffComp.buffs.get(buffId);
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if (!layers) {
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layers = [];
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buffComp.buffs.set(buffId, layers);
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}
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const newLayer = new ActiveBuff(buffId, duration, sourceUuid, sourceAp);
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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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// 已满,移除最老层(数组首部)后追加新层,保持 FIFO 刷新语义
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layers.shift();
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layers.push(newLayer);
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}
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// 控制类双写旧字段
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if (cfg.is_control) {
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this.applyControlEffect(target, cfg, duration);
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}
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buffComp.dirty_buffs = true;
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}
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/**
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* 驱散目标身上匹配的 buff。
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*
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* @param target 目标实体
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* @param category 仅驱散该类别(不传=所有类别)
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* @param excludeIds 排除的 buff id 列表
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* @returns 移除的 buff 种类数
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*/
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dispel(target: ecs.Entity, category?: BuffCategory, excludeIds?: number[]): number {
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if (!target.has(BuffComp)) return 0;
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const buffComp = target.get(BuffComp);
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let removedKinds = 0;
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const controlKindsCleared: ('frost' | 'stun')[] = [];
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buffComp.buffs.forEach((layers, buffId) => {
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const cfg = BuffList[buffId];
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if (!cfg) return;
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if (excludeIds && excludeIds.includes(buffId)) return;
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if (category !== undefined && cfg.category !== category) return;
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if (layers.length > 0) removedKinds++;
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buffComp.buffs.delete(buffId);
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// 记录被驱散的控制类型,用于后续重算
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if (cfg.is_control && cfg.control_kind && cfg.control_kind !== 'none') {
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controlKindsCleared.push(cfg.control_kind);
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}
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});
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// 控制类驱散后重算旧字段
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if (controlKindsCleared.length > 0) {
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this.recomputeControlState(target, controlKindsCleared);
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}
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buffComp.dirty_buffs = true;
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return removedKinds;
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}
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/**
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* 获取目标身上指定 buff 的当前叠层数。
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* @returns 层数(未命中返回 0)
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*/
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getStack(target: ecs.Entity, buffId: number): number {
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if (!target.has(BuffComp)) return 0;
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const buffComp = target.get(BuffComp);
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return buffComp.buffs.get(buffId)?.length ?? 0;
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}
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/**
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* 判断目标是否处于指定类型的控制状态下。
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* 同时检查新框架 BuffComp 和旧字段,兼容过渡期。
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*/
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hasControl(target: ecs.Entity, kind: 'frost' | 'stun'): boolean {
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// 新框架:检查 BuffComp 中是否有对应控制类 buff
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if (target.has(BuffComp)) {
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const buffComp = target.get(BuffComp);
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for (const [buffId, layers] of buffComp.buffs) {
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if (layers.length === 0) continue;
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const cfg = BuffList[buffId];
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if (cfg?.is_control && cfg.control_kind === kind) return true;
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}
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}
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// 旧字段兜底
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if (target.has(HeroAttrsComp)) {
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const attrs = target.get(HeroAttrsComp);
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if (kind === 'frost') return attrs.isFrost();
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if (kind === 'stun') return attrs.isStun();
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}
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return false;
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}
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// ==================== 私有方法 ====================
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/**
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* 确保目标实体拥有 BuffComp,没有则添加。
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*/
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private ensureBuffComp(target: ecs.Entity): BuffComp {
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if (!target.has(BuffComp)) {
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target.add(BuffComp);
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}
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return target.get(BuffComp);
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}
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/**
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* 控制效果双写:将控制类 buff 同步写入旧字段。
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* duration 会被换算成 toFrost/toStun 所需的倍数参数。
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*/
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private applyControlEffect(target: ecs.Entity, cfg: BuffConfig, duration: number): void {
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if (!target.has(HeroAttrsComp)) return;
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const attrs = target.get(HeroAttrsComp);
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if (cfg.control_kind === 'frost') {
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// toFrost(time) 内部会乘以 FROST_TIME,这里反除得到倍数
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attrs.toFrost(duration / FightSet.FROST_TIME);
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} else if (cfg.control_kind === 'stun') {
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attrs.toStun(duration / FightSet.STUN_TIME);
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}
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}
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/**
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* 驱散控制 buff 后重算旧字段。
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* 如果对应类型的控制 buff 已全部清除,则立即将旧字段归零。
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*
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* @param target 目标实体
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* @param clearedKinds 本次被驱散的控制类型列表
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*/
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private recomputeControlState(target: ecs.Entity, clearedKinds: ('frost' | 'stun')[]): void {
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if (!target.has(HeroAttrsComp)) return;
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const attrs = target.get(HeroAttrsComp);
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// 检查是否还有同类型控制 buff 残留
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const hasFrostInBuff = this.hasControlInBuff(target, 'frost');
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const hasStunInBuff = this.hasControlInBuff(target, 'stun');
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if (clearedKinds.includes('frost') && !hasFrostInBuff) {
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attrs.frost_end_time = 0;
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}
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if (clearedKinds.includes('stun') && !hasStunInBuff) {
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attrs.stun_end_time = 0;
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}
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}
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/**
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* 仅检查 BuffComp 中是否存在指定控制类型(不查旧字段)。
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*/
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private hasControlInBuff(target: ecs.Entity, kind: 'frost' | 'stun'): boolean {
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if (!target.has(BuffComp)) return false;
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const buffComp = target.get(BuffComp);
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for (const [buffId, layers] of buffComp.buffs) {
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if (layers.length === 0) continue;
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const cfg = BuffList[buffId];
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if (cfg?.is_control && cfg.control_kind === kind) return true;
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}
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return false;
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}
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}
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/** Buff 管理器单例(全局唯一实例) */
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export const buffManager = new BuffManagerImpl();
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9
assets/script/game/hero/BuffManager.ts.meta
Normal file
9
assets/script/game/hero/BuffManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
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||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "e4a3112b-cb27-4fd8-bd87-542ecf8ba5ee",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
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||||
115
assets/script/game/hero/BuffSystem.ts
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115
assets/script/game/hero/BuffSystem.ts
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@@ -0,0 +1,115 @@
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/**
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||||
* BuffSystem — 计时性 buff/debuff 的核心结算系统。
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*
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||||
* 使用 oops-framework 的 Timer 实现固定 0.1s 步长 tick:
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||||
* - 遍历 BuffComp.buffs,每层 remaining -= 步长
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||||
* - 若配置了 tick 效果(DoT/HoT),累计 tick_acc 并按 interval 结算伤害/治疗
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||||
* - 到期的层从数组中移除;数组空则清理 key
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||||
* - 兼容期:同时递减旧字段 frost_end_time / stun_end_time
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||||
*
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||||
* 注意:当前 HeroBuffSystem 仍在运行相同的 frost/stun 递减逻辑,
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||||
* 待旧系统完全下线后可移除此处兼容代码。
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||||
*/
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||||
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { Timer } from "db://oops-framework/core/common/timer/Timer";
|
||||
import { BuffList } from "../common/config/BuffSet";
|
||||
import { HeroAttrsComp } from "./HeroAttrsComp";
|
||||
import { BuffComp, ActiveBuff } from "./BuffComp";
|
||||
|
||||
/** 固定步长(秒) */
|
||||
const TICK_STEP = 0.1;
|
||||
|
||||
@ecs.register('BuffSystem')
|
||||
export class BuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
private timer = new Timer(TICK_STEP);
|
||||
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(BuffComp);
|
||||
}
|
||||
|
||||
update(e: ecs.Entity): void {
|
||||
if (!this.timer.update(this.dt)) return;
|
||||
|
||||
const buffComp = e.get(BuffComp);
|
||||
if (!buffComp) return;
|
||||
|
||||
// HeroAttrsComp 可选,用于 DoT/HoT 的血量结算和兼容字段
|
||||
const attrsComp = e.has(HeroAttrsComp) ? e.get(HeroAttrsComp) : null;
|
||||
|
||||
// ---- 兼容期:递减旧字段 frost_end_time / stun_end_time ----
|
||||
if (attrsComp) {
|
||||
if (attrsComp.frost_end_time > 0) {
|
||||
attrsComp.frost_end_time -= TICK_STEP;
|
||||
if (attrsComp.frost_end_time <= 0) {
|
||||
attrsComp.frost_end_time = 0;
|
||||
}
|
||||
}
|
||||
if (attrsComp.stun_end_time > 0) {
|
||||
attrsComp.stun_end_time -= TICK_STEP;
|
||||
if (attrsComp.stun_end_time <= 0) {
|
||||
attrsComp.stun_end_time = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- 处理所有 buff 层 ----
|
||||
let anyChanged = false;
|
||||
buffComp.buffs.forEach((layers, buffId) => {
|
||||
const cfg = BuffList[buffId];
|
||||
if (!cfg) return;
|
||||
|
||||
// 从后往前遍历,安全 splice 移除到期层
|
||||
for (let i = layers.length - 1; i >= 0; i--) {
|
||||
const layer = layers[i];
|
||||
|
||||
// 永久 buff(duration<=0)不递减 remaining
|
||||
if (cfg.duration > 0) {
|
||||
layer.remaining -= TICK_STEP;
|
||||
}
|
||||
|
||||
// 周期效果结算(仅在未到期时)
|
||||
if (cfg.tick && layer.remaining > 0 && attrsComp) {
|
||||
this.processTick(layer, cfg.tick, attrsComp);
|
||||
}
|
||||
|
||||
// 到期移除
|
||||
if (cfg.duration > 0 && layer.remaining <= 0) {
|
||||
layers.splice(i, 1);
|
||||
anyChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 数组空则清理 key,避免空 Map 项残留
|
||||
if (layers.length === 0) {
|
||||
buffComp.buffs.delete(buffId);
|
||||
anyChanged = true;
|
||||
}
|
||||
});
|
||||
|
||||
if (anyChanged) {
|
||||
buffComp.dirty_buffs = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理单层的周期效果(DoT/HoT)。
|
||||
* 累计 tick_acc 到 interval 时结算一次伤害/治疗。
|
||||
*
|
||||
* @param layer 当前 buff 层实例
|
||||
* @param tick 周期效果配置
|
||||
* @param attrs 被作用者属性组件(调用 add_hp)
|
||||
*/
|
||||
private processTick(layer: ActiveBuff, tick: { interval: number; damage_or_heal: number; scale_by_ap_pct: number }, attrs: HeroAttrsComp): void {
|
||||
// interval 非正值守卫,避免死循环
|
||||
if (tick.interval <= 0) return;
|
||||
layer.tick_acc += TICK_STEP;
|
||||
while (layer.tick_acc >= tick.interval) {
|
||||
layer.tick_acc -= tick.interval;
|
||||
// 按 ap 缩放后取整:floor(dmg * (1 + ap_snapshot * scale_pct / 10000))
|
||||
const scale = 1 + layer.source_ap_snapshot * tick.scale_by_ap_pct / 10000;
|
||||
const amount = Math.floor(tick.damage_or_heal * scale);
|
||||
attrs.add_hp(amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
9
assets/script/game/hero/BuffSystem.ts.meta
Normal file
9
assets/script/game/hero/BuffSystem.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "c0d3f608-da5a-4f1d-8cbc-5c339d5f2320",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -7,6 +7,8 @@ import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { Attrs } from "../common/config/HeroAttrs";
|
||||
import { FieldSkillHelper } from "./FieldSkillHelper";
|
||||
import { BuffComp } from "./BuffComp";
|
||||
import { BuffList, ModOp } from "../common/config/BuffSet";
|
||||
@ecs.register('HeroAttrs')
|
||||
export class HeroAttrsComp extends ecs.Comp {
|
||||
public debugMode: boolean = false;
|
||||
@@ -320,6 +322,76 @@ export class HeroAttrsComp extends ecs.Comp {
|
||||
return baseHp * (1 + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroHp) / 100);
|
||||
}
|
||||
|
||||
// ==================== 计时性 Buff 最终值 ====================
|
||||
//
|
||||
// 以下方法在驻场属性的基础上,叠加 BuffComp 中计时性 buff/debuff 的修饰器,
|
||||
// 输出"最终生效值"。设计依据:ECSComp 持有 ent 字段指向所属 Entity,
|
||||
// 因此可直接通过 this.ent.get(BuffComp) 取到同实体上的 buff 组件。
|
||||
|
||||
/**
|
||||
* 聚合目标身上所有活跃 buff 对指定属性的计时性修饰。
|
||||
* 每层 buff 独立贡献其配置中的 modifiers。
|
||||
*
|
||||
* @param attr 目标属性枚举
|
||||
* @returns flatSum=Flat 修饰总和;pctSum=百分比修饰总和(百分点)
|
||||
*/
|
||||
private aggregateTimedMods(attr: Attrs): { flatSum: number; pctSum: number } {
|
||||
const result = { flatSum: 0, pctSum: 0 };
|
||||
if (!this.ent) return result;
|
||||
|
||||
const buffComp = this.ent.get(BuffComp);
|
||||
if (!buffComp || buffComp.buffs.size === 0) return result;
|
||||
|
||||
buffComp.buffs.forEach((layers, buffId) => {
|
||||
const cfg = BuffList[buffId];
|
||||
if (!cfg || !cfg.modifiers) return;
|
||||
// 每层独立贡献,模拟叠层放大效果
|
||||
for (let i = 0; i < layers.length; i++) {
|
||||
for (const mod of cfg.modifiers) {
|
||||
if (mod.attr !== attr) continue;
|
||||
if (mod.op === ModOp.Flat) {
|
||||
result.flatSum += mod.value;
|
||||
} else {
|
||||
// PercentAdd 与 PercentMul 暂统一按加法百分比聚合;
|
||||
// PercentMul 真正的独立乘区尚未启用,TODO: 启用时需改造为多乘区连乘
|
||||
result.pctSum += mod.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 最终攻击力 = (基础攻击 + Flat 修饰) × (1 + 百分比修饰 / 100)。
|
||||
* 融合驻场加成与计时性 buff 修饰。
|
||||
*/
|
||||
public getFinalAp(): number {
|
||||
const runtimeAp = this.getRuntimeAp(this.ap);
|
||||
const mods = this.aggregateTimedMods(Attrs.ap);
|
||||
return (runtimeAp + mods.flatSum) * (1 + mods.pctSum / 100);
|
||||
}
|
||||
|
||||
/**
|
||||
* 最终最大生命 = (基础最大生命 + Flat 修饰) × (1 + 百分比修饰 / 100)。
|
||||
* 融合驻场加成与计时性 buff 修饰。
|
||||
*/
|
||||
public getFinalHpMax(): number {
|
||||
const runtimeHp = this.getRuntimeHp(this.hp_max);
|
||||
const mods = this.aggregateTimedMods(Attrs.hp_max);
|
||||
return (runtimeHp + mods.flatSum) * (1 + mods.pctSum / 100);
|
||||
}
|
||||
|
||||
/**
|
||||
* 最终暴击率 = 驻场实时暴击率 + Flat/百分比修饰之和。
|
||||
* 暴击率是加法模型,Flat 和 PercentAdd 均直接累加到百分点。
|
||||
*/
|
||||
public getFinalCritical(): number {
|
||||
const base = this.getRuntimeCritical();
|
||||
const mods = this.aggregateTimedMods(Attrs.critical);
|
||||
return base + mods.flatSum + mods.pctSum;
|
||||
}
|
||||
|
||||
/** 根据攻速加成换算实际攻击间隔,避免直接改写配置里的基础 CD。 */
|
||||
public getEffectiveSkillCd(skillId: number): number {
|
||||
const skill = this.skills[skillId];
|
||||
|
||||
159
docs/superpowers/specs/2026-07-23-timed-buff-system-design.md
Normal file
159
docs/superpowers/specs/2026-07-23-timed-buff-system-design.md
Normal file
@@ -0,0 +1,159 @@
|
||||
# 计时性 Buff/Debuff 系统设计
|
||||
|
||||
> 日期:2026-07-23
|
||||
> 状态:已批准,待实现
|
||||
|
||||
## 1. 目标与范围
|
||||
|
||||
为英雄/怪物添加通用的计时性 buff/debuff 机制,覆盖四类需求:
|
||||
- 限时的属性加成/削弱(如"10秒内攻击+30%")
|
||||
- 周期性跳伤害/治疗 DoT/HoT(如中毒、灼烧、再生)
|
||||
- 统一现有冰冻/击晕的计时框架,便于扩展更多控制效果
|
||||
- 数据层完整记录 buff 状态(UI 展示本期不做,预留脏标记)
|
||||
|
||||
## 2. 核心架构决策
|
||||
|
||||
| 维度 | 决策 |
|
||||
|---|---|
|
||||
| 属性计算模型 | 修饰器模型(读取时重算,无残留风险) |
|
||||
| 叠加规则 | 可叠层,每层独立计时 |
|
||||
| 配置组织 | 独立 `BuffSet.ts` 配置表 |
|
||||
| 架构方案 | 方案 A:原字段=base + 修饰器表 |
|
||||
|
||||
## 3. 模块划分
|
||||
|
||||
```
|
||||
assets/script/game/
|
||||
├── common/config/
|
||||
│ ├── BuffSet.ts 新增:buff 静态配置表(id → 定义)
|
||||
│ └── HeroAttrs.ts 复用现有 Attrs 枚举
|
||||
└── hero/
|
||||
├── HeroAttrsComp.ts 改造:新增 getFinalXxx() getter
|
||||
├── BuffComp.ts 新增:ECS Comp,持有 buffs 运行时实例
|
||||
├── BuffSystem.ts 新增:ECS System,tick 驱动
|
||||
└── BuffManager.ts 新增:对外 API(apply/dispel/查询)
|
||||
```
|
||||
|
||||
职责边界:
|
||||
- `BuffSet.ts`:纯静态配置,无运行时状态
|
||||
- `BuffComp.ts`:挂实体上的运行时数据,不写逻辑
|
||||
- `BuffSystem.ts`:固定 tick 推进 buff(倒计时/DoT/到期)
|
||||
- `BuffManager.ts`:对外门面,屏蔽 ECS 细节
|
||||
|
||||
## 4. 数据模型
|
||||
|
||||
### BuffSet.ts — 静态配置
|
||||
|
||||
```ts
|
||||
export enum BuffCategory {
|
||||
Buff = 0, // 正面增益
|
||||
Debuff = 1, // 负面减益
|
||||
Control = 2, // 控制(冰冻/击晕/减速)
|
||||
}
|
||||
|
||||
export enum ModOp {
|
||||
Flat = 0, // 固定值
|
||||
PercentAdd = 1, // 百分比(加算)
|
||||
PercentMul = 2, // 百分比(乘算,预留)
|
||||
}
|
||||
|
||||
export interface BuffModifier {
|
||||
attr: Attrs;
|
||||
op: ModOp;
|
||||
value: number;
|
||||
}
|
||||
|
||||
export interface BuffTickEffect {
|
||||
interval: number; // 触发间隔(秒)
|
||||
damage_or_heal: number; // 正=治疗,负=伤害
|
||||
scale_by_ap_pct: number; // 按施法者 ap 缩放百分比,0=不吃加成
|
||||
}
|
||||
|
||||
export interface BuffConfig {
|
||||
id: number;
|
||||
name: string;
|
||||
icon: string;
|
||||
category: BuffCategory;
|
||||
duration: number; // 单层持续时间(秒),0=永久
|
||||
max_stack: number; // 默认 0=无限叠加;1=不可叠层;N=最多N层
|
||||
modifiers?: BuffModifier[];
|
||||
tick?: BuffTickEffect;
|
||||
is_control?: boolean;
|
||||
control_kind?: 'frost' | 'stun' | 'none';
|
||||
info: string;
|
||||
}
|
||||
|
||||
export const BuffList: Record<number, BuffConfig> = { /* 配置项 */ };
|
||||
```
|
||||
|
||||
### BuffComp.ts — 运行时实例
|
||||
|
||||
```ts
|
||||
export class ActiveBuff {
|
||||
config_id: number;
|
||||
remaining: number;
|
||||
source_uuid: number;
|
||||
source_ap_snapshot: number; // 施法时锁定
|
||||
tick_acc: number = 0;
|
||||
}
|
||||
|
||||
@ecs.register('Buff')
|
||||
export class BuffComp extends ecs.Comp {
|
||||
buffs: Map<number, ActiveBuff[]> = new Map();
|
||||
dirty_buffs: boolean = false; // 预留 UI 消费
|
||||
}
|
||||
```
|
||||
|
||||
## 5. 修饰器模型与最终值计算
|
||||
|
||||
HeroAttrsComp 原字段(ap/hp_max/critical 等)保持原语义(基础值 + 永久加成),新增 getter:
|
||||
|
||||
```
|
||||
final = (base + Σ_flat_timed) × (1 + Σ_pctAdd_timed / 100)
|
||||
```
|
||||
|
||||
- flat 优先于 pct:先加固定值,再乘百分比
|
||||
- 驻场加成并入 getter,避免"忘记乘驻场"
|
||||
- `add_ap`/`add_hp_max`/`add_special_attr` 语义不变,继续改 base
|
||||
- getter 不缓存,避免脏数据;实测有热点再加 dirty
|
||||
|
||||
## 6. BuffSystem 驱动逻辑
|
||||
|
||||
- 固定步长 0.1s(与现有 HeroBuffSystem 一致),用 Timer(0.1)
|
||||
- 每层独立倒计时,到期 splice 移除
|
||||
- DoT/HoT:每层独立 tick_acc,到 interval 跳一次,`tick_acc -= interval` 保留余数
|
||||
- DoT 数值按施法时 ap 快照缩放,不在结算时重读施法者
|
||||
- 控制类 buff 双写兼容:施加时同时调用现有 toFrost/toStun;现有字段继续由 BuffSystem.tickLegacyControl 驱动
|
||||
- 永久 buff(duration=0)不递减 remaining,只能被 dispel 清除
|
||||
|
||||
## 7. BuffManager API
|
||||
|
||||
```ts
|
||||
applyBuff(target, buffId, sourceUuid?, sourceAp?, overrides?): void
|
||||
dispel(target, category?, excludeIds?): number
|
||||
getStack(target, buffId): number
|
||||
hasControl(target, kind): boolean
|
||||
```
|
||||
|
||||
叠层规则(max_stack 默认 0=无限叠加):
|
||||
- max_stack=0:每次施加都新增层
|
||||
- 未满:新增层
|
||||
- 已满(≥1):替换最老层(刷新)
|
||||
|
||||
驱散后控制类需 recomputeControlState:同 kind 还有任意层则保持,否则清除。
|
||||
|
||||
## 8. 迁移策略
|
||||
|
||||
- Step 1:新增 buff 基础设施(纯加法,零风险)
|
||||
- Step 2:HeroAttrsComp 新增 getter,不改旧字段
|
||||
- Step 3:SkillSet 新增 timed_buff_id,SCastSystem 新旧路径并存,消费方逐个改用 getter
|
||||
- Step 4:控制类 buff 迁移(双写),最后删除 HeroBuffSystem 与旧字段
|
||||
|
||||
## 9. 风险与兜底
|
||||
|
||||
| 风险 | 兜底 |
|
||||
|---|---|
|
||||
| getter 未覆盖所有读取点 | grep 全量排查 |
|
||||
| max_stack=0 无限叠加内存泄漏 | 超阈值打 warning |
|
||||
| BuffComp 未 reset 残留 | reset() 清空,英雄回收时调用 |
|
||||
| 双 System 冲突 | 兼容期 BuffSystem 接管,HeroBuffSystem 改空或删除 |
|
||||
Reference in New Issue
Block a user