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。
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assets/script/game/hero/BuffSystem.ts
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115
assets/script/game/hero/BuffSystem.ts
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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";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { BuffList } from "../common/config/BuffSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffComp, ActiveBuff } from "./BuffComp";
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/** 固定步长(秒) */
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const TICK_STEP = 0.1;
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@ecs.register('BuffSystem')
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export class BuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private timer = new Timer(TICK_STEP);
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filter(): ecs.IMatcher {
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return ecs.allOf(BuffComp);
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}
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update(e: ecs.Entity): void {
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if (!this.timer.update(this.dt)) return;
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const buffComp = e.get(BuffComp);
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if (!buffComp) return;
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// HeroAttrsComp 可选,用于 DoT/HoT 的血量结算和兼容字段
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const attrsComp = e.has(HeroAttrsComp) ? e.get(HeroAttrsComp) : null;
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// ---- 兼容期:递减旧字段 frost_end_time / stun_end_time ----
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if (attrsComp) {
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if (attrsComp.frost_end_time > 0) {
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attrsComp.frost_end_time -= TICK_STEP;
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if (attrsComp.frost_end_time <= 0) {
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attrsComp.frost_end_time = 0;
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}
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}
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if (attrsComp.stun_end_time > 0) {
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attrsComp.stun_end_time -= TICK_STEP;
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if (attrsComp.stun_end_time <= 0) {
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attrsComp.stun_end_time = 0;
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}
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}
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}
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// ---- 处理所有 buff 层 ----
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let anyChanged = false;
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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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// 从后往前遍历,安全 splice 移除到期层
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for (let i = layers.length - 1; i >= 0; i--) {
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const layer = layers[i];
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// 永久 buff(duration<=0)不递减 remaining
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if (cfg.duration > 0) {
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layer.remaining -= TICK_STEP;
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}
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// 周期效果结算(仅在未到期时)
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if (cfg.tick && layer.remaining > 0 && attrsComp) {
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this.processTick(layer, cfg.tick, attrsComp);
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}
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// 到期移除
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if (cfg.duration > 0 && layer.remaining <= 0) {
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layers.splice(i, 1);
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anyChanged = true;
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}
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}
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// 数组空则清理 key,避免空 Map 项残留
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if (layers.length === 0) {
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buffComp.buffs.delete(buffId);
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anyChanged = true;
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}
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});
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if (anyChanged) {
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buffComp.dirty_buffs = true;
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}
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}
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/**
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* 处理单层的周期效果(DoT/HoT)。
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* 累计 tick_acc 到 interval 时结算一次伤害/治疗。
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*
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* @param layer 当前 buff 层实例
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* @param tick 周期效果配置
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* @param attrs 被作用者属性组件(调用 add_hp)
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*/
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private processTick(layer: ActiveBuff, tick: { interval: number; damage_or_heal: number; scale_by_ap_pct: number }, attrs: HeroAttrsComp): void {
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// interval 非正值守卫,避免死循环
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if (tick.interval <= 0) return;
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layer.tick_acc += TICK_STEP;
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while (layer.tick_acc >= tick.interval) {
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layer.tick_acc -= tick.interval;
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// 按 ap 缩放后取整:floor(dmg * (1 + ap_snapshot * scale_pct / 10000))
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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(tick.damage_or_heal * scale);
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attrs.add_hp(amount);
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}
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}
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}
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