import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { SkillTriggerType } from "../common/config/heroSet"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { FacSet } from "../common/config/GameSet"; import { FieldSkillType, SkillOverrides } from "../common/config/SkillSet"; import { TalentType } from "../common/config/TalentSet"; import { smc } from "../common/SingletonModuleComp"; import { FieldSkillHelper } from "./FieldSkillHelper"; /** * 特殊触发技能的统一中介者 (Mediator) * * 核心职责: * 1. 统一管理英雄/怪物的各类生命周期触发技能(召唤、死亡、战前、战后、攻受击)。 * 2. 集中处理触发次数的计算(如:局内羁绊加成、局外天赋加成)。 * 3. 作为唯一出口,通过事件总线向 SCastSystem 派发 GameEvent.TriggerSkill 事件。 * * 优势: * - 极大地解耦了具体业务组件(Hero/Mon/HeroAtkSystem/MissionComp)与技能系统。 * - 避免了原先散落在各处的判定逻辑和冗余的事件派发代码。 */ export class SkillTriggerHelper { /** * 统一的技能触发入口 * 根据传入的触发类型,自动分发到对应的处理函数中执行判定和加成逻辑。 * * @param type 触发类型枚举 (SkillTriggerType) * @param model 施法者的属性数据组件 (HeroAttrsComp) * @param view 施法者的视图表现组件 (HeroViewComp) */ public static trigger(type: SkillTriggerType, model: HeroAttrsComp, view: HeroViewComp) { // 健壮性检查:若实体或节点已被销毁,直接阻断,防止空指针报错 if (!model || !view || !view.node || !view.node.isValid) return; switch (type) { case SkillTriggerType.Call: this.handleCall(model, view); break; case SkillTriggerType.Dead: this.handleDead(model, view); break; case SkillTriggerType.FStart: this.handleArrayTrigger(model.fstart, model, view, type); break; case SkillTriggerType.FEnd: this.handleArrayTrigger(model.fend, model, view, type); break; case SkillTriggerType.Atking: this.handleAtking(model, view); break; case SkillTriggerType.Atked: this.handleAtked(model, view); break; } } /** * 处理召唤(落地)触发技能 * 支持受【召唤强化羁绊 (SummonCount)】和【召唤强化天赋 (TalentType.Summon)】的多次触发加成。 */ private static handleCall(model: HeroAttrsComp, view: HeroViewComp) { if (!model.call || model.call.length === 0) return; let triggerCount = 1; // 仅英雄享受加成,怪物始终只触发 1 次 if (model.fac === FacSet.HERO) { triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SummonCount); triggerCount += HeroAttrsComp.getTalentValue(TalentType.Summon); } triggerCount = Math.max(1, Math.floor(triggerCount)); // 确保最少触发 1 次 for (let i = 0; i < triggerCount; i++) { this.dispatchArray(model.call, model, view, SkillTriggerType.Call); } } /** * 处理死亡触发技能 * 支持受【亡语强化羁绊 (DeadCount)】的多次触发加成。 */ private static handleDead(model: HeroAttrsComp, view: HeroViewComp) { if (!model.dead || model.dead.length === 0) return; let triggerCount = 1; if (model.fac === FacSet.HERO) { triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.DeadCount); // 【局内战绩评分系统】统计死亡触发技能生效次数(用于局后防守评分结算) smc.vmdata.scores.dead_trigger_count += model.dead.length; } triggerCount = Math.max(1, Math.floor(triggerCount)); for (let i = 0; i < triggerCount; i++) { this.dispatchArray(model.dead, model, view, SkillTriggerType.Dead); } } /** * 处理攻击附加技能 * 判定逻辑:依据配置中的 t_num(触发所需普攻次数),对比当前的普攻累计次数取模判定。 */ private static handleAtking(model: HeroAttrsComp, view: HeroViewComp) { if (!model.atking || model.atking.length === 0) return; model.atking.forEach(atkConfig => { // atk_count 代表已进行的普攻次数。当其余数刚好整除配置阈值时触发。 if (model.atk_count > 0 && model.atk_count % atkConfig.t_num === 0) { this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atking, atkConfig.overrides); } }); } /** * 处理受击附加技能 * 判定逻辑:依据配置中的 t_num(触发所需受击次数),对比当前的受击累计次数取模判定。 */ private static handleAtked(model: HeroAttrsComp, view: HeroViewComp) { if (!model.atked || model.atked.length === 0) return; model.atked.forEach(atkConfig => { // atked_count 代表已承受的受击次数。当其余数刚好整除配置阈值时触发。 if (model.atked_count > 0 && model.atked_count % atkConfig.t_num === 0) { this.dispatchSingle(atkConfig.s_uuid, model, view, SkillTriggerType.Atked, atkConfig.overrides); } }); } /** * 通用的数组型触发器处理(适用于 FStart / FEnd 等无需额外判定的简单列表触发) */ private static handleArrayTrigger(configs: {s_uuid: number, t_num: number, overrides?: SkillOverrides}[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) { if (!configs || configs.length === 0) return; this.dispatchArray(configs, model, view, type); } /** * 批量派发技能事件 */ private static dispatchArray(configs: {s_uuid: number, t_num?: number, overrides?: SkillOverrides}[], model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) { configs.forEach(config => this.dispatchSingle(config.s_uuid, model, view, type, config.overrides)); } /** * 单一技能事件派发底层接口 * 事件发出后,将由 SCastSystem 的 forceCastTriggerSkill 监听拦截并执行无视CD的强制施法 */ private static dispatchSingle(s_uuid: number, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType, overrides?: SkillOverrides) { oops.message.dispatchEvent(GameEvent.TriggerSkill, { s_uuid: s_uuid, heroAttrs: model, heroView: view, triggerType: type, overrides: overrides }); } }