- 启用PhysicsSystem2D的Aabb调试绘制以辅助碰撞检测 - 将射手英雄的技能由[6002,6100]更新为[6005,6006] - 为SMoveComp添加isHorizontal属性,强制水平移动时保持Y坐标不变 - 技能施放延迟优先使用技能配置的ready值,提高配置灵活性 - 将技能6001和6005的结束类型由animationEnd改为collision,使伤害触发更精确
201 lines
8.7 KiB
TypeScript
201 lines
8.7 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Vec3 } from "cc";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BuffsList, SkillConfig, SkillKind, SkillSet, TGroup, TType } from "../common/config/SkillSet";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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import { GameConst } from "../common/config/GameConst";
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/**
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* ==================== 自动施法系统 ====================
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*
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* 职责:
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* 1. 检测可施放的技能
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* 2. 根据策略自动施法(AI)
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* 3. 选择目标
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* 4. 添加施法请求标记
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*
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* 设计理念:
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* - 负责"何时施法"的决策
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* - 通过添加 CSRequestComp 触发施法
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* - 可被玩家输入系统或AI系统复用
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* - 支持多种AI策略
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*/
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@ecs.register('SCastSystem')
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export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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debugMode: boolean = false; // 是否启用调试模式
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp, HeroViewComp);
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}
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update(e: ecs.Entity): void {
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if(!smc.mission.play ) return;
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if(smc.mission.pause) return
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const heroAttrs = e.get(HeroAttrsComp);
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const heroView = e.get(HeroViewComp);
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if (!heroAttrs || !heroView || !heroView.node) return;
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if (heroAttrs.is_dead || heroAttrs.is_reviving || heroAttrs.isStun() || heroAttrs.isFrost()) return;
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heroAttrs.updateCD(this.dt);
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if (!heroAttrs.is_atking) return;
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const castSkillId = this.pickCastSkill(heroAttrs, heroView);
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if (castSkillId === 0) return;
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this.castSkill(e, castSkillId, heroAttrs, heroView);
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}
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private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): number {
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const skillCandidates = [heroAttrs.skill_id, heroAttrs.atk_id];
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for (const s_uuid of skillCandidates) {
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if (!s_uuid) continue;
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const config = SkillSet[s_uuid];
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if (!config) continue;
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const isMainSkill = s_uuid === heroAttrs.skill_id;
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if (isMainSkill && !heroAttrs.can_skill) continue;
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if (!isMainSkill && !heroAttrs.can_atk) continue;
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const targets = this.findTargets(heroView, heroAttrs, config);
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if (targets.length === 0) continue;
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return s_uuid;
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}
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return 0;
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}
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private castSkill(entity: ecs.Entity, s_uuid: number, heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
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const config = SkillSet[s_uuid];
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if (!config) return;
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const targets = this.findTargets(heroView, heroAttrs, config);
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if (targets.length === 0) return;
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heroView.playSkillEffect(s_uuid);
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const isMainSkill = s_uuid === heroAttrs.skill_id;
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// 优先使用技能配置的前摇时间,否则使用全局默认值
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// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
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// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
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const delay = config.ready > 0 ? config.ready : GameConst.Battle.SKILL_CAST_DELAY;
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heroView.scheduleOnce(() => {
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if (!heroView.node || !heroView.node.isValid || heroAttrs.is_dead) return;
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this.applyPrimaryEffect(entity, s_uuid, config, heroView, targets);
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this.applyExtraEffects(config, targets);
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}, delay);
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if (isMainSkill) {
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heroAttrs.triggerSkillCD();
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} else {
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heroAttrs.triggerAtkCD();
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}
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}
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private createSkillEntity(s_uuid: number, caster: HeroViewComp, targetPos: Vec3) {
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if (!caster.node || !caster.node.isValid) return;
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const parent = caster.node.parent;
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if (!parent) return;
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const skill = ecs.getEntity<Skill>(Skill);
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skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0);
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}
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private applyPrimaryEffect(casterEntity: ecs.Entity, s_uuid: number, config: SkillConfig, heroView: HeroViewComp, targets: HeroViewComp[]) {
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const kind = config.kind ?? SkillKind.Damage;
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if (kind === SkillKind.Damage) {
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if (config.ap > 0) {
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this.createSkillEntity(s_uuid, heroView, targets[0].node.position);
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}
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return;
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}
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for (const target of targets) {
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if (!target.ent) continue;
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const model = target.ent.get(HeroAttrsComp);
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if (!model || model.is_dead) continue;
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if (kind === SkillKind.Heal && config.ap !== 0) {
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model.add_hp(config.ap, false);
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} else if (kind === SkillKind.Shield && config.ap !== 0) {
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model.add_shield(config.ap, false);
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}
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}
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}
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private applyExtraEffects(config: SkillConfig, targets: HeroViewComp[]) {
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for (const target of targets) {
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if (!target.ent) continue;
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const model = target.ent.get(HeroAttrsComp);
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if (!model || model.is_dead) continue;
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if (config.buffs) {
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for (const buffId of config.buffs) {
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const buffConf = BuffsList[buffId];
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if (buffConf) {
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model.addBuff(buffConf);
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}
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}
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}
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if (config.debuffs) {
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for (const buffId of config.debuffs) {
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const buffConf = BuffsList[buffId];
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if (buffConf) {
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model.addBuff(buffConf);
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}
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}
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}
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}
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}
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private findTargets(caster: HeroViewComp, casterAttrs: HeroAttrsComp, config: SkillConfig): HeroViewComp[] {
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const range = casterAttrs.getCachedMaxSkillDistance() || GameConst.Battle.DEFAULT_SEARCH_RANGE;
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const isEnemy = config.TGroup === TGroup.Enemy;
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const isSelf = config.TGroup === TGroup.Self;
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const isTeam = config.TGroup === TGroup.Team || config.TGroup === TGroup.Ally;
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const isAll = config.TGroup === TGroup.All;
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if (isSelf) return [caster];
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const currentPos = caster.node.position;
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const list: { view: HeroViewComp; attrs: HeroAttrsComp; dis: number; lane: number }[] = [];
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(ent => {
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const targetAttrs = ent.get(HeroAttrsComp);
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const targetView = ent.get(HeroViewComp);
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if (!targetAttrs || !targetView || !targetView.node || targetAttrs.is_dead) return;
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if (targetView === caster) return;
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const isSameFac = targetAttrs.fac === casterAttrs.fac;
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if (isEnemy && isSameFac) return;
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if (isTeam && !isSameFac) return;
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if (!isEnemy && !isTeam && !isAll) return;
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const dis = Math.abs(currentPos.x - targetView.node.position.x);
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if (dis > range) return;
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const lane = Math.abs(currentPos.y - targetView.node.position.y);
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list.push({ view: targetView, attrs: targetAttrs, dis, lane });
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});
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list.sort((a, b) => {
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// 优先检查是否在同一行 (除了特殊目标类型)
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// 如果是寻找特殊目标(如最低血量),通常忽略行优先,但在范围内全搜索
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// 但如果设计要求"最近的优先",则通常还是先看行。
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// 这里假设 TType 优先级高于 Lane 优先级,或者在 TType 相同情况下比较 Lane
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const type = config.TType ?? TType.Frontline;
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switch (type) {
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case TType.Backline:
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// 后排:距离最远优先
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if (a.lane !== b.lane) return a.lane - b.lane; // 先同行
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return b.dis - a.dis;
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case TType.LowestHP:
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// 最低血量
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if (a.attrs.hp !== b.attrs.hp) return a.attrs.hp - b.attrs.hp;
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return a.dis - b.dis; // 血量相同选最近
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case TType.HighestHP:
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// 最高血量
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if (a.attrs.hp !== b.attrs.hp) return b.attrs.hp - a.attrs.hp;
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return a.dis - b.dis;
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case TType.HighestAP:
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// 最高攻击
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if (a.attrs.ap !== b.attrs.ap) return b.attrs.ap - a.attrs.ap;
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return a.dis - b.dis;
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case TType.Frontline:
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default:
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// 前排:距离最近优先 (默认)
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if (a.lane !== b.lane) return a.lane - b.lane;
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return a.dis - b.dis;
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}
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});
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const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, 1);
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return list.slice(0, maxTargets).map(item => item.view);
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}
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}
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