- 移除升级触发类型(TriType.LUP)及相关逻辑,改为通过英雄配置定义天赋点数获取规则 - 新增天赋点数接口(ITalPts)和配置字段,支持攻击、受击等不同触发条件 - 在天赋配置中添加点数获取(Pts)和消耗(CPts)字段 - 移除必杀技触发类型(TriType.MAX)的处理逻辑 - 优化TalComp组件结构,移除不必要的heroView引用 - 添加天赋系统设计文档(taldev.md)
621 lines
24 KiB
TypeScript
621 lines
24 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Vec3, v3 } from "cc";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { HSSet, SkillSet, SType, TGroup, SkillConfig } from "../common/config/SkillSet";
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import { HeroSkillsComp, SkillSlot } from "./HeroSkills";
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import { Skill } from "../skill/Skill";
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import { smc } from "../common/SingletonModuleComp";
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import { TalComp } from "./TalComp";
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import { TalEffet, TriType } from "../common/config/TalSet";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { GameConst } from "../common/config/GameConst";
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import { Attrs } from "../common/config/HeroAttrs";
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import { mLogger } from "../common/Logger";
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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('SACastSystem')
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export class SACastSystem 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(HeroSkillsComp, 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 skills = e.get(HeroSkillsComp);
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if (!skills) return;
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// AI 降频:每0.2秒执行一次
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skills.ai_timer += this.dt;
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if (skills.ai_timer < GameConst.Battle.AI_CHECK_INTERVAL) return;
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skills.ai_timer = 0;
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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) return;
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// 检查基本条件
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if (heroAttrs.is_dead || heroAttrs.is_reviving || heroAttrs.isStun() || heroAttrs.isFrost()) return;
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// 移除 is_atking 检查,实现只要距离和CD满足即施法
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// if (!heroAttrs.is_atking) return;
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const readySkills = skills.getReadySkills();
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if (readySkills.length === 0) return;
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// 选择第一个可施放的技能(支持伤害/治疗/护盾)
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for (const s_uuid of readySkills) {
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const skill = skills.getSkill(s_uuid);
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if (!skill) continue;
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if (skill.hset === HSSet.max && !skills.max_auto) continue;
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const config = SkillSet[skill.s_uuid];
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if (!config) continue;
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// 根据技能类型检查目标
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if (config.SType === SType.damage) {
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if (!this.hasEnemyInSkillRange(heroView, heroAttrs, skill.dis)) continue;
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} else if (config.SType === SType.heal || config.SType === SType.shield) {
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if (!this.hasTeamInSkillRange(heroView, heroAttrs, skill.dis)) continue;
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} else if (config.SType === SType.buff) {
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if (!this.hasBuffTarget(heroView, heroAttrs, skill.dis, config.TGroup)) continue;
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}
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// ✅ 开始执行施法
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this.startCast(e, skill, skill.hset);
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// 一次只施放一个技能
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break;
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}
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}
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private startCast(e: ecs.Entity,skill:SkillSlot,hset:HSSet): boolean {
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if (!skill||!e) return false
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const skills = e.get(HeroSkillsComp);
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const heroAttrs = e.get(HeroAttrsComp);
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const heroView = e.get(HeroViewComp);
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// 3. 检查施法条件
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if (!this.checkCastConditions(skills, heroAttrs, skill.s_uuid)) return false
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// 4. 执行施法
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const castSucess = this.executeCast(e, skill.s_uuid, heroView,hset);
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// 5. 扣除资源和重置CD
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if (castSucess) {
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// 🔥 怪物不消耗蓝
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if (heroAttrs.fac !== FacSet.MON) {
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// 手动更新技能距离缓存
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heroAttrs.updateSkillDistanceCache(skills);
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}
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skills.resetCD(skill.s_uuid);
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}
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return castSucess;
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}
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public manualCast(e: ecs.Entity, s_uuid: number): boolean {
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if (!e) return false
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const skills = e.get(HeroSkillsComp)
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const heroAttrs = e.get(HeroAttrsComp)
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const heroView = e.get(HeroViewComp)
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if (!skills || !heroAttrs || !heroView) return false
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const slot = skills.getSkill(s_uuid)
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if (!slot) return false
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return this.startCast(e, slot, slot.hset)
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}
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public manualCastMax(e: ecs.Entity): boolean {
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const skills = e.get(HeroSkillsComp)
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if (!skills) return false
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for (const key in skills.skills) {
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const s_uuid = Number(key)
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const slot = skills.getSkill(s_uuid)
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if (slot && slot.hset === HSSet.max) {
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return this.manualCast(e, s_uuid)
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}
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}
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return false
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}
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/**
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* 检查施法条件
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*/
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private checkCastConditions(skills: HeroSkillsComp, heroAttrs: HeroAttrsComp, s_uuid: number): boolean {
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// 检查角色状态
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if (heroAttrs.is_dead) {
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return false;
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}
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// 检查控制状态(眩晕、冰冻)
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if (heroAttrs.isStun() || heroAttrs.isFrost()) {
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return false;
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}
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// 检查CD
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if (!skills.canCast(s_uuid)) {
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return false;
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}
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return true;
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}
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/**
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* 执行施法
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*/
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private executeCast(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp,hset:HSSet): boolean {
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const heroAttrs=casterEntity.get(HeroAttrsComp)
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const config = SkillSet[s_uuid];
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if (!config) {
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mLogger.error(this.debugMode, 'SACastSystem', "[SACastSystem] 技能配置不存在:", s_uuid);
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return false;
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}
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// 1. 播放施法动画
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heroView.playSkillEffect(s_uuid);
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/**********************天赋处理*************************************************************************/
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// 2. 更新攻击类型的天赋触发值,技能和必杀级
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if(casterEntity.has(TalComp)){
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const talComp = casterEntity.get(TalComp);
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if (hset === HSSet.atk) talComp.updateCur(TriType.ATK);
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if (hset === HSSet.skill) talComp.updateCur(TriType.SKILL);
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}
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/**********************天赋处理*************************************************************************/
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// 根据技能类型执行不同逻辑
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if (config.SType === SType.heal) {
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return this.executeHealSkill(casterEntity, s_uuid, heroView, hset);
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} else if (config.SType === SType.shield) {
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return this.executeShieldSkill(casterEntity, s_uuid, heroView, hset);
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} else if (config.SType === SType.buff) {
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return this.executeBuffSkill(casterEntity, s_uuid, heroView, hset);
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}
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// 获取目标位置(伤害技能)
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let targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 没有找到有效目标");
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return false;
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}
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// 2.1 普通攻击逻辑
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if (hset === HSSet.atk){
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let delay = GameConst.Battle.SKILL_CAST_DELAY
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let ext_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext_dmg);
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}, delay);
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//风怒wfuny 只针对 普通攻击起效
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if (heroAttrs.useCountTal(TalEffet.WFUNY)){
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let ext2_dmg = heroAttrs.useCountValTal(TalEffet.ATK_DMG);
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let delay = GameConst.Battle.SKILL_CAST_DELAY
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heroView.playSkillEffect(s_uuid);
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//需要再添加 风怒动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext2_dmg);
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},delay);
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}
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}
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// 2.2 技能攻击逻辑
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if(hset === HSSet.skill){
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let delay = GameConst.Battle.SKILL_CAST_DELAY
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let ext_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext_dmg);
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}, delay);
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// 双技能 只针对 技能起效
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if(heroAttrs.useCountTal(TalEffet.D_SKILL)){
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let ext2_dmg = heroAttrs.useCountValTal(TalEffet.SKILL_DMG);
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let delay = GameConst.Battle.SKILL_CAST_DELAY
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heroView.playSkillEffect(s_uuid);
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//需要再添加 双技能动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets,ext2_dmg);
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},delay);
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}
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}
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// 2.3 必杀技能逻辑
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if(hset === HSSet.max){
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let delay = GameConst.Battle.SKILL_CAST_DELAY
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heroView.playSkillEffect(s_uuid);
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//需要再添加 最大伤害动画
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heroView.scheduleOnce(() => {
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this.createSkill(s_uuid, heroView,targets);
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},delay);
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}
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return true;
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}
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/**
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* 创建技能实体
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*/
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 施法者节点无效");
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return;
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}
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// 获取场景节点
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const parent = caster.node.parent;
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if (!parent) {
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mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 场景节点无效");
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return;
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}
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// 创建技能实体
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const skill = ecs.getEntity<Skill>(Skill);
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// 获取施法者位置作为起始位置
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const startPos = caster.node.position.clone();
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const targetPos = targets[0]; // 使用第一个目标位置
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// mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// 加载技能实体(包括预制体、组件初始化等)
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skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
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}
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/**
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* 选择目标位置
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*/
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private sTargets(caster: HeroViewComp, s_uuid: number): Vec3[] {
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const heroAttrs = caster.ent.get(HeroAttrsComp);
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if (!heroAttrs) return [];
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const config = SkillSet[s_uuid];
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if (!config) return this.sDefaultTargets(caster, heroAttrs.fac);
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const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, config.t_num ?? 1);
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const targets = this.sDamageTargets(caster, config, maxTargets);
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if (targets.length === 0) {
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targets.push(...this.sDefaultTargets(caster, heroAttrs.fac));
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}
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return targets;
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}
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/**
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* 选择伤害技能目标
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*/
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private sDamageTargets(caster: HeroViewComp, config: SkillConfig, maxTargets: number): Vec3[] {
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const targets: Vec3[] = [];
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const heroAttrs = caster.ent.get(HeroAttrsComp);
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if (!heroAttrs) return targets;
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const range = Number(config.dis ?? GameConst.Battle.DEFAULT_SEARCH_RANGE);
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const enemyPositions = this.findNearbyEnemies(caster, heroAttrs.fac, range);
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// 选择最多maxTargets个目标
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for (let i = 0; i < Math.min(maxTargets, enemyPositions.length); i++) {
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targets.push(enemyPositions[i]);
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}
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// 如果没有找到敌人,使用默认位置
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if (targets.length === 0) {
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targets.push(...this.sDefaultTargets(caster, heroAttrs.fac));
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}
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return targets;
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}
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/**
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* 选择默认目标
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*/
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private sDefaultTargets(caster: HeroViewComp, fac: number): Vec3[] {
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const targets: Vec3[] = [];
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const defaultX = fac === 0 ? GameConst.Battle.DEFAULT_TARGET_X_RIGHT : GameConst.Battle.DEFAULT_TARGET_X_LEFT;
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targets.push(v3(defaultX, BoxSet.GAME_LINE, GameConst.Battle.DEFAULT_TARGET_Z));
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return targets;
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}
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/**
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* 查找附近的敌人
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*/
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private findNearbyEnemies(caster: HeroViewComp, fac: number, range: number): Vec3[] {
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const enemies: Vec3[] = [];
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if (!caster || !caster.node) return enemies;
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const currentPos = caster.node.position;
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const results: { pos: Vec3; dist: number; laneBias: number }[] = [];
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!model || !view || !view.node) return false;
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if (model.is_dead) return false;
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if (model.fac === fac) return false;
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const pos = view.node.position.clone();
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pos.y += GameConst.Battle.SEARCH_Y_OFFSET;
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const dist = Math.abs(currentPos.x - pos.x);
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if (dist <= range) {
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const laneBias = Math.abs(currentPos.y - pos.y);
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results.push({ pos: pos, dist, laneBias });
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}
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return false;
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});
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results.sort((a, b) => {
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if (a.laneBias !== b.laneBias) return a.laneBias - b.laneBias;
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return a.dist - b.dist;
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});
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for (const r of results) enemies.push(r.pos);
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return enemies;
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}
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/**
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* 检查技能攻击范围内是否有敌人
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*/
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private hasEnemyInSkillRange(heroView: HeroViewComp, heroAttrs: HeroAttrsComp, skillDistance: number): boolean {
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if (!heroView || !heroView.node) return false;
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const currentPos = heroView.node.position;
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const team = heroAttrs.fac;
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let found = false;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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if (distance <= skillDistance) {
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found = true;
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return true;
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}
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}
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});
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return found;
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}
|
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|
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/**
|
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* 检查技能范围内是否有友军
|
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*/
|
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private hasTeamInSkillRange(heroView: HeroViewComp, heroAttrs: HeroAttrsComp, skillDistance: number): boolean {
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if (!heroView || !heroView.node) return false;
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const currentPos = heroView.node.position;
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const team = heroAttrs.fac;
|
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|
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let found = false;
|
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
|
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac === team && !model.is_dead) {
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if (distance <= skillDistance) {
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found = true;
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return true;
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}
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}
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});
|
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return found;
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}
|
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|
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/**
|
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* 检查Buff技能是否有目标
|
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*/
|
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private hasBuffTarget(heroView: HeroViewComp, heroAttrs: HeroAttrsComp, skillDistance: number, tGroup: TGroup): boolean {
|
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if (tGroup === TGroup.Self) return true; // 自身Buff总是可以释放
|
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// 如果是团队Buff,检查范围内是否有队友
|
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if (tGroup === TGroup.Team || tGroup === TGroup.Ally) {
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return this.hasTeamInSkillRange(heroView, heroAttrs, skillDistance);
|
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}
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return false;
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}
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|
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/**
|
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* 执行Buff技能
|
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*/
|
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private executeBuffSkill(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp, hset: HSSet): boolean {
|
||
const hAttrsCom = casterEntity.get(HeroAttrsComp);
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const config = SkillSet[s_uuid];
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if (!config || !config.buffs || config.buffs.length === 0) return false;
|
||
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const targets = this.sBuffTargets(casterEntity, heroView, hAttrsCom, config);
|
||
if (targets.length === 0) return false;
|
||
|
||
const delay = GameConst.Battle.SKILL_CAST_DELAY;
|
||
|
||
heroView.scheduleOnce(() => {
|
||
for (const targetEntity of targets) {
|
||
const targetAttrs = targetEntity.get(HeroAttrsComp);
|
||
if (!targetAttrs) continue;
|
||
|
||
// 应用所有配置的Buff
|
||
for (const buffConf of config.buffs) {
|
||
// 检查概率
|
||
if (buffConf.chance >= 1 || Math.random() < buffConf.chance) {
|
||
targetAttrs.addBuff(buffConf);
|
||
mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] Buff生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, Buff类型=${buffConf.buff}, 值=${buffConf.value}`);
|
||
}
|
||
}
|
||
}
|
||
}, delay);
|
||
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 选择Buff目标
|
||
*/
|
||
private sBuffTargets(casterEntity: ecs.Entity, casterView: HeroViewComp, heroAttrs: HeroAttrsComp, config: SkillConfig): ecs.Entity[] {
|
||
const targets: ecs.Entity[] = [];
|
||
const tGroup = config.TGroup;
|
||
|
||
// 1. 自身
|
||
if (tGroup === TGroup.Self) {
|
||
targets.push(casterEntity);
|
||
return targets;
|
||
}
|
||
|
||
// 2. 团队/友军
|
||
if (tGroup === TGroup.Team || tGroup === TGroup.Ally) {
|
||
const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, Number(config.t_num ?? 1));
|
||
const range = Number(config.dis ?? GameConst.Battle.DEFAULT_SEARCH_RANGE);
|
||
|
||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
|
||
const model = e.get(HeroAttrsComp);
|
||
const view = e.get(HeroViewComp);
|
||
if (!model || !view || !view.node) return;
|
||
if (model.fac !== heroAttrs.fac) return; // 必须是同阵营
|
||
if (model.is_dead) return;
|
||
|
||
const distance = Math.abs(casterView.node.position.x - view.node.position.x);
|
||
if (distance <= range) {
|
||
targets.push(e);
|
||
}
|
||
});
|
||
|
||
return targets.slice(0, maxTargets);
|
||
}
|
||
|
||
return targets;
|
||
}
|
||
|
||
/**
|
||
* 执行治疗技能
|
||
*/
|
||
private executeHealSkill(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp, hset: HSSet): boolean {
|
||
const hAttrsCom = casterEntity.get(HeroAttrsComp);
|
||
const config = SkillSet[s_uuid];
|
||
if (!config) return false;
|
||
|
||
const targets = this.sHealTargets(heroView, hAttrsCom, config);
|
||
if (targets.length === 0) return false;
|
||
|
||
const healAmount = config.ap * hAttrsCom.Attrs[Attrs.HP_MAX]/100;
|
||
const delay = GameConst.Battle.SKILL_CAST_DELAY;
|
||
|
||
heroView.scheduleOnce(() => {
|
||
for (const targetEntity of targets) {
|
||
const targetAttrs = targetEntity.get(HeroAttrsComp);
|
||
const targetView = targetEntity.get(HeroViewComp);
|
||
if (!targetAttrs || !targetView) continue;
|
||
|
||
targetAttrs.add_hp(healAmount, true);
|
||
targetView.health(healAmount);
|
||
mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`);
|
||
}
|
||
}, delay);
|
||
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 执行护盾技能
|
||
*/
|
||
private executeShieldSkill(casterEntity: ecs.Entity, s_uuid: number, heroView: HeroViewComp, hset: HSSet): boolean {
|
||
const hAttrsCom = casterEntity.get(HeroAttrsComp);
|
||
const config = SkillSet[s_uuid];
|
||
if (!config) return false;
|
||
|
||
const targets = this.sShieldTargets(heroView, hAttrsCom, config);
|
||
if (targets.length === 0) return false;
|
||
|
||
const shieldAmount = config.ap * hAttrsCom.Attrs[Attrs.HP_MAX]/100;
|
||
const delay = GameConst.Battle.SKILL_CAST_DELAY;
|
||
|
||
heroView.scheduleOnce(() => {
|
||
for (const targetEntity of targets) {
|
||
const targetAttrs = targetEntity.get(HeroAttrsComp);
|
||
const targetView = targetEntity.get(HeroViewComp);
|
||
if (!targetAttrs || !targetView) continue;
|
||
|
||
targetAttrs.add_shield(shieldAmount, true);
|
||
targetView.add_shield(shieldAmount);
|
||
mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`);
|
||
}
|
||
}, delay);
|
||
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 选择治疗目标
|
||
*/
|
||
private sHealTargets(caster: HeroViewComp, heroAttrs: HeroAttrsComp, config: SkillConfig): ecs.Entity[] {
|
||
const targets: ecs.Entity[] = [];
|
||
const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, Number(config.t_num ?? 1));
|
||
const range = Number(config.dis ?? GameConst.Battle.DEFAULT_SEARCH_RANGE);
|
||
|
||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
|
||
const model = e.get(HeroAttrsComp);
|
||
const view = e.get(HeroViewComp);
|
||
if (!model || !view || !view.node) return;
|
||
if (model.fac !== heroAttrs.fac) return;
|
||
if (model.is_dead) return;
|
||
|
||
const distance = Math.abs(caster.node.position.x - view.node.position.x);
|
||
if (distance <= range) {
|
||
targets.push(e);
|
||
}
|
||
});
|
||
|
||
targets.sort((a, b) => {
|
||
const attrsA = a.get(HeroAttrsComp);
|
||
const attrsB = b.get(HeroAttrsComp);
|
||
if (!attrsA || !attrsB) return 0;
|
||
return attrsA.hp - attrsB.hp;
|
||
});
|
||
|
||
return targets.slice(0, maxTargets);
|
||
}
|
||
|
||
/**
|
||
* 选择护盾目标
|
||
*/
|
||
private sShieldTargets(caster: HeroViewComp, heroAttrs: HeroAttrsComp, config: SkillConfig): ecs.Entity[] {
|
||
const targets: ecs.Entity[] = [];
|
||
const maxTargets = Math.max(GameConst.Skill.MIN_TARGET_COUNT, Number(config.t_num ?? 1));
|
||
const range = Number(config.dis ?? GameConst.Battle.DEFAULT_SEARCH_RANGE);
|
||
|
||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
|
||
const model = e.get(HeroAttrsComp);
|
||
const view = e.get(HeroViewComp);
|
||
if (!model || !view || !view.node) return;
|
||
if (model.fac !== heroAttrs.fac) return;
|
||
if (model.is_dead) return;
|
||
|
||
const distance = Math.abs(caster.node.position.x - view.node.position.x);
|
||
if (distance <= range) {
|
||
targets.push(e);
|
||
}
|
||
});
|
||
|
||
return targets.slice(0, maxTargets);
|
||
}
|
||
|
||
/**
|
||
* 根据位置查找实体
|
||
*/
|
||
private findEntityAtPosition(pos: Vec3): ecs.Entity | null {
|
||
let foundEntity: ecs.Entity | null = null;
|
||
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
|
||
const view = e.get(HeroViewComp);
|
||
if (!view || !view.node) return false;
|
||
const distance = Vec3.distance(pos, view.node.position);
|
||
if (distance < 50) {
|
||
foundEntity = e;
|
||
return true;
|
||
}
|
||
return false;
|
||
});
|
||
return foundEntity;
|
||
}
|
||
|
||
} |