本次提交完成了以下核心改动: 1. 调整fb-1~fb-6技能预制件的攻击偏移坐标,优化技能弹道位置 2. 新增DoT伤害机制,支持周期伤害/治疗的独立结算 3. 为Buff系统添加施法者属性快照,让DoT暴击、控制判定更准确 4. 新增顶栏debuff图标显示功能,支持灼烧等负面状态可视化 5. 为破晓先知等英雄替换为新的灼烧火球技能6104 6. 修复fb-2预制件的配置字段顺序与多余属性问题
118 lines
4.8 KiB
TypeScript
118 lines
4.8 KiB
TypeScript
/**
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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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*
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* 控制类 buff(冰冻/眩晕)不在此处做特殊处理:层存活期间 hasControl 判定
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* 即生效,到期移除后控制自然解除。旧 HeroBuffSystem 已下线。
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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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import { DamageQueueHelper } from "./DamageQueueComp";
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import { mLogger } from "../common/Logger";
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/** Buff 模块调试日志开关 */
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const DEBUG = false;
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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
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const attrsComp = e.has(HeroAttrsComp) ? e.get(HeroAttrsComp) : null;
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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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// 周期效果结算(先于到期判断,避免到期帧丢失末次 tick)
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if (cfg.tick && attrsComp) {
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this.processTick(e, buffId, layer, cfg.tick, attrsComp);
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}
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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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// 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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mLogger.log(DEBUG, "BuffSystem", `buff 到期移除: ${cfg.name}(${buffId}) eid=${e.eid} 剩余层数=${layers.length}`);
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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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* DoT(负值):转为 DamageEvent 入队,由 HeroAtkSystem.doAttack 走完整结算链
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* (护盾抵扣 / 暴击 / 冰冻 / 击晕 / 飘字 / 死亡链),Attrs 取 buff 层的施法者属性快照;
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* HoT(正值):保持直接回血,不走伤害链。
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*
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* @param target 被作用者实体(DoT 入队用)
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* @param buffId buff 配置 id(DoT 事件借 s_uuid 字段携带,仅作日志追溯)
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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
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*/
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private processTick(target: ecs.Entity, buffId: number, 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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// damage_or_heal 优先取药水卡覆写值
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const baseAmount = layer.value_override !== undefined ? layer.value_override : tick.damage_or_heal;
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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(baseAmount * scale);
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if (amount < 0) {
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// DoT 走伤害队列:dot_dmg 传正值,doAttack 内识别并走固定伤害分支
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DamageQueueHelper.addDamageToEntity(target, layer.source_attrs_snapshot ?? null, layer.source_uuid, buffId, 0, 1, -amount);
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} else if (amount > 0) {
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attrs.add_hp(amount);
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}
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}
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}
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}
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