- 删除Buff/Debuff状态管理相关的接口和数据结构 - 简化addBuff方法,直接应用属性变化而不处理buff生命周期 - 移除Interval、Timed、Permanent等buff类型的处理逻辑 - 简化属性应用逻辑,仅支持AP、HP_MAX、SHIELD_MAX三种属性 - 删除HeroBuffSystem中的buff更新逻辑,系统现在为空实现 - 移除状态检查的复杂逻辑,isStun和isFrost直接返回false
336 lines
11 KiB
TypeScript
336 lines
11 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Attrs, BType } from "../common/config/HeroAttrs";
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import { BuffConf } from "../common/config/SkillSet";
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import { HeroDisVal, HType } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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@ecs.register('HeroAttrs')
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export class HeroAttrsComp extends ecs.Comp {
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public debugMode: boolean = false;
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Ebus:any=null!
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// ==================== 角色基础信息 ====================
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hero_uuid: number = 1001;
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hero_name: string = "hero";
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lv: number = 1;
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type: number = 0; // 0近战 1远程 2辅助
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fac: number = 0; // 0:hero 1:monster
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// ==================== 基础属性(有初始值) ====================
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ap: number = 0; // 基础攻击
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hp: number = 100; // 基础血量
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hp_max: number = 100; // 最大血量
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speed: number = 100; // 基础移动速度
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dis: number = 100; // 基础距离
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shield: number = 0; // 当前护盾
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shield_max: number = 0; // 最大护盾值
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// ==================== 攻击属性 (补充) ====================
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a_cd: number = 0; // 攻击计时
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s_cd: number = 0; // 技能计时
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a_cd_max: number = 0; // 攻击CD
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s_cd_max: number = 0; // 技能CD
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// ==================== 暴击与命中属性 ====================
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critical: number = 0; // 暴击率
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critical_dmg: number = 0; // 暴击伤害
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// ==================== 特殊效果属性 ====================
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freeze_chance: number = 0; // 冰冻概率
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stun_chance: number = 0; // 眩晕概率
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back_chance: number = 0; // 击退概率
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slow_chance: number = 0; // 减速概率
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// ==================== 武器进化相关 ====================
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puncture: number = 0; // 穿刺次数
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puncture_dmg: number = 0; // 穿刺伤害
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wfuny: number = 0; // 风怒
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// ==================== 增益效果属性 ====================
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revive_count: number = 0; // 复活次数
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revive_time: number = 0; // 复活时间
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invincible_time: number = 0;// 无敌时间
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in_stun=false
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in_frost=false
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boom: boolean = false; // 自爆怪
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// ==================== 脏标签标记 ====================
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dirty_hp: boolean = false; // 血量变更标记
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dirty_shield: boolean = false; // 护盾变更标记
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// ==================== 技能距离缓存 ====================
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maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
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minSkillDistance: number = 0; // 最近技能攻击距离(缓存,不受MP影响,用于停止位置判断)
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// ==================== 标记状态 ====================
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is_dead: boolean = false;
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is_count_dead: boolean = false;
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is_atking: boolean = false; // 是否正在攻击
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is_stop: boolean = false; // 是否正在停止
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is_boss: boolean = false;
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is_big_boss: boolean = false;
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is_master: boolean = false;
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is_friend: boolean = false;
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is_kalami: boolean = false;
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is_reviving: boolean = false; // 是否正在复活中
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// ==================== 计数统计 ====================
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atk_count: number = 0; // 攻击次数
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atked_count: number = 0; // 被攻击次数
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killed_count:number=0;
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atk_id:number=0; //普通攻击技能id
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skill_id:number=0; //技能攻击技能id
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can_atk=false
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can_skill=false
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combat_target_eid: number = -1;
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enemy_in_cast_range: boolean = false;
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start(){
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}
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// ==================== BUFF 系统初始化 ====================
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/**
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* 初始化角色的 buff debuff
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* 从 HeroInfo 读取初始配置,建立属性系统
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*/
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initAttrs() {
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this.in_stun = false;
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this.in_frost = false;
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}
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/*******************基础属性管理********************/
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add_hp(value:number,isValue:boolean){
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const oldHp = this.hp;
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let addValue = value;
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if(!isValue){
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addValue = value * this.hp_max / 100;
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}
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// ✅ 数据层只负责数据修改,不调用视图层
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// let heroView = this.ent.get(HeroViewComp);
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// if(heroView && addValue > 0){
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// heroView.health(addValue);
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// }
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this.hp += addValue;
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this.hp = Math.max(0, Math.min(this.hp, this.hp_max));
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this.dirty_hp = true; // ✅ 仅标记需要更新
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', ` HP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldHp.toFixed(1)} -> ${this.hp.toFixed(1)}`);
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}
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}
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add_shield(value:number,isValue:boolean){
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const oldShield = this.shield;
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let addValue = value;
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if(!isValue){
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addValue = value * this.hp_max / 100;
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}
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this.shield += addValue;
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this.shield_max += addValue;
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if (this.shield < 0) this.shield = 0;
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if (this.shield_max < 0) this.shield_max = 0;
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this.dirty_shield = true; // 标记护盾需要更新
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldShield.toFixed(1)} -> ${this.shield.toFixed(1)}`);
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}
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}
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// ==================== BUFF 管理 ====================
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/**
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* 添加 buff 效果
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* @param buffConf buff 配置
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*/
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addBuff(buffConf: BuffConf) {
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const normalized = this.normalizeBuffValue(buffConf);
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this.applyAttrChange(buffConf.buff, normalized.value, normalized.BType);
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if (this.debugMode) {
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mLogger.log(this.debugMode, 'HeroAttrs', `添加属性: ${buffConf.name}, 属性:${buffConf.buff}, 值:${normalized.value}`);
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}
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}
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/**
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* 把配置值统一转换为“可直接写入容器和结算”的数值
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* - RATIO 会在写入前转换为 VALUE
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* - BOOLEAN 保持原类型
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*/
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private normalizeBuffValue(buffConf: BuffConf): { value: number; BType: BType } {
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return {
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value: buffConf.value,
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BType: BType.VALUE
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};
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}
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/**
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* 通用属性修改应用
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* @param attr 属性名
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* @param value 变化值
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* @param type 数值类型 (0:固定值, 1:百分比)
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* @param reverse 是否反向应用 (用于移除 buff)
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*/
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private applyAttrChange(attr: Attrs, value: number, type: BType, reverse: boolean = false) {
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const mappedAttr = attr === Attrs.hp ? Attrs.hp_max : (attr === Attrs.shield ? Attrs.shield_max : attr);
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if (mappedAttr !== Attrs.ap && mappedAttr !== Attrs.hp_max && mappedAttr !== Attrs.shield_max) return;
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void type;
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let finalValue = value;
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if (reverse) finalValue = -finalValue;
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if (mappedAttr === Attrs.ap) {
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this.ap = Math.max(0, this.ap + finalValue);
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return;
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}
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if (mappedAttr === Attrs.hp_max) {
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this.hp_max = Math.max(1, this.hp_max + finalValue);
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if (this.hp > this.hp_max) this.hp = this.hp_max;
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this.dirty_hp = true;
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return;
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}
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this.shield_max = Math.max(0, this.shield_max + finalValue);
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this.shield = Math.max(0, Math.min(this.shield + finalValue, this.shield_max));
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this.dirty_shield = true;
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}
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//======更新cd========//
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updateCD(dt: number){
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if(this.atk_id !=0&&!this.can_atk){
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this.a_cd+=dt
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if(this.a_cd >= this.a_cd_max) this.can_atk = true
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}
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if(this.skill_id !=0&&!this.can_skill){
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this.s_cd+=dt
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if(this.s_cd >= this.s_cd_max) this.can_skill = true
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}
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}
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isStun(): boolean {
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return false;
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}
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isFrost(): boolean {
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return false;
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}
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triggerAtkCD() {
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this.a_cd = 0;
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this.can_atk = false;
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}
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triggerSkillCD() {
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this.s_cd = 0;
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this.can_skill = false;
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}
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// ==================== 技能距离缓存管理 ====================
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/**
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* 更新技能距离缓存
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* 在技能初始化、新增技能、MP变化时调用
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* @param skillsComp 技能组件
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*/
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public updateSkillDistanceCache(skill_id:number): void {
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void skill_id;
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const rangeType = this.type as HType.Melee | HType.Mid | HType.Long;
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const maxRange = HeroDisVal[rangeType];
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let minRange = 0;
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if (rangeType === HType.Mid) {
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minRange = HeroDisVal[HType.Melee];
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} else if (rangeType === HType.Long) {
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minRange = HeroDisVal[HType.Mid];
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}
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this.maxSkillDistance = maxRange;
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this.minSkillDistance = minRange;
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}
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/**
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* 获取缓存的最远技能攻击距离
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* @returns 最远攻击距离
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*/
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public getCachedMaxSkillDistance(): number {
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return this.maxSkillDistance;
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}
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/**
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* 获取缓存的最近技能攻击距离
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* @returns 最近攻击距离
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*/
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public getCachedMinSkillDistance(): number {
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return this.minSkillDistance;
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}
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reset() {
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// 重置为初始状态
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this.hero_uuid = 1001;
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this.hero_name = "hero";
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this.lv = 1;
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this.type = 0;
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this.fac = 0;
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this.ap = 0;
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this.hp = 100;
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this.hp_max = 100;
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this.speed = 100;
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this.dis = 100;
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this.shield = 0;
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this.shield_max = 0;
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// 重置新增属性
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this.a_cd = 0;
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this.s_cd = 0;
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this.a_cd_max = 0;
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this.s_cd_max = 0;
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this.critical = 0;
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this.critical_dmg = 0;
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this.freeze_chance = 0;
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this.stun_chance = 0;
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this.back_chance = 0;
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this.slow_chance = 0;
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this.revive_count = 0;
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this.revive_time = 0;
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this.invincible_time = 0;
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this.puncture = 0;
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this.puncture_dmg = 0;
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this.wfuny = 0;
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this.boom = false;
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this.in_frost = false;
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this.in_stun = false;
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// 重置技能距离缓存
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this.maxSkillDistance = 0;
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this.minSkillDistance = 0;
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this.is_dead = false;
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this.is_count_dead = false;
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this.is_atking = false;
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this.is_stop = false;
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this.is_boss = false;
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this.is_big_boss = false;
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this.is_friend = false;
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this.is_kalami = false;
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this.is_reviving = false;
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this.atk_count = 0;
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this.atked_count = 0;
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this.killed_count =0;
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this.atk_id = 0;
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this.skill_id = 0;
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this.can_atk=false
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this.can_skill=false
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this.combat_target_eid = -1;
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this.enemy_in_cast_range = false;
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// 重置脏标签
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this.dirty_hp = false;
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this.dirty_shield = false;
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}
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}
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@ecs.register('HeroBuffSystem')
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export class HeroBuffSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp);
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}
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update(e: ecs.Entity): void {
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void e;
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}
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}
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