Files
pixelheros/assets/script/game/hero/HeroAttrsComp.ts
panw a58dc818ee refactor(hero): 移除复杂的buff系统并简化属性管理
- 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
2026-03-19 17:10:37 +08:00

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