Files
pixelheros/assets/script/game/hero/SCastSystem.ts
panw cc1ca2f18b refactor(技能系统): 重构施放系统以支持位置目标和实体ID目标
- 将技能目标从 HeroViewComp 数组改为位置向量和实体ID数组的组合
- 移除对 oops 框架和 GameEvent 的依赖,改为直接处理技能效果
- 新增 resolveFriendlyTargets 方法用于解析友方目标实体
- 新增 hasCastTarget 方法统一检查施放目标有效性
- 简化 applyPrimaryEffect 方法,分离伤害技能和增益技能的处理逻辑
2026-03-18 14:57:09 +08:00

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Vec3 } from "cc";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BuffsList, SkillConfig, SkillKind, SkillSet, TGroup } from "../common/config/SkillSet";
import { Skill } from "../skill/Skill";
import { smc } from "../common/SingletonModuleComp";
import { GameConst } from "../common/config/GameConst";
import { HType } from "../common/config/heroSet";
/**
* ==================== 自动施法系统 ====================
*
* 职责:
* 1. 检测可施放的技能
* 2. 根据策略自动施法AI
* 3. 选择目标
* 4. 添加施法请求标记
*
* 设计理念:
* - 负责"何时施法"的决策
*/
@ecs.register('SCastSystem')
export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
debugMode: boolean = false; // 是否启用调试模式
private readonly emptyCastPlan = { skillId: 0, isFriendly: false, targetPos: null as Vec3 | null, targetEids: [] as number[] };
private readonly meleeCastRange = 64;
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp, HeroViewComp);
}
update(e: ecs.Entity): void {
if(!smc.mission.play ) return;
if(smc.mission.pause) return
const heroAttrs = e.get(HeroAttrsComp);
const heroView = e.get(HeroViewComp);
if (!heroAttrs || !heroView || !heroView.node) return;
if (heroAttrs.is_dead || heroAttrs.is_reviving || heroAttrs.isStun() || heroAttrs.isFrost()) return;
heroAttrs.updateCD(this.dt);
const castPlan = this.pickCastSkill(heroAttrs, heroView);
if (!this.hasCastTarget(castPlan)) return;
this.castSkill(castPlan, heroAttrs, heroView);
}
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] } {
const type = heroAttrs.type as HType;
const maxRange = this.resolveMaxCastRange(heroAttrs, type);
const target = this.findNearestEnemyInRange(heroAttrs, heroView, maxRange);
const skillCandidates = [heroAttrs.skill_id, heroAttrs.atk_id];
for (const s_uuid of skillCandidates) {
if (!s_uuid) continue;
const config = SkillSet[s_uuid];
if (!config) continue;
const isMainSkill = s_uuid === heroAttrs.skill_id;
if (isMainSkill && !heroAttrs.can_skill) continue;
if (!isMainSkill && !heroAttrs.can_atk) continue;
if (this.isFriendlySkill(config.TGroup)) {
const selfEid = heroView.ent?.eid;
if (typeof selfEid !== "number") continue;
return { skillId: s_uuid, isFriendly: true, targetPos: null, targetEids: [selfEid] };
}
if (!target) continue;
return { skillId: s_uuid, isFriendly: false, targetPos: target.node.position.clone(), targetEids: [] };
}
return this.emptyCastPlan;
}
private castSkill(castPlan: { skillId: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }, heroAttrs: HeroAttrsComp, heroView: HeroViewComp) {
const s_uuid = castPlan.skillId;
const config = SkillSet[s_uuid];
if (!config) return;
heroView.playSkillEffect(s_uuid);
const isMainSkill = s_uuid === heroAttrs.skill_id;
// 优先使用技能配置的前摇时间,否则使用全局默认值
// 注意:这里仍然是基于时间的延迟,受帧率波动影响。
// 若需精确同步,建议在动画中添加帧事件并在 HeroViewComp 中监听。
const delay = config.ready > 0 ? config.ready : GameConst.Battle.SKILL_CAST_DELAY;
heroView.scheduleOnce(() => {
if (!heroView.node || !heroView.node.isValid || heroAttrs.is_dead) return;
if (castPlan.isFriendly) {
const friendlyTargets = this.resolveFriendlyTargets(castPlan.targetEids, heroAttrs.fac);
if (friendlyTargets.length === 0) return;
this.applyPrimaryEffect(s_uuid, config, heroView, friendlyTargets, null);
this.applyExtraEffects(config, friendlyTargets);
return;
}
this.applyPrimaryEffect(s_uuid, config, heroView, [], castPlan.targetPos);
}, delay);
if (isMainSkill) {
heroAttrs.triggerSkillCD();
} else {
heroAttrs.triggerAtkCD();
}
}
private createSkillEntity(s_uuid: number, caster: HeroViewComp, targetPos: Vec3) {
if (!caster.node || !caster.node.isValid) return;
const parent = caster.node.parent;
if (!parent) return;
const skill = ecs.getEntity<Skill>(Skill);
skill.load(caster.node.position.clone(), parent, s_uuid, targetPos.clone(), caster, 0);
}
private applyPrimaryEffect(s_uuid: number, config: SkillConfig, heroView: HeroViewComp, targets: HeroViewComp[], targetPos: Vec3 | null) {
const kind = config.kind ?? SkillKind.Damage;
if (kind === SkillKind.Damage) {
if (config.ap <= 0 || !targetPos) return;
this.createSkillEntity(s_uuid, heroView, targetPos);
return;
}
for (const target of targets) {
if (!target.ent) continue;
const model = target.ent.get(HeroAttrsComp);
if (!model || model.is_dead) continue;
if (kind === SkillKind.Heal && config.ap !== 0) {
model.add_hp(config.ap, false);
} else if (kind === SkillKind.Shield && config.ap !== 0) {
model.add_shield(config.ap, false);
}
}
}
private applyExtraEffects(config: SkillConfig, targets: HeroViewComp[]) {
for (const target of targets) {
if (!target.ent) continue;
const model = target.ent.get(HeroAttrsComp);
if (!model || model.is_dead) continue;
if (config.buffs) {
for (const buffId of config.buffs) {
const buffConf = BuffsList[buffId];
if (buffConf) {
model.addBuff(buffConf);
}
}
}
if (config.debuffs) {
for (const buffId of config.debuffs) {
const buffConf = BuffsList[buffId];
if (buffConf) {
model.addBuff(buffConf);
}
}
}
}
}
private resolveFriendlyTargets(targetEids: number[], fac: number): HeroViewComp[] {
const targets: HeroViewComp[] = [];
for (const eid of targetEids) {
const entity = ecs.getEntityByEid(eid);
if (!entity) continue;
const model = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp);
if (!model || !view?.node) continue;
if (model.fac !== fac) continue;
if (model.is_dead || model.is_reviving) continue;
targets.push(view);
}
return targets;
}
private hasCastTarget(castPlan: { skillId: number; isFriendly: boolean; targetPos: Vec3 | null; targetEids: number[] }): boolean {
if (castPlan.skillId === 0) return false;
if (castPlan.isFriendly) return castPlan.targetEids.length > 0;
return !!castPlan.targetPos;
}
private isFriendlySkill(group: TGroup): boolean {
return group === TGroup.Self || group === TGroup.Team || group === TGroup.Ally;
}
private findNearestEnemyInRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, maxRange: number): HeroViewComp | null {
if (!heroView.node) return null;
const currentX = heroView.node.position.x;
let nearest: HeroViewComp | null = null;
let minDist = Infinity;
ecs.query(this.filter()).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp);
if (!attrs || !view?.node) return;
if (attrs.fac === heroAttrs.fac) return;
if (attrs.is_dead || attrs.is_reviving) return;
const dist = Math.abs(currentX - view.node.position.x);
if (dist > maxRange) return;
if (dist >= minDist) return;
minDist = dist;
nearest = view;
});
return nearest;
}
private resolveMaxCastRange(heroAttrs: HeroAttrsComp, type: HType): number {
const cached = heroAttrs.getCachedMaxSkillDistance();
if (cached > 0) return cached;
if (type === HType.Long) return 720;
if (type === HType.Mid) return 360;
return this.meleeCastRange;
}
}