- 在 HeroAttrsComp 中新增 combat_target_eid 和 enemy_in_cast_range 字段,用于跟踪当前战斗目标 - 修改 MoveSystem 在移动时同步更新战斗目标状态,并清理无效目标 - 重构 SCastSystem 的自动施法逻辑,优先使用已锁定的战斗目标而非重新搜索 - 调整技能 6005 和 6006 的 hit_count 参数,分别改为 2 和 3 次打击 - 为友方技能施法添加事件派发机制,通知其他系统技能释放
184 lines
7.8 KiB
TypeScript
184 lines
7.8 KiB
TypeScript
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 { oops } from "db://oops-framework/core/Oops";
|
||
import { GameEvent } from "../common/config/GameEvent";
|
||
|
||
/**
|
||
* ==================== 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
|
||
* - 通过添加 CSRequestComp 触发施法
|
||
* - 可被玩家输入系统或AI系统复用
|
||
* - 支持多种AI策略
|
||
*/
|
||
@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, targets: [] as HeroViewComp[], isFriendly: false };
|
||
|
||
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);
|
||
if (!heroAttrs.is_atking) return;
|
||
const castPlan = this.pickCastSkill(heroAttrs, heroView);
|
||
if (castPlan.skillId === 0 || castPlan.targets.length === 0) return;
|
||
this.castSkill(e, castPlan, heroAttrs, heroView);
|
||
}
|
||
|
||
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; targets: HeroViewComp[]; isFriendly: boolean } {
|
||
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)) {
|
||
return { skillId: s_uuid, targets: [heroView], isFriendly: true };
|
||
}
|
||
if (!heroAttrs.enemy_in_cast_range) continue;
|
||
const target = this.resolveCombatTarget(heroAttrs);
|
||
if (!target) continue;
|
||
return { skillId: s_uuid, targets: [target], isFriendly: false };
|
||
}
|
||
return this.emptyCastPlan;
|
||
}
|
||
|
||
private castSkill(entity: ecs.Entity, castPlan: { skillId: number; targets: HeroViewComp[]; isFriendly: boolean }, 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) {
|
||
oops.message.dispatchEvent(GameEvent.CastHeroSkill, {
|
||
casterEid: entity.eid,
|
||
s_uuid,
|
||
fac: heroAttrs.fac,
|
||
targetEids: castPlan.targets.map(target => target.ent?.eid).filter((eid): eid is number => typeof eid === "number")
|
||
});
|
||
return;
|
||
}
|
||
const validTargets = this.filterValidTargets(castPlan.targets);
|
||
if (validTargets.length === 0) return;
|
||
this.applyPrimaryEffect(entity, s_uuid, config, heroView, validTargets);
|
||
this.applyExtraEffects(config, validTargets);
|
||
}, 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(casterEntity: ecs.Entity, s_uuid: number, config: SkillConfig, heroView: HeroViewComp, targets: HeroViewComp[]) {
|
||
const kind = config.kind ?? SkillKind.Damage;
|
||
if (kind === SkillKind.Damage) {
|
||
if (config.ap > 0) {
|
||
this.createSkillEntity(s_uuid, heroView, targets[0].node.position);
|
||
}
|
||
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 filterValidTargets(targets: HeroViewComp[]): HeroViewComp[] {
|
||
return targets.filter(target => {
|
||
if (!target || !target.node || !target.node.isValid) return false;
|
||
if (!target.ent) return false;
|
||
const model = target.ent.get(HeroAttrsComp);
|
||
if (!model || model.is_dead || model.is_reviving) return false;
|
||
return true;
|
||
});
|
||
}
|
||
|
||
private isFriendlySkill(group: TGroup): boolean {
|
||
return group === TGroup.Self || group === TGroup.Team || group === TGroup.Ally;
|
||
}
|
||
|
||
private resolveCombatTarget(heroAttrs: HeroAttrsComp): HeroViewComp | null {
|
||
if (heroAttrs.combat_target_eid <= 0) return null;
|
||
const targetEntity = ecs.getEntityByEid(heroAttrs.combat_target_eid);
|
||
if (!targetEntity) return null;
|
||
const targetAttrs = targetEntity.get(HeroAttrsComp);
|
||
const targetView = targetEntity.get(HeroViewComp);
|
||
if (!targetAttrs || !targetView || !targetView.node || !targetView.node.isValid) return null;
|
||
if (targetAttrs.is_dead || targetAttrs.is_reviving) return null;
|
||
if (targetAttrs.fac === heroAttrs.fac) return null;
|
||
return targetView;
|
||
}
|
||
}
|