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AdLike2048/assets/script/battle/combat/BattleBuffUnitAttackSpeedHo...

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import type { BattleSession } from 'db://assets/mx/module/battle';
import { AttributeComp, CombatComp } from 'db://assets/mx/module/battle/ecs/Components';
import type { EntityId } from 'db://assets/mx/module/ecs';
import { BattleBuffCarryStore } from '../../manager/battleBuff/BattleBuffCarryStore';
import {
resolveCarriedBothAttackSpeed,
resolveCarriedUnitAttackSpeedWan,
} from '../../manager/battleBuff/BattleBuffPassiveSkillUtil';
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import type { ProjectBattleHandle } from '../runtime/BattleRuntime';
import { AI_PLAYER_ID } from '../ai/runtime/AiCampArea';
/** 被动攻击单位攻速 modifier 分组 */
const UNIT_ASPD_MOD_GROUP = 'battle_buff_unit_aspd';
/** 单玩家攻速万分比累加 */
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type PlayerAspd = {
/** playerId */
playerId: number;
/** 万分比 */
bonusWan: number;
};
/**
* 被动 functiontype=3 攻速符 + functiontype=7 鏖战册:携带方场上单位攻速。
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*/
export class BattleBuffUnitAttackSpeedHost {
private _battle: ProjectBattleHandle | null = null;
private readonly _bonuses: PlayerAspd[] = [];
/** 绑定本局并对已有攻击单位施加攻速加成 */
bind(battle: ProjectBattleHandle): void {
this.unbind();
this._battle = battle;
this._bonuses.length = 0;
this._accumulateCarrier(battle.localPlayerId);
this._accumulateCarrier(AI_PLAYER_ID);
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if (this._bonuses.length <= 0) return;
for (let i = 0; i < this._bonuses.length; i++) {
const player = battle.getPlayer(this._bonuses[i].playerId);
if (!player) continue;
const deployed = player.deployedUnits;
for (let u = 0; u < deployed.length; u++) {
this.refreshEntity(battle.session, deployed[u], this._bonuses[i].playerId);
}
}
}
/** 解除绑定 */
unbind(): void {
this._battle = null;
this._bonuses.length = 0;
}
/**
* 塔部署/升级后补施加被动攻速。
* @param session 会话
* @param entityId 实体
* @param ownerPlayerId 塔归属;缺省用本机
*/
refreshEntity(session: BattleSession, entityId: EntityId, ownerPlayerId?: number): void {
if (this._bonuses.length <= 0) return;
const pid = ownerPlayerId != null
? Math.max(0, Math.floor(Number(ownerPlayerId) || 0))
: (this._battle?.localPlayerId ?? 0);
for (let i = 0; i < this._bonuses.length; i++) {
if (this._bonuses[i].playerId !== pid) continue;
this._applyModifier(session, entityId, this._bonuses[i].bonusWan, pid);
return;
}
}
/**
* 汇总携带方攻速符与鏖战册(己方/对方分量)。
* @param carrierPlayerId 携带方 playerId
*/
private _accumulateCarrier(carrierPlayerId: number): void {
const passives = BattleBuffCarryStore.getPassives(carrierPlayerId);
const unitAspd = resolveCarriedUnitAttackSpeedWan(passives);
if (unitAspd.active && unitAspd.bonusWan > 0) {
this._addBonusWan(carrierPlayerId, unitAspd.bonusWan);
}
const both = resolveCarriedBothAttackSpeed(passives);
if (!both.active) return;
if (both.selfWan !== 0) {
this._addBonusWan(carrierPlayerId, both.selfWan);
}
const opponentId = this._resolveOpponentPlayerId(carrierPlayerId);
if (opponentId >= 0 && both.enemyWan !== 0) {
this._addBonusWan(opponentId, both.enemyWan);
}
}
/**
* 双人对战对手 id。
* @param playerId 当前玩家
*/
private _resolveOpponentPlayerId(playerId: number): number {
const battle = this._battle;
if (!battle) return -1;
if (playerId === battle.localPlayerId) return AI_PLAYER_ID;
if (playerId === AI_PLAYER_ID) return battle.localPlayerId;
return playerId === 0 ? AI_PLAYER_ID : 0;
}
/**
* 累加某 player 槽位攻速万分比。
* @param playerId 玩家
* @param wan 万分比
*/
private _addBonusWan(playerId: number, wan: number): void {
if (wan === 0) return;
for (let i = 0; i < this._bonuses.length; i++) {
if (this._bonuses[i].playerId !== playerId) continue;
this._bonuses[i].bonusWan += wan;
return;
}
this._bonuses.push({ playerId, bonusWan: wan });
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}
private _applyModifier(session: BattleSession, entityId: EntityId, bonusWan: number, playerId: number): void {
if (bonusWan === 0) return;
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const world = session.world;
if (!world.isAlive(entityId)) return;
if (!world.getComponent(entityId, CombatComp)) return;
if (!world.getComponent(entityId, AttributeComp)) {
world.addComponent(entityId, new AttributeComp());
}
session.attributes.addModifier(entityId, {
attr: 'aspd_add',
op: 'Add',
value: bonusWan,
source: `${UNIT_ASPD_MOD_GROUP}_${playerId}`,
group: UNIT_ASPD_MOD_GROUP,
});
}
}
let _host: BattleBuffUnitAttackSpeedHost | null = null;
/** 全局攻击单位攻速被动 Host(单局复用) */
export function getBattleBuffUnitAttackSpeedHost(): BattleBuffUnitAttackSpeedHost {
if (!_host) _host = new BattleBuffUnitAttackSpeedHost();
return _host;
}