import type { EntityId } from 'db://assets/mx/module/ecs'; import { AttributeComp, BattleEventType, BattleTeamId, MovementComp, TeamComp, type BattleEvent, } from 'db://assets/mx/module/battle'; import { BattleBuffCarryStore } from '../../manager/battleBuff/BattleBuffCarryStore'; import { resolveCarriedEnemyMarchSlowWan } from '../../manager/battleBuff/BattleBuffPassiveSkillUtil'; import type { ProjectBattleHandle } from '../runtime/BattleRuntime'; import { AI_PLAYER_ID } from '../ai/runtime/AiCampArea'; /** 被动行军速度 modifier 分组 */ const MOVE_SPEED_MOD_GROUP = 'battle_buff_enemy_march_slow'; /** 单玩家:减速攻向其基地的敌军 */ type PlayerApproachSlow = { /** 防守方 playerId(基地被攻方) */ defenderPlayerId: number; /** 减速万分比 */ slowWan: number; }; /** * 被动 functiontype=13 滞行牌:减速攻向携带方基地的敌方怪物。 */ export class BattleBuffMoveSpeedHost { private _battle: ProjectBattleHandle | null = null; private readonly _slows: PlayerApproachSlow[] = []; private _onUnitSpawnedBound = false; /** 绑定本局并监听出怪 */ bind(battle: ProjectBattleHandle): void { this.unbind(); this._battle = battle; this._slows.length = 0; this._pushSlow(battle.localPlayerId); this._pushSlow(AI_PLAYER_ID); if (this._slows.length <= 0) return; battle.session.events.on(BattleEventType.UnitSpawned, this._onUnitSpawned); this._onUnitSpawnedBound = true; battle.session.world.forEachAlive((entityId) => { this._tryApply(entityId); }); } /** 解除绑定 */ unbind(): void { const battle = this._battle; if (battle && this._onUnitSpawnedBound) { battle.session.events.off(BattleEventType.UnitSpawned, this._onUnitSpawned); } this._onUnitSpawnedBound = false; this._battle = null; this._slows.length = 0; } /** * 携带方滞行牌 → 减速攻向该方基地的敌军。 * @param carrierPlayerId 携带方 */ private _pushSlow(carrierPlayerId: number): void { const adjust = resolveCarriedEnemyMarchSlowWan(BattleBuffCarryStore.getPassives(carrierPlayerId)); if (!adjust.active || adjust.slowWan <= 0) return; for (let i = 0; i < this._slows.length; i++) { if (this._slows[i].defenderPlayerId !== carrierPlayerId) continue; this._slows[i].slowWan += adjust.slowWan; return; } this._slows.push({ defenderPlayerId: carrierPlayerId, slowWan: adjust.slowWan }); } private _onUnitSpawned = (event: BattleEvent): void => { if (event.type !== BattleEventType.UnitSpawned) return; this._tryApply(event.entity); }; private _tryApply(entityId: EntityId): void { const battle = this._battle; if (!battle || this._slows.length <= 0) return; const team = battle.session.world.getComponent(entityId, TeamComp); if (!team || !BattleTeamId.isEnemyTeam(team.team)) return; const defenderId = Math.max(0, Math.floor(Number(team.ownerId) || 0)); for (let i = 0; i < this._slows.length; i++) { if (this._slows[i].defenderPlayerId !== defenderId) continue; this._applyMarchSlow(battle, entityId, this._slows[i].slowWan); return; } } private _applyMarchSlow(battle: ProjectBattleHandle, entityId: EntityId, slowWan: number): void { const clamped = Math.min(10000, Math.max(0, slowWan)); const mul = 1 - clamped / 10000; const world = battle.session.world; if (!world.getComponent(entityId, AttributeComp)) { world.addComponent(entityId, new AttributeComp()); } battle.session.attributes.addModifier(entityId, { attr: 'move_speed_mul', op: 'Mul', value: mul, source: `${MOVE_SPEED_MOD_GROUP}_${clamped}`, group: MOVE_SPEED_MOD_GROUP, }); const move = world.getComponent(entityId, MovementComp); if (move) { move.speed = Math.max(0, (move.baseSpeed || move.speed) * mul); } } } let _host: BattleBuffMoveSpeedHost | null = null; /** 全局敌军来攻移速被动 Host(单局复用) */ export function getBattleBuffMoveSpeedHost(): BattleBuffMoveSpeedHost { if (!_host) _host = new BattleBuffMoveSpeedHost(); return _host; }