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123 lines
4.6 KiB
123 lines
4.6 KiB
import type { EntityId } from 'db://assets/mx/module/ecs';
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import {
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AttributeComp,
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BattleEventType,
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MovementComp,
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type BattleEvent,
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} from 'db://assets/mx/module/battle';
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import { BattleBuffCarryStore } from '../../manager/battleBuff/BattleBuffCarryStore';
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import { resolveMarchOwnerPlayerId } from '../../manager/battleBuff/BattleBuffSideResolve';
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import { resolveCarriedMoveSpeedBonusWan } from '../../manager/battleBuff/BattleBuffPassiveSkillUtil';
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import type { ProjectBattleHandle } from '../runtime/BattleRuntime';
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import { AI_PLAYER_ID } from '../ai/runtime/AiCampArea';
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/** 被动行军速度 modifier 分组 */
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const MOVE_SPEED_MOD_GROUP = 'battle_buff_move_speed';
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/** 单玩家移速加成 */
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type PlayerMoveBonus = {
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/** playerId(出征方) */
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playerId: number;
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/** 万分比 */
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bonusWan: number;
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};
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/**
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* 被动 functiontype=12 云麾号角:携带方「出征兵」移速 ×(1+万分比/10000)。
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* 出征兵 = 进攻对面基地的行军怪,不是己侧场上单位。
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* 例外:AI 携带时加成落到本机玩家出征兵(见 docs/需求-战斗Buff阵营语义.md)。
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*/
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export class BattleBuffMoveSpeedHost {
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private _battle: ProjectBattleHandle | null = null;
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private readonly _bonuses: PlayerMoveBonus[] = [];
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private _onUnitSpawnedBound = false;
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/** 绑定本局并监听出怪 */
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bind(battle: ProjectBattleHandle): void {
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this.unbind();
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this._battle = battle;
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this._bonuses.length = 0;
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this._pushBonus(battle.localPlayerId);
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this._pushBonus(AI_PLAYER_ID);
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if (this._bonuses.length <= 0) return;
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battle.session.events.on(BattleEventType.UnitSpawned, this._onUnitSpawned);
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this._onUnitSpawnedBound = true;
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battle.session.world.forEachAlive((entityId) => {
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this._tryApply(entityId);
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});
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}
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/** 解除绑定 */
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unbind(): void {
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const battle = this._battle;
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if (battle && this._onUnitSpawnedBound) {
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battle.session.events.off(BattleEventType.UnitSpawned, this._onUnitSpawned);
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}
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this._onUnitSpawnedBound = false;
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this._battle = null;
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this._bonuses.length = 0;
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}
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/**
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* 按携带方读被动;AI 云麾号角改落到本机玩家出征兵。
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* @param carrierPlayerId 携带方
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*/
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private _pushBonus(carrierPlayerId: number): void {
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const adjust = resolveCarriedMoveSpeedBonusWan(BattleBuffCarryStore.getPassives(carrierPlayerId));
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if (!adjust.active || adjust.bonusWan <= 0) return;
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const targetPlayerId = carrierPlayerId === AI_PLAYER_ID
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? (this._battle?.localPlayerId ?? 0)
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: carrierPlayerId;
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for (let i = 0; i < this._bonuses.length; i++) {
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if (this._bonuses[i].playerId !== targetPlayerId) continue;
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this._bonuses[i].bonusWan += adjust.bonusWan;
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return;
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}
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this._bonuses.push({ playerId: targetPlayerId, bonusWan: adjust.bonusWan });
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}
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private _onUnitSpawned = (event: BattleEvent): void => {
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if (event.type !== BattleEventType.UnitSpawned) return;
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this._tryApply(event.entity);
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};
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private _tryApply(entityId: EntityId): void {
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const battle = this._battle;
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if (!battle || this._bonuses.length <= 0) return;
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const ownerId = resolveMarchOwnerPlayerId(battle.session, entityId);
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if (ownerId < 0) return;
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for (let i = 0; i < this._bonuses.length; i++) {
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if (this._bonuses[i].playerId !== ownerId) continue;
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this._applyMoveSpeedBonus(battle, entityId, this._bonuses[i].bonusWan);
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return;
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}
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}
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private _applyMoveSpeedBonus(battle: ProjectBattleHandle, entityId: EntityId, bonusWan: number): void {
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const mul = 1 + bonusWan / 10000;
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const world = battle.session.world;
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if (!world.getComponent(entityId, AttributeComp)) {
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world.addComponent(entityId, new AttributeComp());
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}
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battle.session.attributes.addModifier(entityId, {
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attr: 'move_speed_mul',
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op: 'Mul',
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value: mul,
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source: `${MOVE_SPEED_MOD_GROUP}_${bonusWan}`,
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group: MOVE_SPEED_MOD_GROUP,
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});
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const move = world.getComponent(entityId, MovementComp);
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if (move) {
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move.speed = Math.max(0, (move.baseSpeed || move.speed) * mul);
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}
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}
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}
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let _host: BattleBuffMoveSpeedHost | null = null;
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/** 全局出征兵移速被动 Host(单局复用) */
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export function getBattleBuffMoveSpeedHost(): BattleBuffMoveSpeedHost {
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if (!_host) _host = new BattleBuffMoveSpeedHost();
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return _host;
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}
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