template/packages-user/data-system/src/combat/context.ts

923 lines
30 KiB
TypeScript

import { IRange, ITileLocator, logger } from '@motajs/common';
import {
IAuraConverter,
IAuraView,
IDamageSystem,
IEnemyAuraView,
IEnemyCommonQueryEffect,
IEnemyContext,
IEnemyFinalEffect,
IEnemyHandler,
IEnemySpecialModifier,
IEnemySpecialQueryEffect,
IEnemyView,
IMapDamage,
IReadonlyEnemyHandler
} from './types';
import {
IReadonlyHeroAttribute,
IEnemy,
IReadonlyEnemy,
ISpecial,
IStateBase
} from '@user/data-base';
import { EnemyView } from './enemy';
import { ILocationIndexer, MapLocIndexer } from '@user/data-common';
export class EnemyContext<TEnemy, THero> implements IEnemyContext<
TEnemy,
THero
> {
/** 坐标索引 -> 怪物视图 */
private readonly enemyViewMap: Map<number, EnemyView<TEnemy>> = new Map();
/** 坐标索引 -> 计算前怪物对象 */
private readonly enemyMap: Map<number, IEnemy<TEnemy>> = new Map();
/** 怪物视图 -> 坐标索引 */
private readonly locatorViewMap: Map<IEnemyView<TEnemy>, number> =
new Map();
/** 计算前怪物对象 -> 坐标索引 */
private readonly locatorEnemyMap: Map<IEnemy<TEnemy>, number> = new Map();
/** 计算后怪物对象 -> 怪物视图 */
private readonly computedToView: Map<
IReadonlyEnemy<TEnemy>,
EnemyView<TEnemy>
> = new Map();
/** 当前已注册的光环转换器 */
private readonly auraConverter: Set<IAuraConverter<TEnemy, THero>> =
new Set();
/** 光环转换器是否启用 */
private readonly converterStatus: Map<
IAuraConverter<TEnemy, THero>,
boolean
> = new Map();
/** 所有已被转换的光环 */
private readonly convertedAura: Map<ISpecial<any>, IAuraView<TEnemy>> =
new Map();
/** 普通查询效果注册,特殊属性 -> 此特殊属性的查询效果列表,按照优先级从高到低排序 */
private readonly commonQueryMap: Map<
number,
IEnemyCommonQueryEffect<TEnemy, THero>[]
> = new Map();
/** 特殊查询效果注册,特殊属性 -> 此特殊属性的特殊查询效果列表,按照优先级从高到低排序 */
private readonly specialQueryEffects: Map<
number,
IEnemySpecialQueryEffect<TEnemy, THero>[]
> = new Map();
/** 最终效果列表,按照优先级从高到低排列 */
private readonly finalEffects: IEnemyFinalEffect<TEnemy, THero>[] = [];
/** 添加的无来源全局光环列表 */
private readonly globalAuraList: Set<IAuraView<TEnemy>> = new Set();
/** 排序后的光环视图,视图优先级 -> 光环视图列表 */
private readonly sortedAura: Map<number, Set<IAuraView<TEnemy>>> =
new Map();
/** 当怪物更新后,需要对上下文进行全量刷新的怪物列表 */
private readonly needTotallyRefresh: Set<IEnemyView<TEnemy>> = new Set();
/** 所有实际查询了上下文的常规查询效果,这些怪物需要在上下文或其他怪物刷新时一并刷新 */
private readonly requestedCommonContext: Set<IEnemyView<TEnemy>> =
new Set();
/** 所有需要被标记为脏的怪物 */
private readonly dirtyEnemy: Set<IEnemyView<TEnemy>> = new Set();
/** 当前绑定的勇士属性对象 */
private bindedHero: IReadonlyHeroAttribute<THero> | null = null;
/** 地图伤害对象 */
private mapDamage: IMapDamage<TEnemy, THero> | null = null;
/** 伤害系统对象 */
private damageSystem: IDamageSystem<TEnemy, THero> | null = null;
/** 索引工具 */
readonly indexer: ILocationIndexer = new MapLocIndexer();
/** 当前是否需要全量刷新 */
private needUpdate: boolean = true;
built: boolean = false;
width: number = 0;
height: number = 0;
constructor(readonly dataState: IStateBase) {}
resize(width: number, height: number): void {
this.clear();
this.width = width;
this.height = height;
this.indexer.setWidth(width);
this.needUpdate = true;
}
registerAuraConverter(converter: IAuraConverter<TEnemy, THero>): void {
this.auraConverter.add(converter);
this.converterStatus.set(converter, true);
this.needUpdate = true;
}
unregisterAuraConverter(converter: IAuraConverter<TEnemy, THero>): void {
this.auraConverter.delete(converter);
this.converterStatus.delete(converter);
this.needUpdate = true;
}
setAuraConverterEnabled(
converter: IAuraConverter<TEnemy, THero>,
enabled: boolean
): void {
if (!this.auraConverter.has(converter)) return;
this.converterStatus.set(converter, enabled);
this.needUpdate = true;
}
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void {
const array = this.commonQueryMap.getOrInsert(code, []);
array.push(effect);
array.sort((a, b) => b.priority - a.priority);
this.needUpdate = true;
}
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void {
const array = this.commonQueryMap.get(code);
if (!array) return;
const index = array.indexOf(effect);
if (index === -1) return;
array.splice(index, 1);
this.needUpdate = true;
}
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void {
const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
list.push(effect);
this.needUpdate = true;
}
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void {
const list = this.specialQueryEffects.get(effect.priority);
if (!list) return;
const index = list.indexOf(effect);
if (index !== -1) {
list.splice(index, 1);
}
if (list.length === 0) {
this.specialQueryEffects.delete(effect.priority);
}
this.needUpdate = true;
}
registerFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void {
this.finalEffects.push(effect);
this.finalEffects.sort((a, b) => b.priority - a.priority);
this.needUpdate = true;
}
unregisterFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void {
const index = this.finalEffects.indexOf(effect);
if (index !== -1) {
this.finalEffects.splice(index, 1);
}
this.needUpdate = true;
}
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void {
this.bindedHero = hero;
this.needUpdate = true;
this.damageSystem?.bindHeroStatus(hero);
this.mapDamage?.refreshAll();
}
getBindedHero(): IReadonlyHeroAttribute<THero> | null {
return this.bindedHero;
}
/**
* 创建可修改信息对象
* @param enemy 怪物对象
* @param locator 怪物位置
*/
private createHandler(
enemy: IEnemy<TEnemy>,
locator: ITileLocator
): IEnemyHandler<TEnemy, THero> {
return {
enemy,
context: this,
locator,
hero: this.bindedHero!,
data: this.dataState
};
}
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null {
const index = this.locatorEnemyMap.get(enemy);
if (index === undefined) return null;
return this.indexer.indexToLocator(index);
}
getEnemyLocatorByView(
view: IEnemyView<TEnemy>
): Readonly<ITileLocator> | null {
const index = this.locatorViewMap.get(view);
if (index === undefined) return null;
return this.indexer.indexToLocator(index);
}
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null {
const index = this.indexer.locToIndex(locator.x, locator.y);
return this.enemyViewMap.get(index) ?? null;
}
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null {
const index = this.indexer.locToIndex(x, y);
return this.enemyViewMap.get(index) ?? null;
}
getViewByComputed(
enemy: IReadonlyEnemy<TEnemy>
): IEnemyView<TEnemy> | null {
return this.computedToView.get(enemy) ?? null;
}
/**
* 删除指定索引位置的怪物以及与之关联的所有运行时状态
* @param index 地图索引
*/
private deleteEnemyAt(index: number) {
const view = this.enemyViewMap.get(index);
const enemy = this.enemyMap.get(index);
if (!view || !enemy) return;
this.needUpdate = true;
if (this.mapDamage) {
this.mapDamage.deleteEnemy(view);
}
if (this.damageSystem) {
this.damageSystem.deleteEnemy(view);
}
this.needTotallyRefresh.delete(view);
this.dirtyEnemy.delete(view);
this.requestedCommonContext.delete(view);
this.computedToView.delete(view.getComputingEnemy());
this.enemyViewMap.delete(index);
this.enemyMap.delete(index);
this.locatorViewMap.delete(view);
this.locatorEnemyMap.delete(enemy);
}
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TEnemy>): void {
const index = this.indexer.locToIndex(locator.x, locator.y);
this.deleteEnemyAt(index);
const view = new EnemyView<TEnemy>(enemy, this);
this.enemyMap.set(index, enemy);
this.enemyViewMap.set(index, view);
this.locatorEnemyMap.set(enemy, index);
this.locatorViewMap.set(view, index);
this.computedToView.set(view.getComputingEnemy(), view);
if (this.mapDamage) {
this.mapDamage.markEnemyDirty(view);
}
if (this.damageSystem) {
this.damageSystem.markDirty(view);
}
this.needUpdate = true;
}
deleteEnemy(locator: ITileLocator): void {
const index = this.indexer.locToIndex(locator.x, locator.y);
this.deleteEnemyAt(index);
}
/**
* 在指定范围内筛选出当前上下文中的怪物视图
* @param range 范围对象
* @param param 范围参数
*/
private *internalScanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, EnemyView<TEnemy>]> {
range.bindHost(this);
const keys = new Set(this.enemyViewMap.keys());
const matched = range.autoDetect(keys, param);
const viewMap = this.enemyViewMap;
for (const index of matched) {
const view = viewMap.get(index);
if (view) {
const locator = this.indexer.indexToLocator(index);
yield [locator, view];
}
}
}
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TEnemy>]> {
return this.internalScanRange(range, param);
}
*iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]> {
for (const [index, view] of this.enemyViewMap) {
const locator = this.indexer.indexToLocator(index);
yield [locator, view];
}
}
addAura(aura: IAuraView<TEnemy>): void {
this.globalAuraList.add(aura);
this.needUpdate = true;
}
deleteAura(aura: IAuraView<TEnemy>): void {
this.globalAuraList.delete(aura);
this.needUpdate = true;
}
attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void {
this.mapDamage = damage;
if (damage) {
damage.refreshAll();
}
}
getMapDamage(): IMapDamage<TEnemy, THero> | null {
return this.mapDamage;
}
attachDamageSystem(system: IDamageSystem<TEnemy, THero> | null): void {
this.damageSystem = system;
if (system) {
system.bindHeroStatus(this.bindedHero);
}
}
getDamageSystem(): IDamageSystem<TEnemy, THero> | null {
return this.damageSystem;
}
/**
* 将怪物身上的特殊属性尝试转换为光环视图
* @param special 特殊属性
* @param enemy 怪物对象
* @param locator 怪物位置
*/
private convertSpecial(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TEnemy, THero>
): IEnemyAuraView<TEnemy, any, any> | null {
let matched: IAuraConverter<TEnemy, THero> | null = null;
for (const converter of this.auraConverter) {
if (!this.converterStatus.get(converter)) continue;
if (converter.shouldConvert(special, handler)) {
if (matched) {
logger.warn(97, special.code.toString());
return null;
}
matched = converter;
}
}
if (!matched) return null;
return matched.convert(special, handler, this);
}
/**
* 将光环按优先级插入到有序表中
* @param aura 光环视图
*/
private insertIntoSortedAura(aura: IAuraView<TEnemy>): void {
const set = this.sortedAura.getOrInsertComputed(
aura.priority,
() => new Set()
);
set.add(aura);
}
/**
* 从优先级表中移除一个光环
* @param aura 光环视图
*/
private removeFromSortedAura(aura: IAuraView<TEnemy>): void {
const set = this.sortedAura.get(aura.priority);
if (set) {
set.delete(aura);
if (set.size === 0) {
this.sortedAura.delete(aura.priority);
}
}
}
/**
* 执行特殊属性修饰器,并返回因此受到影响的光环集合
* @param modifier 特殊属性修饰器
* @param enemy 目标怪物
* @param locator 怪物位置
* @param currentPriority 当前处理的优先级
*/
private processSpecialModifier(
modifier: IEnemySpecialModifier<TEnemy>,
handler: IEnemyHandler<TEnemy, THero>,
currentPriority: number
): Set<IAuraView<TEnemy>> {
const enemy = handler.enemy;
const affectedAuras = new Set<IAuraView<TEnemy>>();
const toAdd = modifier.add(handler);
const toDelete = modifier.delete(handler);
if (toAdd.length > 0 && toDelete.length > 0) {
logger.warn(100);
return affectedAuras;
}
for (const adding of toAdd) {
const aura = this.convertSpecial(adding, handler);
if (aura) {
// 新生成的光环只能影响之后的阶段,不能反过来影响当前优先级链
if (import.meta.env.DEV && aura.priority > currentPriority) {
logger.warn(
99,
aura.priority.toString(),
currentPriority.toString()
);
continue;
}
this.convertedAura.set(adding, aura);
this.insertIntoSortedAura(aura);
affectedAuras.add(aura);
}
enemy.addSpecial(adding);
}
for (const deleting of toDelete) {
enemy.deleteSpecial(deleting);
const aura = this.convertedAura.get(deleting);
if (aura) {
// 当前阶段不允许删除同优先级或更高优先级的已生效光环。
if (import.meta.env.DEV && aura.priority >= currentPriority) {
logger.warn(
98,
aura.priority.toString(),
currentPriority.toString()
);
continue;
}
this.removeFromSortedAura(aura);
this.convertedAura.delete(deleting);
affectedAuras.add(aura);
}
}
for (const special of enemy.iterateSpecials()) {
const success = modifier.modify(handler, special);
if (!success) continue;
const aura = this.convertedAura.get(special);
if (!aura) continue;
affectedAuras.add(aura);
if (import.meta.env.DEV && aura.priority >= currentPriority) {
logger.warn(
98,
aura.priority.toString(),
currentPriority.toString()
);
}
}
return affectedAuras;
}
/**
* 执行单个特殊查询效果
* @param effect 特殊查询效果
* @param currentPriority 当前处理的优先级
*/
private processSpecialQuery(
effect: IEnemySpecialQueryEffect<TEnemy, THero>,
currentPriority: number
): void {
const modifier = effect.for(this);
for (const [index, view] of this.enemyViewMap) {
const locator = this.indexer.indexToLocator(index);
const enemy = view.getComputingEnemy();
const handler = this.createHandler(enemy, locator);
if (!modifier.shouldQuery(handler)) continue;
const affectedAuras = this.processSpecialModifier(
modifier,
handler,
currentPriority
);
if (affectedAuras.size > 0) {
this.needTotallyRefresh.add(view);
} else {
this.requestedCommonContext.add(view);
}
}
}
/**
* 执行光环带来的特殊属性修饰效果
* @param aura 光环视图
* @param currentPriority 当前处理的优先级
*/
private processAuraSpecial(
aura: IAuraView<TEnemy>,
currentPriority: number
): void {
const param = aura.getRangeParam();
const iter = this.internalScanRange(aura.range, param);
for (const [locator, enemyView] of iter) {
const enemy = enemyView.getComputingEnemy();
const base = enemyView.getBaseEnemy();
const handler = this.createHandler(enemy, locator);
const modifier = aura.applySpecial(handler, base);
if (!modifier) continue;
this.processSpecialModifier(modifier, handler, currentPriority);
this.needTotallyRefresh.add(enemyView);
}
}
/**
* 构建所有由特殊属性衍生出的光环与特殊查询结果
*/
private buildupSpecials(): void {
for (const aura of this.globalAuraList) {
this.insertIntoSortedAura(aura);
}
for (const [index, view] of this.enemyViewMap) {
const enemy = view.getComputingEnemy();
const locator = this.indexer.indexToLocator(index);
const handler = this.createHandler(enemy, locator);
for (const special of enemy.iterateSpecials()) {
const aura = this.convertSpecial(special, handler);
if (!aura) continue;
this.convertedAura.set(special, aura);
this.insertIntoSortedAura(aura);
}
}
const processedPriorities = new Set<number>();
// 由于期间可能会产生新优先级的光环,所以要用 while (true) 而不是直接遍历
while (true) {
let maxPriority: number | null = null;
for (const priority of this.sortedAura.keys()) {
if (!processedPriorities.has(priority)) {
if (maxPriority === null || priority > maxPriority) {
maxPriority = priority;
}
}
}
for (const priority of this.specialQueryEffects.keys()) {
if (!processedPriorities.has(priority)) {
if (maxPriority === null || priority > maxPriority) {
maxPriority = priority;
}
}
}
if (maxPriority === null) break;
processedPriorities.add(maxPriority);
const auras = this.sortedAura.get(maxPriority);
if (auras) {
for (const aura of auras) {
if (aura.couldApplySpecial) {
this.processAuraSpecial(aura, maxPriority);
}
}
}
const effects = this.specialQueryEffects.get(maxPriority);
if (effects) {
for (const effect of effects) {
this.processSpecialQuery(effect, maxPriority);
}
}
}
}
/**
* 按优先级执行所有基础属性光环效果
*/
private buildupBase(): void {
const priorities = [...this.sortedAura.keys()].sort((a, b) => b - a);
for (const p of priorities) {
const auras = this.sortedAura.get(p);
if (!auras) continue;
for (const aura of auras) {
const param = aura.getRangeParam();
const iter = this.internalScanRange(aura.range, param);
for (const [locator, view] of iter) {
const enemy = view.getComputingEnemy();
const base = view.getBaseEnemy();
const handler = this.createHandler(enemy, locator);
aura.apply(handler, base);
}
}
}
}
/**
* 执行常规查询效果,并记录哪些怪物查询了上下文
*/
private buildupQuery(): void {
for (const [index, view] of this.enemyViewMap) {
const enemy = view.getComputingEnemy();
const locator = this.indexer.indexToLocator(index);
const handler = this.createHandler(enemy, locator);
let queried = false;
const query = () => {
queried = true;
return this;
};
for (const special of enemy.iterateSpecials()) {
const effects = this.commonQueryMap.get(special.code);
if (!effects) continue;
for (const effect of effects) {
effect.apply(handler, special, query);
}
}
if (queried) {
this.requestedCommonContext.add(view);
}
}
}
/**
* 执行最终效果阶段
*/
private buildupFinal(): void {
for (const [index, view] of this.enemyViewMap) {
const enemy = view.getComputingEnemy();
const locator = this.indexer.indexToLocator(index);
const handler = this.createHandler(enemy, locator);
for (const effect of this.finalEffects) {
effect.apply(handler);
}
}
}
buildup(): void {
if (!this.needUpdate) return;
if (!this.bindedHero) {
logger.warn(110);
return;
}
this.needUpdate = false;
this.sortedAura.clear();
this.convertedAura.clear();
this.dirtyEnemy.clear();
this.needTotallyRefresh.clear();
this.requestedCommonContext.clear();
const hasAura = this.auraConverter.size > 0;
const hasSpecialQuery = this.specialQueryEffects.size > 0;
if (hasAura || hasSpecialQuery) {
this.buildupSpecials();
this.buildupBase();
}
if (this.commonQueryMap.size > 0) {
this.buildupQuery();
}
if (this.finalEffects.length > 0) {
this.buildupFinal();
}
if (this.damageSystem) {
this.damageSystem.markAllDirty();
}
if (this.mapDamage) {
this.mapDamage.refreshAll();
}
}
markDirty(view: IEnemyView<TEnemy>): void {
if (!this.locatorViewMap.has(view)) return;
this.dirtyEnemy.add(view);
if (this.damageSystem) {
this.damageSystem.markDirty(view);
}
}
/**
* 在局部刷新期间执行特殊属性修饰器,但不重建光环拓扑
* @param modifier 特殊属性修饰器
* @param enemy 目标怪物
* @param locator 怪物位置
*/
private refreshSpecialModifier(
modifier: IEnemySpecialModifier<TEnemy>,
handler: IEnemyHandler<TEnemy, THero>
): void {
const enemy = handler.enemy;
const toAdd = modifier.add(handler);
const toDelete = modifier.delete(handler);
if (toAdd.length > 0 && toDelete.length > 0) {
logger.warn(100);
return;
}
for (const adding of toAdd) {
enemy.addSpecial(adding);
if (import.meta.env.DEV) {
const aura = this.convertSpecial(adding, handler);
if (aura) {
logger.warn(101, adding.code.toString());
}
}
}
for (const deleting of toDelete) {
enemy.deleteSpecial(deleting);
if (import.meta.env.DEV) {
const aura = this.convertSpecial(deleting, handler);
if (aura) {
logger.warn(101, deleting.code.toString());
}
}
}
for (const special of enemy.iterateSpecials()) {
const success = modifier.modify(handler, special);
if (import.meta.env.DEV && success) {
const aura = this.convertedAura.get(special);
if (aura) {
logger.warn(101, special.code.toString());
}
}
}
}
/**
* 刷新单个怪物视图的计算结果
* @param view 怪物视图
*/
private refreshEnemy(view: EnemyView<TEnemy>): void {
const locator = this.getEnemyLocatorByView(view);
if (!locator) return;
view.reset();
const enemy = view.getComputingEnemy();
const base = view.getBaseEnemy();
const handler = this.createHandler(enemy, locator);
const specialPriorities = new Set<number>();
for (const priority of this.sortedAura.keys()) {
specialPriorities.add(priority);
}
for (const priority of this.specialQueryEffects.keys()) {
specialPriorities.add(priority);
}
const orderedSpecialPriorities = [...specialPriorities].sort(
(a, b) => b - a
);
for (const priority of orderedSpecialPriorities) {
const auras = this.sortedAura.get(priority);
const effects = this.specialQueryEffects.get(priority);
if (auras) {
for (const aura of auras) {
if (!aura.couldApplySpecial) continue;
const param = aura.getRangeParam();
aura.range.bindHost(this);
// 局部刷新只重新判断“这个怪物是否被该光环命中”
if (!aura.range.inRange(locator.x, locator.y, param)) {
continue;
}
const modifier = aura.applySpecial(handler, base);
if (!modifier) continue;
this.refreshSpecialModifier(modifier, handler);
}
}
if (effects) {
for (const effect of effects) {
const modifier = effect.for(this);
if (!modifier.shouldQuery(handler)) continue;
this.refreshSpecialModifier(modifier, handler);
}
}
}
const basePriorities = [...this.sortedAura.keys()].sort(
(a, b) => b - a
);
for (const priority of basePriorities) {
const auras = this.sortedAura.get(priority);
if (!auras) continue;
for (const aura of auras) {
const param = aura.getRangeParam();
aura.range.bindHost(this);
if (!aura.range.inRange(locator.x, locator.y, param)) continue;
aura.apply(handler, base);
}
}
this.requestedCommonContext.delete(view);
let queried = false;
const query = () => {
queried = true;
return this;
};
for (const special of enemy.iterateSpecials()) {
const effects = this.commonQueryMap.get(special.code);
if (!effects) continue;
for (const effect of effects) {
effect.apply(handler, special, query);
}
}
if (queried) {
this.requestedCommonContext.add(view);
}
for (const effect of this.finalEffects) {
effect.apply(handler);
}
this.dirtyEnemy.delete(view);
if (this.damageSystem) {
this.damageSystem.markDirty(view);
}
if (this.mapDamage) {
this.mapDamage.markEnemyDirty(view);
}
}
requestRefresh(view: IEnemyView<TEnemy>): void {
if (!this.dirtyEnemy.has(view)) return;
if (this.needTotallyRefresh.has(view)) {
this.needUpdate = true;
}
if (this.needUpdate) {
this.buildup();
return;
}
this.refreshEnemy(view as EnemyView<TEnemy>);
for (const requestedView of this.requestedCommonContext) {
if (requestedView === view) continue;
this.refreshEnemy(requestedView as EnemyView<TEnemy>);
}
}
clear(): void {
this.enemyViewMap.clear();
this.enemyMap.clear();
this.locatorViewMap.clear();
this.locatorEnemyMap.clear();
this.computedToView.clear();
this.globalAuraList.clear();
this.sortedAura.clear();
this.needTotallyRefresh.clear();
this.requestedCommonContext.clear();
this.dirtyEnemy.clear();
if (this.damageSystem) {
this.damageSystem.markAllDirty();
}
if (this.mapDamage) {
this.mapDamage.refreshAll();
}
}
destroy(): void {
this.clear();
this.attachMapDamage(null);
this.attachDamageSystem(null);
this.auraConverter.clear();
this.commonQueryMap.clear();
this.specialQueryEffects.clear();
this.finalEffects.length = 0;
this.bindedHero = null;
}
}