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refactor: 怪物系统与勇士属性系统联动
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@@ -8,17 +8,20 @@ import {
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IEnemyCommonQueryEffect,
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IEnemyContext,
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IEnemyFinalEffect,
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IEnemyHandler,
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IEnemySpecialModifier,
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IEnemySpecialQueryEffect,
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IEnemyView,
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IMapDamage,
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IReadonlyEnemy,
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IReadonlyEnemyHandler,
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ISpecial
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} from './types';
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import { EnemyView } from './enemy';
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import { MapLocIndexer } from './utils';
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import { IReadonlyHeroAttribute } from '../hero';
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export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
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private readonly enemyViewMap: Map<number, EnemyView<TAttr>> = new Map();
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private readonly enemyMap: Map<number, IEnemy<TAttr>> = new Map();
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private readonly locatorViewMap: Map<IEnemyView<TAttr>, number> = new Map();
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@@ -28,23 +31,26 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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EnemyView<TAttr>
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> = new Map();
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private readonly auraConverter: Set<IAuraConverter<TAttr>> = new Set();
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private readonly converterStatus: Map<IAuraConverter<TAttr>, boolean> =
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new Map();
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private readonly auraConverter: Set<IAuraConverter<TAttr, THero>> =
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new Set();
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private readonly converterStatus: Map<
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IAuraConverter<TAttr, THero>,
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boolean
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> = new Map();
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private readonly convertedAura: Map<ISpecial<any>, IAuraView<TAttr>> =
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new Map();
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private readonly commonQueryMap: Map<
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number,
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IEnemyCommonQueryEffect<TAttr>[]
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IEnemyCommonQueryEffect<TAttr, THero>[]
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> = new Map();
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private readonly specialQueryEffects: Map<
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number,
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IEnemySpecialQueryEffect<TAttr>[]
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IEnemySpecialQueryEffect<TAttr, THero>[]
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> = new Map();
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private readonly finalEffects: IEnemyFinalEffect<TAttr>[] = [];
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private readonly finalEffects: IEnemyFinalEffect<TAttr, THero>[] = [];
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private readonly globalAuraList: Set<IAuraView<TAttr>> = new Set();
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private readonly sortedAura: Map<number, Set<IAuraView<TAttr>>> = new Map();
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@@ -52,10 +58,17 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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private readonly requestedCommonContext: Set<IEnemyView<TAttr>> = new Set();
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private readonly dirtyEnemy: Set<IEnemyView<TAttr>> = new Set();
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private mapDamage: IMapDamage<TAttr> | null = null;
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private damageSystem: IDamageSystem<TAttr, unknown> | null = null;
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/** 当前绑定的勇士属性对象 */
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private bindedHero: IReadonlyHeroAttribute<THero> | null = null;
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/** 地图伤害对象 */
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private mapDamage: IMapDamage<TAttr, THero> | null = null;
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/** 伤害系统对象 */
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private damageSystem: IDamageSystem<TAttr, THero> | null = null;
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/** 索引工具 */
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readonly indexer: MapLocIndexer = new MapLocIndexer();
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/** 当前是否需要全量刷新 */
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private needUpdate: boolean = true;
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built: boolean = false;
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@@ -70,20 +83,20 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.needUpdate = true;
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}
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registerAuraConverter(converter: IAuraConverter<TAttr>): void {
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registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void {
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this.auraConverter.add(converter);
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this.converterStatus.set(converter, true);
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this.needUpdate = true;
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}
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unregisterAuraConverter(converter: IAuraConverter<TAttr>): void {
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unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void {
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this.auraConverter.delete(converter);
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this.converterStatus.delete(converter);
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this.needUpdate = true;
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}
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setAuraConverterEnabled(
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converter: IAuraConverter<TAttr>,
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converter: IAuraConverter<TAttr, THero>,
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enabled: boolean
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): void {
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if (!this.auraConverter.has(converter)) return;
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@@ -93,7 +106,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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registerCommonQueryEffect(
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code: number,
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effect: IEnemyCommonQueryEffect<TAttr>
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effect: IEnemyCommonQueryEffect<TAttr, THero>
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): void {
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const array = this.commonQueryMap.getOrInsert(code, []);
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array.push(effect);
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@@ -103,7 +116,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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unregisterCommonQueryEffect(
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code: number,
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effect: IEnemyCommonQueryEffect<TAttr>
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effect: IEnemyCommonQueryEffect<TAttr, THero>
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): void {
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const array = this.commonQueryMap.get(code);
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if (!array) return;
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@@ -113,14 +126,16 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.needUpdate = true;
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}
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registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void {
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registerSpecialQueryEffect(
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effect: IEnemySpecialQueryEffect<TAttr, THero>
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): void {
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const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
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list.push(effect);
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this.needUpdate = true;
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}
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unregisterSpecialQueryEffect(
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effect: IEnemySpecialQueryEffect<TAttr>
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effect: IEnemySpecialQueryEffect<TAttr, THero>
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): void {
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const list = this.specialQueryEffects.get(effect.priority);
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if (!list) return;
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@@ -134,13 +149,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.needUpdate = true;
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}
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registerFinalEffect(effect: IEnemyFinalEffect<TAttr>): void {
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registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void {
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this.finalEffects.push(effect);
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this.finalEffects.sort((a, b) => b.priority - a.priority);
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this.needUpdate = true;
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}
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unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr>): void {
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unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void {
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const index = this.finalEffects.indexOf(effect);
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if (index !== -1) {
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this.finalEffects.splice(index, 1);
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@@ -148,6 +163,29 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.needUpdate = true;
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}
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bindHero(hero: IReadonlyHeroAttribute<THero> | null): void {
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this.bindedHero = hero;
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this.needUpdate = true;
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this.damageSystem?.bindHeroStatus(hero);
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this.mapDamage?.refreshAll();
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}
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getBindedHero(): IReadonlyHeroAttribute<THero> | null {
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return this.bindedHero;
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}
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/**
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* 创建可修改信息对象
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* @param enemy 怪物对象
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* @param locator 怪物位置
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*/
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private createHandler(
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enemy: IEnemy<TAttr>,
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locator: ITileLocator
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): IEnemyHandler<TAttr, THero> {
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return { enemy, locator, hero: this.bindedHero! };
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}
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getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null {
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const index = this.locatorEnemyMap.get(enemy);
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if (index === undefined) return null;
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@@ -177,7 +215,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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/**
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* 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。
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* 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
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* @param index 地图索引
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*/
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private deleteEnemyAt(index: number) {
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@@ -231,14 +269,14 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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/**
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* 在指定范围内筛选出当前上下文中的怪物视图。
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* 在指定范围内筛选出当前上下文中的怪物视图
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* @param range 范围对象
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* @param param 范围参数
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*/
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private *internalScanRange<T>(
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range: IRange<T>,
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param: T
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): Iterable<EnemyView<TAttr>> {
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): Iterable<[ITileLocator, EnemyView<TAttr>]> {
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range.bindHost(this);
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const keys = new Set(this.enemyViewMap.keys());
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const matched = range.autoDetect(keys, param);
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@@ -246,12 +284,16 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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for (const index of matched) {
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const view = viewMap.get(index);
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if (view) {
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yield view;
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const locator = this.indexer.indexToLocator(index);
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yield [locator, view];
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}
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}
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}
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scanRange<T>(range: IRange<T>, param: T): Iterable<IEnemyView<TAttr>> {
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scanRange<T>(
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range: IRange<T>,
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param: T
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): Iterable<[ITileLocator, IEnemyView<TAttr>]> {
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return this.internalScanRange(range, param);
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}
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@@ -272,44 +314,42 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.needUpdate = true;
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}
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attachMapDamage(damage: IMapDamage<TAttr> | null): void {
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attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void {
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this.mapDamage = damage;
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if (damage) {
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damage.refreshAll();
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}
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}
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getMapDamage(): IMapDamage<TAttr> | null {
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getMapDamage(): IMapDamage<TAttr, THero> | null {
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return this.mapDamage;
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}
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attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void {
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this.damageSystem = system;
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if (system) {
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system.markAllDirty();
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system.bindHeroStatus(this.bindedHero);
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}
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}
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getDamageSystem<THero>(): IDamageSystem<TAttr, THero> | null {
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return this.damageSystem as IDamageSystem<TAttr, THero> | null;
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getDamageSystem(): IDamageSystem<TAttr, THero> | null {
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return this.damageSystem;
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}
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/**
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* 将怪物身上的特殊属性尝试转换为光环视图。
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* 将怪物身上的特殊属性尝试转换为光环视图
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* @param special 特殊属性
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* @param enemy 怪物对象
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* @param locator 怪物位置
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*/
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private convertSpecial(
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special: ISpecial<any>,
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enemy: IReadonlyEnemy<TAttr>,
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locator: ITileLocator
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handler: IReadonlyEnemyHandler<TAttr, THero>
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): IEnemyAuraView<TAttr, any, any> | null {
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let matched: IAuraConverter<TAttr> | null = null;
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let matched: IAuraConverter<TAttr, THero> | null = null;
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for (const converter of this.auraConverter) {
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if (!this.converterStatus.get(converter)) continue;
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if (converter.shouldConvert(special, enemy, locator)) {
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if (converter.shouldConvert(special, handler)) {
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if (matched) {
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logger.warn(97, special.code.toString());
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return null;
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@@ -319,11 +359,11 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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if (!matched) return null;
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return matched.convert(special, enemy, locator, this);
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return matched.convert(special, handler, this);
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}
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/**
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* 将光环按优先级插入到有序表中。
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* 将光环按优先级插入到有序表中
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* @param aura 光环视图
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*/
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private insertIntoSortedAura(aura: IAuraView<TAttr>): void {
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@@ -335,7 +375,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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/**
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* 从优先级表中移除一个光环。
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* 从优先级表中移除一个光环
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* @param aura 光环视图
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*/
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private removeFromSortedAura(aura: IAuraView<TAttr>): void {
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@@ -349,7 +389,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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/**
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* 执行特殊属性修饰器,并返回因此受到影响的光环集合。
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* 执行特殊属性修饰器,并返回因此受到影响的光环集合
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* @param modifier 特殊属性修饰器
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* @param enemy 目标怪物
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* @param locator 怪物位置
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@@ -357,14 +397,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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*/
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private processSpecialModifier(
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modifier: IEnemySpecialModifier<TAttr>,
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enemy: IEnemy<TAttr>,
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locator: ITileLocator,
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handler: IEnemyHandler<TAttr, THero>,
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currentPriority: number
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): Set<IAuraView<TAttr>> {
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const toAdd = modifier.add(enemy, locator);
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const toDelete = modifier.delete(enemy, locator);
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const enemy = handler.enemy;
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const affectedAuras = new Set<IAuraView<TAttr>>();
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const toAdd = modifier.add(handler);
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const toDelete = modifier.delete(handler);
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if (toAdd.length > 0 && toDelete.length > 0) {
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logger.warn(100);
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@@ -372,9 +411,9 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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for (const adding of toAdd) {
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const aura = this.convertSpecial(adding, enemy, locator);
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const aura = this.convertSpecial(adding, handler);
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if (aura) {
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// 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。
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// 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
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if (import.meta.env.DEV && aura.priority > currentPriority) {
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logger.warn(
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99,
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@@ -410,7 +449,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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for (const special of enemy.iterateSpecials()) {
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const success = modifier.modify(enemy, special, locator);
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const success = modifier.modify(handler, special);
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if (!success) continue;
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const aura = this.convertedAura.get(special);
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if (!aura) continue;
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@@ -429,12 +468,12 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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/**
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* 执行单个特殊查询效果。
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* 执行单个特殊查询效果
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* @param effect 特殊查询效果
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* @param currentPriority 当前处理的优先级
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*/
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private processSpecialQuery(
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effect: IEnemySpecialQueryEffect<TAttr>,
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effect: IEnemySpecialQueryEffect<TAttr, THero>,
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currentPriority: number
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): void {
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const modifier = effect.for(this);
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@@ -442,13 +481,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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for (const [index, view] of this.enemyViewMap) {
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const locator = this.indexer.indexToLocator(index);
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const enemy = view.getComputingEnemy();
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const handler = this.createHandler(enemy, locator);
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if (!modifier.shouldQuery(enemy, locator)) continue;
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if (!modifier.shouldQuery(handler)) continue;
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const affectedAuras = this.processSpecialModifier(
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modifier,
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enemy,
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locator,
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handler,
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currentPriority
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);
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@@ -461,7 +500,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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/**
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* 执行光环带来的特殊属性修饰效果。
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* 执行光环带来的特殊属性修饰效果
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* @param aura 光环视图
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* @param currentPriority 当前处理的优先级
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*/
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@@ -470,30 +509,22 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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currentPriority: number
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): void {
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const param = aura.getRangeParam();
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const iter = this.internalScanRange(aura.range, param);
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for (const enemyView of this.internalScanRange(aura.range, param)) {
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const locator = this.getEnemyLocatorByView(enemyView);
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if (!locator) continue;
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for (const [locator, enemyView] of iter) {
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const enemy = enemyView.getComputingEnemy();
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const base = enemyView.getBaseEnemy();
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const modifier = aura.applySpecial(enemy, base, locator);
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const handler = this.createHandler(enemy, locator);
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const modifier = aura.applySpecial(handler, base);
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if (!modifier) continue;
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this.processSpecialModifier(
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modifier,
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enemy,
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locator,
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currentPriority
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);
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this.processSpecialModifier(modifier, handler, currentPriority);
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this.needTotallyRefresh.add(enemyView);
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}
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}
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/**
|
||||
* 构建所有由特殊属性衍生出的光环与特殊查询结果。
|
||||
* 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) {
|
||||
@@ -503,9 +534,10 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
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, enemy, locator);
|
||||
const aura = this.convertSpecial(special, handler);
|
||||
if (!aura) continue;
|
||||
this.convertedAura.set(special, aura);
|
||||
this.insertIntoSortedAura(aura);
|
||||
@@ -554,7 +586,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
}
|
||||
|
||||
/**
|
||||
* 按优先级执行所有基础属性光环效果。
|
||||
* 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);
|
||||
@@ -563,23 +595,25 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
if (!auras) continue;
|
||||
for (const aura of auras) {
|
||||
const param = aura.getRangeParam();
|
||||
for (const view of this.internalScanRange(aura.range, param)) {
|
||||
const iter = this.internalScanRange(aura.range, param);
|
||||
for (const [locator, view] of iter) {
|
||||
const enemy = view.getComputingEnemy();
|
||||
const base = view.getBaseEnemy();
|
||||
const locator = this.getEnemyLocatorByView(view)!;
|
||||
aura.apply(enemy, base, locator);
|
||||
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。
|
||||
* 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;
|
||||
@@ -589,7 +623,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
const effects = this.commonQueryMap.get(special.code);
|
||||
if (!effects) continue;
|
||||
for (const effect of effects) {
|
||||
effect.apply(enemy, special, query, locator);
|
||||
effect.apply(handler, special, query);
|
||||
}
|
||||
}
|
||||
if (queried) {
|
||||
@@ -599,20 +633,25 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行最终效果阶段。
|
||||
* 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(enemy, locator);
|
||||
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();
|
||||
@@ -650,18 +689,18 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
}
|
||||
|
||||
/**
|
||||
* 在局部刷新期间执行特殊属性修饰器,但不重建光环拓扑。
|
||||
* 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<TAttr>,
|
||||
enemy: IEnemy<TAttr>,
|
||||
locator: ITileLocator
|
||||
handler: IEnemyHandler<TAttr, THero>
|
||||
): void {
|
||||
const toAdd = modifier.add(enemy, locator);
|
||||
const toDelete = modifier.delete(enemy, locator);
|
||||
const enemy = handler.enemy;
|
||||
const toAdd = modifier.add(handler);
|
||||
const toDelete = modifier.delete(handler);
|
||||
|
||||
if (toAdd.length > 0 && toDelete.length > 0) {
|
||||
logger.warn(100);
|
||||
@@ -671,7 +710,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
for (const adding of toAdd) {
|
||||
enemy.addSpecial(adding);
|
||||
if (import.meta.env.DEV) {
|
||||
const aura = this.convertSpecial(adding, enemy, locator);
|
||||
const aura = this.convertSpecial(adding, handler);
|
||||
if (aura) {
|
||||
logger.warn(101, adding.code.toString());
|
||||
}
|
||||
@@ -681,7 +720,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
for (const deleting of toDelete) {
|
||||
enemy.deleteSpecial(deleting);
|
||||
if (import.meta.env.DEV) {
|
||||
const aura = this.convertSpecial(deleting, enemy, locator);
|
||||
const aura = this.convertSpecial(deleting, handler);
|
||||
if (aura) {
|
||||
logger.warn(101, deleting.code.toString());
|
||||
}
|
||||
@@ -689,7 +728,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
}
|
||||
|
||||
for (const special of enemy.iterateSpecials()) {
|
||||
const success = modifier.modify(enemy, special, locator);
|
||||
const success = modifier.modify(handler, special);
|
||||
if (import.meta.env.DEV && success) {
|
||||
const aura = this.convertedAura.get(special);
|
||||
if (aura) {
|
||||
@@ -700,7 +739,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新单个怪物视图的计算结果。
|
||||
* 刷新单个怪物视图的计算结果
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
private refreshEnemy(view: EnemyView<TAttr>): void {
|
||||
@@ -710,6 +749,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
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()) {
|
||||
@@ -725,30 +765,28 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
|
||||
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”。
|
||||
const inRange = aura.range.inRange(
|
||||
locator.x,
|
||||
locator.y,
|
||||
param
|
||||
);
|
||||
if (!inRange) continue;
|
||||
const modifier = aura.applySpecial(enemy, base, locator);
|
||||
// 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, enemy, locator);
|
||||
this.refreshSpecialModifier(modifier, handler);
|
||||
}
|
||||
}
|
||||
|
||||
const effects = this.specialQueryEffects.get(priority);
|
||||
if (effects) {
|
||||
for (const effect of effects) {
|
||||
const modifier = effect.for(this);
|
||||
if (!modifier.shouldQuery(enemy, locator)) continue;
|
||||
this.refreshSpecialModifier(modifier, enemy, locator);
|
||||
if (!modifier.shouldQuery(handler)) continue;
|
||||
this.refreshSpecialModifier(modifier, handler);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -762,10 +800,8 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
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(enemy, base, locator);
|
||||
if (!aura.range.inRange(locator.x, locator.y, param)) continue;
|
||||
aura.apply(handler, base);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -779,7 +815,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
const effects = this.commonQueryMap.get(special.code);
|
||||
if (!effects) continue;
|
||||
for (const effect of effects) {
|
||||
effect.apply(enemy, special, query, locator);
|
||||
effect.apply(handler, special, query);
|
||||
}
|
||||
}
|
||||
if (queried) {
|
||||
@@ -787,7 +823,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
}
|
||||
|
||||
for (const effect of this.finalEffects) {
|
||||
effect.apply(enemy, locator);
|
||||
effect.apply(handler);
|
||||
}
|
||||
|
||||
this.dirtyEnemy.delete(view);
|
||||
@@ -846,5 +882,6 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
|
||||
this.commonQueryMap.clear();
|
||||
this.specialQueryEffects.clear();
|
||||
this.finalEffects.length = 0;
|
||||
this.bindedHero = null;
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import { ITileLocator, logger } from '@motajs/common';
|
||||
import {
|
||||
CriticalableHeroStatus,
|
||||
IDamageCalculator,
|
||||
@@ -6,9 +6,11 @@ import {
|
||||
IEnemyContext,
|
||||
IEnemyCritical,
|
||||
IEnemyDamageInfo,
|
||||
IReadonlyEnemyHandler,
|
||||
IEnemyView,
|
||||
IReadonlyEnemy
|
||||
} from './types';
|
||||
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
|
||||
|
||||
interface ICriticalSearchResult {
|
||||
/** 此临界点的属性值 */
|
||||
@@ -21,12 +23,12 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
/** 当前正在使用的计算器 */
|
||||
private calculator: IDamageCalculator<TAttr, THero> | null = null;
|
||||
/** 当前勇士属性 */
|
||||
private heroStatus: Readonly<THero> | null = null;
|
||||
private heroStatus: IReadonlyHeroAttribute<THero> | null = null;
|
||||
/** 怪物伤害缓存 */
|
||||
private readonly cache: Map<IEnemyView<TAttr>, IEnemyDamageInfo> =
|
||||
new Map();
|
||||
|
||||
constructor(readonly context: IEnemyContext<TAttr>) {}
|
||||
constructor(readonly context: IEnemyContext<TAttr, THero>) {}
|
||||
|
||||
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void {
|
||||
this.calculator = calculator;
|
||||
@@ -37,35 +39,23 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
return this.calculator;
|
||||
}
|
||||
|
||||
bindHeroStatus(hero: Readonly<THero>): void {
|
||||
bindHeroStatus(hero: IReadonlyHeroAttribute<THero>): void {
|
||||
this.heroStatus = hero;
|
||||
this.markAllDirty();
|
||||
}
|
||||
|
||||
/**
|
||||
* 深拷贝勇士属性
|
||||
* 创建只读信息对象
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物位置
|
||||
* @param hero 勇士属性对象
|
||||
*/
|
||||
private cloneHeroStatus(): THero | null {
|
||||
if (!this.heroStatus) return null;
|
||||
else return structuredClone(this.heroStatus);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在修改勇士属性的情况下计算怪物伤害
|
||||
* @param enemy 怪物属性
|
||||
* @param attribute 修改的属性键名
|
||||
* @param value 修改为的属性值
|
||||
* @returns
|
||||
*/
|
||||
private calculateDamageWithModified(
|
||||
private createReadonlyHandler(
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
attribute: CriticalableHeroStatus<THero>,
|
||||
value: number
|
||||
): IEnemyDamageInfo {
|
||||
const hero = this.cloneHeroStatus()!;
|
||||
// @ts-expect-error 之后会进行修复
|
||||
hero[attribute] = value;
|
||||
return this.calculator!.calculate(hero, enemy);
|
||||
locator: ITileLocator,
|
||||
hero: IReadonlyHeroAttribute<THero>
|
||||
): IReadonlyEnemyHandler<TAttr, THero> {
|
||||
return { enemy, locator, hero };
|
||||
}
|
||||
|
||||
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null {
|
||||
@@ -77,15 +67,20 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
logger.warn(106);
|
||||
return null;
|
||||
}
|
||||
const hero = this.cloneHeroStatus()!;
|
||||
const hero = this.heroStatus;
|
||||
const locator = this.context.getEnemyLocatorByView(enemy);
|
||||
if (!hero || !locator) return null;
|
||||
|
||||
const cached = this.cache.get(enemy);
|
||||
if (cached) {
|
||||
return cached;
|
||||
}
|
||||
|
||||
const info = this.calculator.calculate(hero, enemy.getComputedEnemy());
|
||||
const computed = enemy.getComputedEnemy();
|
||||
const handler = this.createReadonlyHandler(computed, locator, hero);
|
||||
const info = this.calculator.calculate(handler);
|
||||
this.cache.set(enemy, info);
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
@@ -104,7 +99,7 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
*calculateCritical(
|
||||
view: IEnemyView<TAttr>,
|
||||
attribute: CriticalableHeroStatus<THero>,
|
||||
precision: number
|
||||
precision: number = 12
|
||||
): Generator<IEnemyCritical, void, void> {
|
||||
if (!this.heroStatus) {
|
||||
logger.warn(107);
|
||||
@@ -115,15 +110,19 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
return;
|
||||
}
|
||||
|
||||
const currentInfo = this.getDamageInfo(view);
|
||||
if (!currentInfo) return;
|
||||
const locator = this.context.getEnemyLocatorByView(view);
|
||||
if (!locator) return;
|
||||
|
||||
const enemy = view.getComputedEnemy();
|
||||
const hero = this.cloneHeroStatus()!;
|
||||
const currentValue = hero[attribute] as number;
|
||||
const hero = this.heroStatus.getModifiableClone();
|
||||
const handler = this.createReadonlyHandler(enemy, locator, hero);
|
||||
|
||||
const currentInfo = this.calculator.calculate(handler);
|
||||
if (!currentInfo) return;
|
||||
|
||||
const currentValue = hero.getBaseAttribute(attribute) as number;
|
||||
const upperLimit = Math.floor(
|
||||
this.calculator.getCriticalLimit(hero, enemy, attribute)
|
||||
this.calculator.getCriticalLimit(handler, attribute)
|
||||
);
|
||||
|
||||
if (currentValue >= upperLimit) return;
|
||||
@@ -134,7 +133,8 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
|
||||
while (baseValue < upperLimit) {
|
||||
const next = this.findNextCritical(
|
||||
enemy,
|
||||
handler,
|
||||
hero,
|
||||
attribute,
|
||||
baseValue,
|
||||
upperLimit,
|
||||
@@ -159,7 +159,8 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
|
||||
/**
|
||||
* 计算下一个临界点
|
||||
* @param enemy 怪物对象
|
||||
* @param handler 信息对象,其中的 `hero` 成员与 `hero` 参数同引用
|
||||
* @param hero 可修改勇士属性对象,与 `handler` 中的 `hero` 成员同引用
|
||||
* @param attribute 勇士属性名
|
||||
* @param currentValue 当前勇士属性值
|
||||
* @param upperLimit 二分上界
|
||||
@@ -167,7 +168,8 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
* @param maxIterations 最大迭代数量
|
||||
*/
|
||||
private findNextCritical(
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
handler: IReadonlyEnemyHandler<TAttr, THero>,
|
||||
hero: IHeroAttribute<THero>,
|
||||
attribute: CriticalableHeroStatus<THero>,
|
||||
currentValue: number,
|
||||
upperLimit: number,
|
||||
@@ -176,36 +178,30 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
|
||||
): ICriticalSearchResult | null {
|
||||
let left = currentValue;
|
||||
let right = upperLimit;
|
||||
let rightInfo = this.calculateDamageWithModified(
|
||||
enemy,
|
||||
attribute,
|
||||
right
|
||||
);
|
||||
|
||||
if (rightInfo.damage >= referenceDamage) return null;
|
||||
hero.setBaseAttribute(attribute, right as THero[typeof attribute]);
|
||||
|
||||
let targetInfo = this.calculator!.calculate(handler);
|
||||
if (targetInfo.damage >= referenceDamage) return null;
|
||||
|
||||
let iter = 0;
|
||||
while (iter < maxIterations) {
|
||||
while (iter++ < maxIterations) {
|
||||
const middle = Math.floor((left + right) / 2);
|
||||
const middleInfo = this.calculateDamageWithModified(
|
||||
enemy,
|
||||
attribute,
|
||||
middle
|
||||
);
|
||||
hero.setBaseAttribute(attribute, middle as THero[typeof attribute]);
|
||||
const middleInfo = this.calculator!.calculate(handler);
|
||||
|
||||
if (middleInfo.damage < referenceDamage) {
|
||||
right = middle;
|
||||
rightInfo = middleInfo;
|
||||
} else {
|
||||
left = middle;
|
||||
targetInfo = middleInfo;
|
||||
}
|
||||
if (right - left <= 1) break;
|
||||
|
||||
iter++;
|
||||
}
|
||||
|
||||
return {
|
||||
value: right,
|
||||
info: rightInfo
|
||||
info: targetInfo
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -93,7 +93,7 @@ export class EnemyView<TAttr> implements IEnemyView<TAttr> {
|
||||
|
||||
constructor(
|
||||
readonly baseEnemy: IEnemy<TAttr>,
|
||||
readonly context: IEnemyContext<TAttr>
|
||||
readonly context: IEnemyContext<TAttr, unknown>
|
||||
) {
|
||||
this.computedEnemy = baseEnemy.clone();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { logger, ITileLocator } from '@motajs/common';
|
||||
import {
|
||||
IEnemyContext,
|
||||
IReadonlyEnemyHandler,
|
||||
IEnemyView,
|
||||
IMapDamage,
|
||||
IMapDamageConverter,
|
||||
@@ -33,9 +34,9 @@ interface IDamageStore<TAttr> {
|
||||
readonly index: number;
|
||||
}
|
||||
|
||||
export class MapDamage<TAttr> implements IMapDamage<TAttr> {
|
||||
export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
|
||||
/** 当前使用的地图伤害转换器 */
|
||||
private converter: IMapDamageConverter<TAttr> | null = null;
|
||||
private converter: IMapDamageConverter<TAttr, THero> | null = null;
|
||||
/** 当前使用的地图伤害合并器 */
|
||||
private reducer: IMapDamageReducer | null = null;
|
||||
|
||||
@@ -62,15 +63,33 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
|
||||
/** 坐标索引对象 */
|
||||
private readonly indexer: IMapLocIndexer;
|
||||
|
||||
constructor(readonly context: IEnemyContext<TAttr>) {
|
||||
constructor(readonly context: IEnemyContext<TAttr, THero>) {
|
||||
this.indexer = context.indexer;
|
||||
}
|
||||
|
||||
useConverter(converter: IMapDamageConverter<TAttr>): void {
|
||||
useConverter(converter: IMapDamageConverter<TAttr, THero>): void {
|
||||
this.converter = converter;
|
||||
this.refreshAll();
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建只读信息对象
|
||||
* @param view 怪物视图
|
||||
* @param locator 怪物位置
|
||||
*/
|
||||
private createReadonlyHandler(
|
||||
view: IEnemyView<TAttr>,
|
||||
locator: ITileLocator
|
||||
): IReadonlyEnemyHandler<TAttr, THero> | null {
|
||||
const hero = this.context.getBindedHero();
|
||||
if (!hero) return null;
|
||||
return {
|
||||
enemy: view.getComputedEnemy(),
|
||||
locator,
|
||||
hero
|
||||
};
|
||||
}
|
||||
|
||||
useReducer(reducer: IMapDamageReducer): void {
|
||||
this.reducer = reducer;
|
||||
this.reducedCache.clear();
|
||||
@@ -174,6 +193,7 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
|
||||
const sourced = this.sourcedDamage.get(index);
|
||||
if (sourceless) {
|
||||
if (sourced) {
|
||||
// 大集合 union 小集合会更快,一般有来源伤害更多,所以 source union sourceless
|
||||
return sourced.damages.union(sourceless.damages);
|
||||
} else {
|
||||
return sourceless.damages;
|
||||
@@ -237,9 +257,11 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
|
||||
locator: ITileLocator
|
||||
) {
|
||||
this.removeEnemyAffecting(view);
|
||||
const enemy = view.getComputedEnemy();
|
||||
const views = this.converter!.convert(enemy, locator, this.context);
|
||||
const set = new Set(views);
|
||||
if (!this.converter) return;
|
||||
const handler = this.createReadonlyHandler(view, locator);
|
||||
if (!handler) return;
|
||||
const views = this.converter.convert(handler, this.context);
|
||||
const set = new Set<IMapDamageView<any>>(views);
|
||||
if (set.size === 0) return;
|
||||
this.enemyStore.set(view, set);
|
||||
const collection = new Set<number>();
|
||||
@@ -275,9 +297,11 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
|
||||
*/
|
||||
private refreshEnemy(view: IEnemyView<TAttr>, locator: ITileLocator) {
|
||||
this.removeEnemyAffecting(view);
|
||||
const enemy = view.getComputedEnemy();
|
||||
const views = this.converter!.convert(enemy, locator, this.context);
|
||||
const set = new Set(views);
|
||||
if (!this.converter) return;
|
||||
const handler = this.createReadonlyHandler(view, locator);
|
||||
if (!handler) return;
|
||||
const views = this.converter.convert(handler, this.context);
|
||||
const set = new Set<IMapDamageView<any>>(views);
|
||||
if (set.size === 0) return;
|
||||
this.enemyStore.set(view, set);
|
||||
set.forEach(viewItem => {
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { IRange, ITileLocator } from '@motajs/common';
|
||||
import { IReadonlyHeroAttribute } from '../hero';
|
||||
|
||||
//#region 怪物基础
|
||||
|
||||
@@ -246,13 +247,31 @@ export interface IMapLocIndexer extends IMapLocHelper {
|
||||
setWidth(width: number): void;
|
||||
}
|
||||
|
||||
export interface IEnemyHandler<TAttr, THero> {
|
||||
/** 怪物属性信息 */
|
||||
readonly enemy: IEnemy<TAttr>;
|
||||
/** 怪物定位符 */
|
||||
readonly locator: ITileLocator;
|
||||
/** 勇士属性信息 */
|
||||
readonly hero: IReadonlyHeroAttribute<THero>;
|
||||
}
|
||||
|
||||
export interface IReadonlyEnemyHandler<TAttr, THero> {
|
||||
/** 怪物属性信息 */
|
||||
readonly enemy: IReadonlyEnemy<TAttr>;
|
||||
/** 怪物定位符 */
|
||||
readonly locator: ITileLocator;
|
||||
/** 勇士属性信息 */
|
||||
readonly hero: IReadonlyHeroAttribute<THero>;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
//#region 怪物对象
|
||||
|
||||
export interface IEnemyView<TAttr> {
|
||||
/** 怪物视图所属的上下文 */
|
||||
readonly context: IEnemyContext<TAttr>;
|
||||
readonly context: IEnemyContext<TAttr, unknown>;
|
||||
|
||||
/**
|
||||
* 重置此怪物视图的状态,将计算后怪物对象恢复至初始状态
|
||||
@@ -288,31 +307,24 @@ export interface IEnemyView<TAttr> {
|
||||
export interface IEnemySpecialModifier<TAttr> {
|
||||
/**
|
||||
* 获取要添加到指定怪物身上的特殊属性
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物定位符
|
||||
* @param handler 信息对象
|
||||
*/
|
||||
add(enemy: IReadonlyEnemy<TAttr>, locator: ITileLocator): ISpecial<any>[];
|
||||
add(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
|
||||
|
||||
/**
|
||||
* 获取制定怪物身上要删除的特殊属性
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物定位符
|
||||
* @param handler 信息对象
|
||||
*/
|
||||
delete(
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
locator: ITileLocator
|
||||
): ISpecial<any>[];
|
||||
delete(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
|
||||
|
||||
/**
|
||||
* 修改一个怪物的特殊属性,如果真正进行了修改则返回 true,否则返回 false
|
||||
* @param enemy 怪物对象
|
||||
* @param handler 信息对象
|
||||
* @param special 要修改的怪物特殊属性
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
modify(
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
special: ISpecial<any>,
|
||||
locator: ITileLocator
|
||||
handler: IEnemyHandler<TAttr, unknown>,
|
||||
special: ISpecial<any>
|
||||
): boolean;
|
||||
}
|
||||
|
||||
@@ -334,26 +346,22 @@ export interface IAuraView<TAttr, T = any> {
|
||||
|
||||
/**
|
||||
* 对指定怪物对象施加修饰器
|
||||
* @param enemy 怪物对象
|
||||
* @param handler 信息对象
|
||||
* @param baseEnemy 原始怪物对象,即未进行任何修改的怪物对象
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
apply(
|
||||
enemy: IEnemy<TAttr>,
|
||||
baseEnemy: IReadonlyEnemy<TAttr>,
|
||||
locator: ITileLocator
|
||||
handler: IEnemyHandler<TAttr, unknown>,
|
||||
baseEnemy: IReadonlyEnemy<TAttr>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 对指定怪物对象添加特殊属性修饰器
|
||||
* @param enemy 怪物对象
|
||||
* @param handler 信息对象
|
||||
* @param baseEnemy 原始怪物对象,即未进行任何修改的怪物对象
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
applySpecial(
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
baseEnemy: IReadonlyEnemy<TAttr>,
|
||||
locator: ITileLocator
|
||||
handler: IEnemyHandler<TAttr, unknown>,
|
||||
baseEnemy: IReadonlyEnemy<TAttr>
|
||||
): IEnemySpecialModifier<TAttr> | null;
|
||||
}
|
||||
|
||||
@@ -366,14 +374,15 @@ export interface IEnemyAuraView<TAttr, R, S> extends IAuraView<TAttr, R> {
|
||||
readonly locator: ITileLocator;
|
||||
}
|
||||
|
||||
export interface IAuraConverter<TAttr> {
|
||||
export interface IAuraConverter<TAttr, THero> {
|
||||
/**
|
||||
* 判断一个特殊属性是否应该被当前光环转换器执行转换
|
||||
* @param special 要转换的特殊属性
|
||||
* @param handler 信息对象
|
||||
*/
|
||||
shouldConvert(
|
||||
special: ISpecial<any>,
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
locator: ITileLocator
|
||||
handler: IReadonlyEnemyHandler<TAttr, THero>
|
||||
): boolean;
|
||||
|
||||
/**
|
||||
@@ -381,32 +390,34 @@ export interface IAuraConverter<TAttr> {
|
||||
*/
|
||||
convert(
|
||||
special: ISpecial<any>,
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
locator: ITileLocator,
|
||||
context: IEnemyContext<TAttr>
|
||||
handler: IReadonlyEnemyHandler<TAttr, THero>,
|
||||
context: IEnemyContext<TAttr, THero>
|
||||
): IEnemyAuraView<TAttr, any, any>;
|
||||
}
|
||||
|
||||
export interface IEnemySpecialQueryModifier<
|
||||
TAttr
|
||||
TAttr,
|
||||
THero
|
||||
> extends IEnemySpecialModifier<TAttr> {
|
||||
/**
|
||||
* 判断一个怪物是否应该查询外部状态
|
||||
*/
|
||||
shouldQuery(enemy: IReadonlyEnemy<TAttr>, locator: ITileLocator): boolean;
|
||||
shouldQuery(handler: IReadonlyEnemyHandler<TAttr, THero>): boolean;
|
||||
}
|
||||
|
||||
export interface IEnemySpecialQueryEffect<TAttr> {
|
||||
export interface IEnemySpecialQueryEffect<TAttr, THero> {
|
||||
/** 效果优先级,与光环属性共用 */
|
||||
readonly priority: number;
|
||||
|
||||
/**
|
||||
* 根据传入的怪物上下文,获取对应的怪物特殊属性修饰器
|
||||
*/
|
||||
for(ctx: IEnemyContext<TAttr>): IEnemySpecialQueryModifier<TAttr>;
|
||||
for(
|
||||
ctx: IEnemyContext<TAttr, THero>
|
||||
): IEnemySpecialQueryModifier<TAttr, THero>;
|
||||
}
|
||||
|
||||
export interface IEnemyCommonQueryEffect<TAttr> {
|
||||
export interface IEnemyCommonQueryEffect<TAttr, THero> {
|
||||
/** 优先级,越高的越先执行 */
|
||||
readonly priority: number;
|
||||
|
||||
@@ -414,21 +425,20 @@ export interface IEnemyCommonQueryEffect<TAttr> {
|
||||
* 对怪物的某个特殊属性施加常规查询效果
|
||||
*/
|
||||
apply(
|
||||
enemy: IEnemy<TAttr>,
|
||||
handler: IEnemyHandler<TAttr, THero>,
|
||||
special: ISpecial<any>,
|
||||
query: () => IEnemyContext<TAttr>,
|
||||
locator: ITileLocator
|
||||
query: () => IEnemyContext<TAttr, THero>
|
||||
): void;
|
||||
}
|
||||
|
||||
export interface IEnemyFinalEffect<TAttr> {
|
||||
export interface IEnemyFinalEffect<TAttr, THero> {
|
||||
/** 效果优先级,越高会越先被执行 */
|
||||
readonly priority: number;
|
||||
|
||||
/**
|
||||
* 向怪物施加最终修饰效果
|
||||
*/
|
||||
apply(enemy: IEnemy<TAttr>, locator: ITileLocator): void;
|
||||
apply(handler: IEnemyHandler<TAttr, THero>): void;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
@@ -477,14 +487,13 @@ export interface IMapDamageView<T = any> {
|
||||
): Readonly<IMapDamageInfo> | null;
|
||||
}
|
||||
|
||||
export interface IMapDamageConverter<TAttr> {
|
||||
export interface IMapDamageConverter<TAttr, THero> {
|
||||
/**
|
||||
* 转换地图伤害视图
|
||||
*/
|
||||
convert(
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
locator: ITileLocator,
|
||||
context: IEnemyContext<TAttr>
|
||||
handler: IReadonlyEnemyHandler<TAttr, THero>,
|
||||
context: IEnemyContext<TAttr, THero>
|
||||
): IMapDamageView<any>[];
|
||||
}
|
||||
|
||||
@@ -498,15 +507,15 @@ export interface IMapDamageReducer {
|
||||
): Readonly<IMapDamageInfo>;
|
||||
}
|
||||
|
||||
export interface IMapDamage<TAttr> {
|
||||
export interface IMapDamage<TAttr, THero> {
|
||||
/** 当前绑定的怪物上下文 */
|
||||
readonly context: IEnemyContext<TAttr>;
|
||||
readonly context: IEnemyContext<TAttr, THero>;
|
||||
|
||||
/**
|
||||
* 设置地图伤害转换器,并基于当前上下文重建所有地图伤害视图
|
||||
* @param converter 地图伤害转换器
|
||||
*/
|
||||
useConverter(converter: IMapDamageConverter<TAttr>): void;
|
||||
useConverter(converter: IMapDamageConverter<TAttr, THero>): void;
|
||||
|
||||
/**
|
||||
* 设置地图伤害合并器
|
||||
@@ -593,36 +602,30 @@ export interface IEnemyCritical {
|
||||
}
|
||||
|
||||
export type CriticalableHeroStatus<THero> = keyof {
|
||||
[P in keyof THero as THero[P] extends number ? P : never]: unknown;
|
||||
[P in keyof THero as THero[P] extends number ? P : never]: number;
|
||||
};
|
||||
|
||||
export interface IDamageCalculator<TAttr, THero> {
|
||||
/**
|
||||
* 计算战斗伤害信息
|
||||
* @param hero 勇士信息
|
||||
* @param enemy 怪物信息
|
||||
* @param handler 信息对象
|
||||
*/
|
||||
calculate(
|
||||
hero: Readonly<THero>,
|
||||
enemy: IReadonlyEnemy<TAttr>
|
||||
): IEnemyDamageInfo;
|
||||
calculate(handler: IReadonlyEnemyHandler<TAttr, THero>): IEnemyDamageInfo;
|
||||
|
||||
/**
|
||||
* 获取临界计算的上界
|
||||
* @param hero 勇士信息
|
||||
* @param enemy 怪物信息
|
||||
* @param handler 信息对象
|
||||
* @param attribute 勇士的临界属性
|
||||
*/
|
||||
getCriticalLimit(
|
||||
hero: Readonly<THero>,
|
||||
enemy: IReadonlyEnemy<TAttr>,
|
||||
handler: IReadonlyEnemyHandler<TAttr, THero>,
|
||||
attribute: CriticalableHeroStatus<THero>
|
||||
): number;
|
||||
}
|
||||
|
||||
export interface IDamageSystem<TAttr, THero> {
|
||||
/** 伤害系统所属的上下文 */
|
||||
readonly context: IEnemyContext<TAttr>;
|
||||
readonly context: IEnemyContext<TAttr, THero>;
|
||||
|
||||
/**
|
||||
* 设置当前伤害计算系统使用的伤害计算器
|
||||
@@ -639,7 +642,7 @@ export interface IDamageSystem<TAttr, THero> {
|
||||
* 绑定勇士信息
|
||||
* @param hero 勇士信息
|
||||
*/
|
||||
bindHeroStatus(hero: Readonly<THero>): void;
|
||||
bindHeroStatus(hero: IReadonlyHeroAttribute<THero> | null): void;
|
||||
|
||||
/**
|
||||
* 获取战斗伤害信息
|
||||
@@ -668,12 +671,12 @@ export interface IDamageSystem<TAttr, THero> {
|
||||
* 计算怪物在指定勇士属性下的临界
|
||||
* @param enemy 怪物视图
|
||||
* @param attribute 计算临界的目标勇士属性,比如计算攻击临界、自定义属性的临界等等
|
||||
* @param precision 临界计算精度,表示会进行多少次二分计算,一般填写 `12-16` 之间的数即可
|
||||
* @param precision 临界计算精度,表示会进行多少次二分计算,一般填写 `12-16` 之间的数即可,默认是 12
|
||||
*/
|
||||
calculateCritical(
|
||||
enemy: IEnemyView<TAttr>,
|
||||
attribute: CriticalableHeroStatus<THero>,
|
||||
precision: number
|
||||
precision?: number
|
||||
): Generator<IEnemyCritical, void, void>;
|
||||
}
|
||||
|
||||
@@ -681,7 +684,7 @@ export interface IDamageSystem<TAttr, THero> {
|
||||
|
||||
//#region 上下文
|
||||
|
||||
export interface IEnemyContext<TAttr> {
|
||||
export interface IEnemyContext<TAttr, THero> {
|
||||
/** 怪物上下文宽度 */
|
||||
readonly width: number;
|
||||
/** 怪物上下文高度 */
|
||||
@@ -700,13 +703,13 @@ export interface IEnemyContext<TAttr> {
|
||||
* 注册一个光环转换器
|
||||
* @param converter 光环转换器
|
||||
*/
|
||||
registerAuraConverter(converter: IAuraConverter<TAttr>): void;
|
||||
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
|
||||
|
||||
/**
|
||||
* 注销一个光环转换器
|
||||
* @param converter 光环转换器
|
||||
*/
|
||||
unregisterAuraConverter(converter: IAuraConverter<TAttr>): void;
|
||||
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
|
||||
|
||||
/**
|
||||
* 设置光环转换器的启用状态
|
||||
@@ -714,7 +717,7 @@ export interface IEnemyContext<TAttr> {
|
||||
* @param enabled 是否启用
|
||||
*/
|
||||
setAuraConverterEnabled(
|
||||
converter: IAuraConverter<TAttr>,
|
||||
converter: IAuraConverter<TAttr, THero>,
|
||||
enabled: boolean
|
||||
): void;
|
||||
|
||||
@@ -722,13 +725,17 @@ export interface IEnemyContext<TAttr> {
|
||||
* 注册一个特殊属性查询效果
|
||||
* @param effect 特殊属性查询效果
|
||||
*/
|
||||
registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void;
|
||||
registerSpecialQueryEffect(
|
||||
effect: IEnemySpecialQueryEffect<TAttr, THero>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 注销一个特殊属性查询效果
|
||||
* @param effect 特殊属性查询效果
|
||||
*/
|
||||
unregisterSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void;
|
||||
unregisterSpecialQueryEffect(
|
||||
effect: IEnemySpecialQueryEffect<TAttr, THero>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 为指定特殊属性代码注册常规查询效果
|
||||
@@ -737,7 +744,7 @@ export interface IEnemyContext<TAttr> {
|
||||
*/
|
||||
registerCommonQueryEffect(
|
||||
code: number,
|
||||
effect: IEnemyCommonQueryEffect<TAttr>
|
||||
effect: IEnemyCommonQueryEffect<TAttr, THero>
|
||||
): void;
|
||||
|
||||
/**
|
||||
@@ -747,20 +754,31 @@ export interface IEnemyContext<TAttr> {
|
||||
*/
|
||||
unregisterCommonQueryEffect(
|
||||
code: number,
|
||||
effect: IEnemyCommonQueryEffect<TAttr>
|
||||
effect: IEnemyCommonQueryEffect<TAttr, THero>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 注册一个最终效果
|
||||
* @param effect 最终效果
|
||||
*/
|
||||
registerFinalEffect(effect: IEnemyFinalEffect<TAttr>): void;
|
||||
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
|
||||
|
||||
/**
|
||||
* 注销一个最终效果
|
||||
* @param effect 最终效果
|
||||
*/
|
||||
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr>): void;
|
||||
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
|
||||
|
||||
/**
|
||||
* 绑定勇士对象
|
||||
* @param hero 勇士属性对象
|
||||
*/
|
||||
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的勇士属性对象
|
||||
*/
|
||||
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
|
||||
|
||||
/**
|
||||
* 获取指定怪物对象当前所在位置
|
||||
@@ -813,7 +831,10 @@ export interface IEnemyContext<TAttr> {
|
||||
* @param range 范围对象
|
||||
* @param param 范围参数
|
||||
*/
|
||||
scanRange<T>(range: IRange<T>, param: T): Iterable<IEnemyView<TAttr>>;
|
||||
scanRange<T>(
|
||||
range: IRange<T>,
|
||||
param: T
|
||||
): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
|
||||
|
||||
/**
|
||||
* 迭代上下文中的全部怪物
|
||||
@@ -836,12 +857,12 @@ export interface IEnemyContext<TAttr> {
|
||||
* 绑定地图伤害管理器
|
||||
* @param damage 地图伤害管理器
|
||||
*/
|
||||
attachMapDamage(damage: IMapDamage<TAttr> | null): void;
|
||||
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的地图伤害管理器
|
||||
*/
|
||||
getMapDamage(): IMapDamage<TAttr> | null;
|
||||
getMapDamage(): IMapDamage<TAttr, THero> | null;
|
||||
|
||||
/**
|
||||
* 绑定伤害计算系统
|
||||
@@ -852,7 +873,7 @@ export interface IEnemyContext<TAttr> {
|
||||
/**
|
||||
* 获取当前绑定的伤害计算系统
|
||||
*/
|
||||
getDamageSystem<THero>(): IDamageSystem<TAttr, THero> | null;
|
||||
getDamageSystem(): IDamageSystem<TAttr, THero> | null;
|
||||
|
||||
/**
|
||||
* 重建当前上下文中的全部怪物计算结果
|
||||
|
||||
@@ -149,4 +149,8 @@ export class HeroAttribute<THero> implements IHeroAttribute<THero> {
|
||||
}
|
||||
return cloned;
|
||||
}
|
||||
|
||||
getModifiableClone(): IHeroAttribute<THero> {
|
||||
return this.clone();
|
||||
}
|
||||
}
|
||||
@@ -32,6 +32,6 @@ export class HeroState<THero> implements IHeroState<THero> {
|
||||
}
|
||||
|
||||
getIsolatedAttribute(): IHeroAttribute<THero> {
|
||||
return this.attribute.clone();
|
||||
return this.attribute.getModifiableClone();
|
||||
}
|
||||
}
|
||||
@@ -71,7 +71,12 @@ export interface IReadonlyHeroAttribute<THero> {
|
||||
* 深拷贝此勇士属性对象
|
||||
* @param cloneModifier 是否同时复制修饰器,默认复制
|
||||
*/
|
||||
clone(cloneModifier?: boolean): IHeroAttribute<THero>;
|
||||
clone(cloneModifier?: boolean): IReadonlyHeroAttribute<THero>;
|
||||
|
||||
/**
|
||||
* 获取此勇士属性对象的可修改副本
|
||||
*/
|
||||
getModifiableClone(): IHeroAttribute<THero>;
|
||||
}
|
||||
|
||||
export interface IHeroAttribute<THero> extends IReadonlyHeroAttribute<THero> {
|
||||
@@ -101,6 +106,12 @@ export interface IHeroAttribute<THero> extends IReadonlyHeroAttribute<THero> {
|
||||
name: K,
|
||||
modifier: IHeroModifier<THero[K], unknown>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 深拷贝此勇士属性对象
|
||||
* @param cloneModifier 是否同时复制修饰器,默认复制
|
||||
*/
|
||||
clone(cloneModifier?: boolean): IHeroAttribute<THero>;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
Reference in new issue
Block a user