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- add combat flow overview with mermaid and doc map - document special attribute definitions and implementation locations - document aura priority, built-in auras, and custom examples
281 lines
9.5 KiB
Markdown
281 lines
9.5 KiB
Markdown
# 怪物光环
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光环(aura)是一类特殊属性的执行方式:带有光环的怪物不直接改自己,而是把效果施加到范围内的其他怪物(也可以包括自己)。本篇先讲优先级,再讲内置光环与自定义写法。基础概念见[战斗总览](./combat-overview.md)。
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## 优先级
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每个光环视图都有 `priority`,每个查询效果也有 `priority`,两者共用同一套优先级:
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- 构建时从高优先级开始处理,再处理较低优先级;
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- 高优先级产生的特殊属性变化,低优先级能看到;低优先级产生变化时,高优先级已经执行完,不能回头影响它;
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- 由效果新增的光环只能影响之后的阶段。若新光环的优先级高于当前阶段,开发环境会告警并跳过它。
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因此,想让一个光环「先于普通光环生效」,把它的 `priority` 设得更高即可。
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## 内置光环
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| 光环 | code | 视图类 | priority | 行为 |
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|------|------|--------|----------|------|
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| 普通光环 | 23 | `CommonAura` | 10 | 按范围给怪物加 `hp` / `atk` / `def` 百分比 |
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| 支援 | 24 | `GuardAura` | 5 | 把范围内的怪物登记为支援者,战斗时一起结算 |
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| 特殊光环 | 26 | `SpecialAura` | 20 | 通过 `SpecialAuraModifier` 给目标添加或修改特殊属性 |
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这三类都在 `src/data/enemy/aura.ts` 中实现,并在 `initializeEnemy` 里通过 `ctx.registerAuraConverter(...)` 注册。
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## 运作方式
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一个光环由两部分组成:
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- **转换器** `IAuraConverter`:`shouldConvert(special, handler)` 判断某个特殊属性是否归自己处理;`convert(special, handler, context)` 返回光环视图;
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- **视图** `IEnemyAuraView`:描述优先级、范围、影响方式。
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视图的核心成员:
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- `priority`:优先级;
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- `range`:影响范围对象;
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- `couldApplyBase` / `couldApplySpecial`:描述此光环是否会修改基础属性 / 特殊属性;
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- `getRangeParam()`:返回范围参数;
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- `apply(handler, baseEnemy)`:修改目标怪物的基础属性;
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- `applySpecial(handler, baseEnemy)`:返回 `IEnemySpecialModifier`,用于添加、删除或修改目标怪物的特殊属性。
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`apply` 与 `applySpecial` 的差别:
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- `apply` 在「普通光环」阶段执行,目标是基础属性(`hp`、`atk`、`def` 等),拿到的 `baseEnemy` 是未修改的原始怪物;
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- `applySpecial` 在「光环与特殊查询」阶段执行,返回一个修饰器,由上下文按当前优先级应用到目标的特殊属性上。只有 `couldApplySpecial` 为 `true` 的光环才会被调用;
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- 只改基础属性就实现 `apply`;要给目标「上光环」或增删特殊属性,才实现 `applySpecial`。
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范围对象由 `@motajs/common` 提供,常用的有 `FullRange`(全场)、`RectRange`(矩形)、`ManhattanRange`(曼哈顿距离/菱形)与 `RayRange`(射线)。
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## 示例:基础光环(减少周围怪物的金币与经验)
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先定义一个带参数的特殊属性(code 取一个未占用的值,这里用 30):
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```ts
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/** 30 - 削弱光环 */
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export interface ISpecial30Value {
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range: number;
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square: boolean;
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moneyBuff: number;
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expBuff: number;
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}
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// 30 - 削弱光环
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map.set(
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30,
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defineCommonSerializableSpecial<ISpecial30Value>(
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30,
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{ range: 1, square: false, moneyBuff: -20, expBuff: -20 },
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{
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name: '削弱光环',
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desc: special =>
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`周围怪物金币与经验下降${Math.abs(special.value.moneyBuff)}%。`,
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color: '#9AC'
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}
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)
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);
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```
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然后写转换器与视图:
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```ts
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import {
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IManhattanRangeParam,
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IRange,
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IRectRangeParam,
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ITileLocator,
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ManhattanRange,
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RectRange
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} from '@motajs/common';
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import {
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IAuraConverter,
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IEnemyAuraView,
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IEnemyHandler,
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IEnemySpecialModifier,
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IReadonlyEnemyHandler
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} from '@user/data-system';
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import { IReadonlyEnemy, ISpecial } from '@user/data-base';
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import { IEnemyAttr, IHeroAttr } from '@user/data-common';
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import { ISpecial30Value } from './special';
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const MANHATTAN_RANGE = new ManhattanRange();
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const RECT_RANGE = new RectRange();
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export class WeakAuraConverter implements IAuraConverter<IEnemyAttr, IHeroAttr> {
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shouldConvert(special: ISpecial<any>): boolean {
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return special.code === 30;
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}
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convert(
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special: ISpecial<ISpecial30Value>,
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handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>
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): WeakAura {
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return new WeakAura(handler.enemy, special, handler.locator);
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}
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}
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export class WeakAura implements IEnemyAuraView<
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IEnemyAttr,
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IRectRangeParam | IManhattanRangeParam,
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ISpecial30Value
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> {
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readonly priority = 8;
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readonly couldApplyBase = true;
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readonly couldApplySpecial = false;
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readonly range: IRange<IRectRangeParam | IManhattanRangeParam>;
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constructor(
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readonly enemy: IReadonlyEnemy<IEnemyAttr>,
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readonly special: ISpecial<ISpecial30Value>,
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readonly locator: ITileLocator
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) {
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this.range = special.value.square ? RECT_RANGE : MANHATTAN_RANGE;
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}
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getRangeParam(): IRectRangeParam | IManhattanRangeParam {
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const { range, square } = this.special.value;
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if (square) {
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return {
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x: this.locator.x - range,
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y: this.locator.y - range,
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w: range * 2 + 1,
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h: range * 2 + 1
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};
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}
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return {
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cx: this.locator.x,
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cy: this.locator.y,
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radius: range
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};
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}
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apply(
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handler: IEnemyHandler<IEnemyAttr, IHeroAttr>,
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baseEnemy: IReadonlyEnemy<IEnemyAttr>
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): void {
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const { moneyBuff, expBuff } = this.special.value;
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const enemy = handler.enemy;
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if (moneyBuff !== 0) {
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const money = (baseEnemy.getAttribute('money') * moneyBuff) / 100;
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enemy.addAttribute('money', Math.floor(money));
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}
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if (expBuff !== 0) {
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const exp = (baseEnemy.getAttribute('exp') * expBuff) / 100;
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enemy.addAttribute('exp', Math.floor(exp));
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}
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}
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applySpecial(): IEnemySpecialModifier<IEnemyAttr> | null {
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return null;
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}
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}
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```
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注册:
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```ts
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state.enemyContext.registerAuraConverter(new WeakAuraConverter());
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```
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`apply` 里用 `baseEnemy` 的原始值做百分比,因此多个光环不会把彼此的结果继续乘进去。
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## 示例:特殊光环(给周围怪物上光环)
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如果要给周围怪物「上」一个特殊属性,而不是直接改基础属性,就在 `applySpecial` 中返回一个 `IEnemySpecialModifier`。下面的例子给范围内没有普通光环的怪物加上 code 23 的普通光环:
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```ts
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// special.ts:31 - 传染光环
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map.set(
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31,
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defineNonePropertySpecial(31, {
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name: '传染光环',
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desc: '同楼层没有光环的怪物获得普通光环。',
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color: '#9F9'
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})
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);
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```
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```ts
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import { FullRange, ITileLocator } from '@motajs/common';
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import {
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IAuraConverter,
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IEnemyAuraView,
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IEnemySpecialModifier,
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IReadonlyEnemyHandler
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} from '@user/data-system';
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import { IReadonlyEnemy, ISpecial } from '@user/data-base';
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import { IEnemyAttr, IHeroAttr } from '@user/data-common';
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export class ChainAuraModifier implements IEnemySpecialModifier<IEnemyAttr> {
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constructor(readonly special: ISpecial<void>) {}
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add(handler: IReadonlyEnemyHandler<IEnemyAttr, any>): ISpecial<any>[] {
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if (handler.enemy.hasSpecial(23)) return [];
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const sp = handler.state.enemyManager.getSpecial(23)?.();
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if (!sp) return [];
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sp.setValue({
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range: 1,
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square: false,
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hpBuff: 20,
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atkBuff: 0,
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defBuff: 0
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});
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return [sp];
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}
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delete(): ISpecial<any>[] {
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return [];
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}
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modify(): boolean {
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return false;
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}
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}
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export class ChainAuraConverter implements IAuraConverter<IEnemyAttr, IHeroAttr> {
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shouldConvert(special: ISpecial<any>): boolean {
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return special.code === 31;
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}
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convert(
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special: ISpecial<void>,
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handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>
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): ChainAura {
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return new ChainAura(handler.enemy, special, handler.locator);
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}
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}
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export class ChainAura implements IEnemyAuraView<IEnemyAttr, void, void> {
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readonly priority = 25;
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readonly couldApplyBase = false;
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readonly couldApplySpecial = true;
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readonly range = new FullRange();
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constructor(
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readonly enemy: IReadonlyEnemy<IEnemyAttr>,
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readonly special: ISpecial<void>,
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readonly locator: ITileLocator
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) {}
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getRangeParam(): void {
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return undefined;
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}
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apply(): void {}
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applySpecial(): IEnemySpecialModifier<IEnemyAttr> | null {
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return new ChainAuraModifier(this.special);
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}
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}
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```
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这里 `priority = 25` 高于内置特殊光环的 20,所以它在特殊光环之前执行;它新加上的普通光环(priority 10)会在之后的阶段生效。
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不要把 `couldApplySpecial` 设为 `false` 后又指望 `applySpecial` 被调用:上下文只会对 `couldApplySpecial === true` 的光环调用它。
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## 注册与全局光环
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- 由特殊属性产生的光环:实现 `IAuraConverter` 并 `state.enemyContext.registerAuraConverter(...)`;
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- 没有来源怪物、始终生效的光环:实现 `IAuraView` 并 `state.enemyContext.addAura(view)`。
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`initializeEnemy` 已经注册了 `CommonAuraConverter`、`GuardAuraConverter` 与 `SpecialAuraConverter`。新增转换器时照同样方式追加即可。
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