# AIDM 项目测试分析报告 > 生成日期:2026-05-30 > 项目:D:\MatrixTA\AIGameDev\AIDM > 基于:LivingWorldSystem Spec、ARPGGameDevelopment Research Report、修仙流派设计文档 --- [TOC] --- ## 任务 1:NPC 系统完整架构 ### 一、分级机制 项目采用 **三层 NPC 分级模型**(来自 `rationale_npc_tier_abc` 超边): | 级别 | 名称 | 特征 | 数据承载 | |------|------|------|----------| | **A 级** | 核心 NPC(玩家、重要角色) | 完整 3D Actor、行为树、动画、GAS 属性 | `ARPGCharacterBase` + `URPGAbilitySystemComponent` | | **B 级** | 势力 NPC(宗门弟子、城镇守卫) | 轻量 Actor + 基础动画,结合纯数据模拟 | `ARPGAICharacter` + 部分 `FLWSNpcData` 字段 | | **C 级** | 泛 NPC(平民、路人、妖兽) | **纯数据 USTRUCT**,无 Actor,不走 NavMesh,六边形坐标跳转 | `FLWSNpcData`(位于 `LWSNpcTypes.h`) | 分级依据文档 `00_项目总控/游戏核心创意.md` 中的"NPC锚点和分级"概念,结合 `LivingWorldSystem Spec` 中明确的"NPC 纯数据模拟"策略。 ### 二、决策模型 **核心架构:Utility AI + 性格权重 + 目标驱动** ``` 每个 NPC 每日 Tick: ┌────────────────────────────────────────────┐ │ ULWSNpcSimulationSubsystem (UWorldSubsystem) │ │ ├─ 订阅 URPGGameTimeSubsystem::OnGameTimeChanged │ │ ├─ SimulateDays(DeltaDays) │ │ └─ 每日遍历 ActiveNpcs │ └──────────────┬─────────────────────────────┘ │ ▼ ┌────────────────────────────────────────────┐ │ ULWSNpcDecisionSystem (决策引擎) │ │ ├─ DecayNeeds() — 需求自然衰减(生存↑/安全↑/社交↑...) │ │ ├─ ScoreAction() — 对所有可能行为打分 │ │ │ ├─ 当前需求值 × 行为匹配度 │ │ │ └─ 性格权重因子 PersonalityFactor │ │ └─ ApplyActionToBehavior() — 选最高分执行 │ └──────────────┬─────────────────────────────┘ │ ▼ ELWSNpcAction { Idle, Wander, MoveTo, Trade, Fight, Socialize, Cultivate, ... } ``` **性格三维度**(`FLWSNpcPersonality`,位于 `LWSNpcPersonalityTypes.h`): - **冷 ↔ 热**:影响社交行为权重 - **慎 ↔ 莽**:影响战斗/探索行为权重 - **私 ↔ 义**:影响帮助盟友 vs 追求私利 **需求六维度**(`ELWSNpcNeed`):生存、安全、社交、权力、资源、修炼 **决策实现位置**: - `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSNpcDecisionSystem.h` - `Plugins/RPGGameCore/Source/LivingWorldSystem/Private/LWSNpcDecisionSystem.cpp` ### 三、与时间系统的关系 **时间模型:回合+实时混合制,日为原子单位**(Community 15:策划世界系统) ``` URPGGameTimeSubsystem (UGameInstanceSubsystem,跨 World 持续) │ ├─ FSDHGameRawTime / FSDHGameTime (30天/月, 12月/年) ├─ OnGameTimeChanged 委托广播 ├─ 世界时间推进 → AddGameTime(DeltaDays) │ └──→ ULWSNpcSimulationSubsystem::SimulateDays(DeltaDays) ├─ 每日遍历所有 NPC ├─ Wander 算法(WanderStayProbability 概率不动,否则随机六邻一步) ├─ 调用决策系统 DecideAction └─ 缓存轨迹(环形 buffer 32 步) ``` **关键时间常量**: - 1 日 = 最小原子单位 - 2 帧完成一轮完整 NPC 模拟(60 FPS 下每帧处理 1/30 NPC) - NPC 模拟在**后台线程**批量执行 ### 四、存档方式 **双层存档架构**(Community 5 + Community 15): ``` 第一层:世界永久层(跨存档持久化) │ ├─ LWSWorldSaveGame (USaveGame 子类) │ ├─ CachedTileCoords / TileBuffer → 瓦片数据 │ ├─ CachedRivers / CachedLakes → 水文数据 │ ├─ CachedFactions → 势力数据 │ ├─ CachedNpcs → NPC 数据 (TArray) │ ├─ CachedSpiritualVeins → 灵脉数据 │ └─ CachedSettlements / Resources → 聚落/资源数据 │ └─ 世界编年史(跨存档的人生记录,待阶段二实现) 第二层:角色存档层(可删除/重建) │ └─ URPGPlayerSaveGame ├─ RPGAttributeData → FRPGCharacterAttributeData ├─ SkillTreeDataPool → 技能树学习状态 ├─ RPGSkilllActionPoseTree → 架势-技能装配绑定 ├─ RPGItemDataMap → 物品容器数据 └─ TalentComponentSaveData → 天赋数据 ``` **存档关键实现**: - `ALWSWorldGenerator::SaveWorld()` 写入 `ULWSWorldSaveGame`(蓝图可调用) - `ALWSWorldGenerator::LoadWorld()` 从存档完整还原世界 - NPC 数据通过 `ULWSNpcSimulationSubsystem::GetActiveNpcsCopy()` / `RestoreNpcsFromSave()` 同步 - **角色存档删除后,世界永久层不受影响**——势力变迁、NPC 死亡/成长、资源消耗写入世界层 --- ## 任务 2:新增「商队 NPC」跨系统依赖分析 ### 一、需要修改的模块及文件 #### 1. NPC 数据结构层(核心修改) | 文件 | 修改内容 | |------|---------| | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSNpcTypes.h` | `FLWSNpcData` 新增字段:`TradeRouteIndex`(商队路线 ID)、`TradeGoods`(货物数组 TMap)、`TradeFactionOrigin`/`TradeFactionDestination`(起止势力)、`TradeSpeed`(行进速度,单位 hex/日) | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSNpcPersonalityTypes.h` | 新增 `ELWSNpcBehavior::Trade` 行为枚举值;新增 `ELWSNpcRole::CaravanTrader` 角色类型 | #### 2. 行为/决策系统 | 文件 | 修改内容 | |------|---------| | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSNpcDecisionSystem.h` | `DecideAction()` 新增商队逻辑:到达目的地时触发交易结算、反向切换目的地 | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Private/LWSNpcDecisionSystem.cpp` | 实现 `ScoreAction_Trade()`:需求权重(资源需求×商队距离评分) | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSNpcSimulationSubsystem.h` | `SimulateDays()` 新增商队每日推进:沿 A* 路径逐格移动(有别于 Wander 随机) | #### 3. 势力与生成 | 文件 | 修改内容 | |------|---------| | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSNpcGenerator.h/.cpp` | `GenerateNpcs()` 新增商队生成逻辑:势力边界间配对生成商队 NPC,泊松碟约束 + 路线预计算 | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSFactionTypes.h` | `FLWSFaction` 新增 `TradePartners`(贸易伙伴势力 ID 列表)、`TradeRouteFrequencies`(每条路线商队生成频率) | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Private/LWSFactionGenerator.cpp` | 势力生成后自动配对邻近势力建立贸易路线 | #### 4. 寻路系统 | 文件 | 修改内容 | |------|---------| | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSPathfinder.h` | 商队寻路需在 `FLWSPathfindingParams` 中支持路线成本(避开高危势力区、倾向道路/平原) | #### 5. 存档 | 文件 | 修改内容 | |------|---------| | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSWorldSaveGame.h` | `FLWSNpcData` 新增字段会自然序列化;新增 `CachedTradeRoutes`(`TArray` 路线拓扑数据) | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSTradeTypes.h` | **新建**:`FLWSTradeGoods`(物品 ID + 数量)、`FLWSTradeRoute`(起始势力、途经 hex 坐标数组、路线等级) | #### 6. 调试可视化 | 文件 | 修改内容 | |------|---------| | `Plugins/RPGGameCore/Source/LivingWorldSystem/Private/LWSWorldGenerator.cpp` | 新增 `DebugDrawTradeRoutes()`:商队路线以黄色虚线绘制;商队位置以金色圆点标记 | | `Plugins/RPGGameCore/Source/LivingWorldSystem/Public/LWSResourceTypes.h` | `ELWSDebugViewMode` 新增 `TradeRoutes` 枚举 | ### 二、存档结构变化 **不需要破坏性变更**。`FLWSNpcData` 的字段扩展会被 UE 序列化自动兼容(USTRUCT 标记 UPROPERTY 的字段)。需要新增: ```cpp // 新建 LWSTradeTypes.h USTRUCT() struct FLWSTradeRoute { UPROPERTY() int32 RouteId; UPROPERTY() int32 OriginFactionId; UPROPERTY() int32 DestinationFactionId; UPROPERTY() TArray Waypoints; // A* 预计算路径 UPROPERTY() float RouteLevel; // 路线等级(影响货物品质) }; // LWSWorldSaveGame 新增 UPROPERTY() TArray CachedTradeRoutes; ``` **双层存档不受影响**:商队 NPC 属于 `CachedNpcs`(世界永久层),角色存档删除不影响商队。 ### 三、对 GAS 属性系统的影响 **不影响 GAS 属性系统。** 原因: 1. 商队 NPC 是**纯数据 C 级 NPC**(`FLWSNpcData`),不持有 `URPGAbilitySystemComponent`,不参与 GAS Attribute 同步 2. 商队交易结算是**数值运算**(货物价值 = 距离 × 势力稀缺度 × 路线等级),不涉及战斗伤害管线 3. 如果未来需要"商队被劫掠"战斗,才需要通过 C→B 级 NPC 升级机制接入 GAS --- ## 任务 3:为「御剑飞行」新增 ActionPose ### 设计分析 当前 `ELM_ActionPose` 已有 `AirFlying`(空行)作为通用空中飞行态,但**御剑飞行**是剑修专属的战斗力+移动融合态:站在飞剑上高速移动,可在飞行中发起剑技攻击。需要作为独立主架势加入。 **状态流转:** ``` 地面起势 (GroundDefault) │ 释放御剑飞行技能 ▼ 御剑飞行 (AirSwordFlight) ← 新增 │ ├── 输入方向 → 高速移动(飞行移动速度 ×2.5) ├── 左键 (SubPose0) → 飞剑斩(空中剑技连段) ├── 右键 (SubPose1) → 剑罡护体 ├── 闪避键 → 御剑急转 (AirSwordFlight → AirDash) │ ├── 耐力耗尽/被击落 → AirFalling └── 主动取消/落地 → GroundLanding ``` ### 1. RPGTypes.h — 新增枚举值 ```cpp // RPGTypes.h — 在 ELM_ActionPose 枚举中 AirDash 之后插入 enum class ELM_ActionPose : uint8 { // ... 现有值不变 ... AirDash, // 空冲(飞行状态下的快速冲击) // === 御剑飞行(新增)=== AirSwordFlight, // 御剑飞行态:剑修站在飞剑上高速移动+空中战斗 AirSpring, // 空遁 // ... 后续值不变 ... }; ``` ### 2. RPGSwordFlightAbility.h — 御剑飞行 GA 头文件(新建) ```cpp // Plugins/RPGGameCore/Source/RPGGameplayAbility/Public/Abilities/RPGSwordFlightAbility.h #pragma once #include "SDHGameplayAbility.h" #include "GameplayTagContainer.h" #include "RPGSwordFlightAbility.generated.h" class AWeaponBase; class UNiagaraSystem; class UGameplayEffect; /** * 御剑飞行 GameplayAbility * Lifecycle: ActivateAbility → UpdateAbility(每帧) → EndAbility * 角色站在飞剑上进入 AirSwordFlight 架势,高速飞行 + 空中剑技 */ UCLASS(BlueprintType, Blueprintable) class RPGGAMEPLAYABILITY_API URPGSwordFlightAbility : public URPGGameplayAbility { GENERATED_BODY() public: URPGSwordFlightAbility(); virtual void ActivateAbility() override; virtual void UpdateAbility(float DeltaTime) override; virtual void EndAbility() override; // === 配置属性 === UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Movement") float FlightSpeed = 2000.f; // 基础飞行速度 (cm/s) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Movement") float MaxAcceleration = 3000.f; // 最大加速度 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Movement") float TurnRate = 180.f; // 转向速率 (deg/s) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Resource") float ManaDrainPerSecond = 8.f; // 每秒法力消耗 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Resource") float MinManaToActivate = 30.f; // 最低法力阈值(低于此值强制解除) // === 视觉 === UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Visual") TSubclassOf SwordFlightActorClass; // 飞剑 Actor(附着到角色脚下) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Visual") UNiagaraSystem* FlightTrailEffect; // 飞行拖尾 Niagara 特效 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Visual") FRotator SwordMountRotation = FRotator(0.f, 0.f, 15.f); // 飞剑倾斜角度 // === GAS Effect === UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Effects") TSubclassOf SwordFlightMovementGE; // 修改 MoveSpeed、GravityScale UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "SwordFlight|Effects") TSubclassOf SwordFlightDamageBonusGE; // 飞剑期间剑技伤害 +25% // === 蓝图事件 === UFUNCTION(BlueprintImplementableEvent, Category = "SwordFlight") void OnSwordMounted(AActor* SwordActor); UFUNCTION(BlueprintImplementableEvent, Category = "SwordFlight") void OnSwordDismounted(); UFUNCTION(BlueprintImplementableEvent, Category = "SwordFlight") void OnFlightManaDepleted(); // 法力耗尽事件 private: // === 内部状态 === UPROPERTY() TObjectPtr MountedSword; // 当前挂载的飞剑 Actor UPROPERTY() TObjectPtr TrailNiagara; // 拖尾特效组件 UPROPERTY() FActiveGameplayEffectHandle MovementGEHandle; // 移动 GE 句柄 UPROPERTY() FActiveGameplayEffectHandle DamageBonusHandle; // 伤害加成 GE 句柄 bool bIsActive = false; float CurrentManaDrainAccum = 0.f; // 法力消耗累加器 // --- 内部方法 --- void SpawnAndMountSword(); void ApplyFlightEffects(); void RemoveFlightEffects(); bool CheckManaSufficient() const; void DrainManaPerTick(float DeltaTime); }; ``` ### 3. RPGSwordFlightAbility.cpp — 关键逻辑实现(核心) ```cpp // Plugins/RPGGameCore/Source/RPGGameplayAbility/Private/Abilities/RPGSwordFlightAbility.cpp #include "Abilities/RPGSwordFlightAbility.h" #include "Character/RPGCharacterBase.h" #include "Character/Attribute/RPGAttributeSet.h" #include "Character/Attribute/RPGAttributeComponent.h" #include "NiagaraComponent.h" #include "NiagaraFunctionLibrary.h" #include "GameFramework/CharacterMovementComponent.h" #include "AbilitySystemComponent.h" URPGSwordFlightAbility::URPGSwordFlightAbility() { // 标记为持续型 Ability(非一次性瞬发) } void URPGSwordFlightAbility::ActivateAbility() { Super::ActivateAbility(); ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (!Owner || !CheckManaSufficient()) { SetAbilityValid(false); return; } // 1. 生成飞剑并挂载到角色脚底 SpawnAndMountSword(); // 2. 应用飞行 GE(修改 CMC MoveSpeed、GravityScale) ApplyFlightEffects(); // 3. 角色进入飞行模式 if (UCharacterMovementComponent* CMC = Owner->GetCharacterMovement()) { CMC->SetMovementMode(MOVE_Flying); CMC->MaxFlySpeed = FlightSpeed; CMC->MaxAcceleration = MaxAcceleration; CMC->BrakingDecelerationFlying = 1000.f; } // 4. 设置架势为 御剑飞行 if (USkillSMInstance* SM = Owner->GetSkillSMInstance()) { SM->SetActionPose(ELM_ActionPose::AirSwordFlight); } // 5. 生成长剑拖尾特效 if (FlightTrailEffect) { TrailNiagara = UNiagaraFunctionLibrary::SpawnSystemAttached( FlightTrailEffect, Owner->GetRootComponent(), NAME_None, FVector::ZeroVector, FRotator::ZeroRotator, EAttachLocation::KeepRelativeOffset, true ); } bIsActive = true; SetAbilityValid(true); } void URPGSwordFlightAbility::UpdateAbility(float DeltaTime) { Super::UpdateAbility(DeltaTime); if (!bIsActive) return; // 法力消耗检查 DrainManaPerTick(DeltaTime); if (!CheckManaSufficient()) { OnFlightManaDepleted(); EndAbility(); return; } // 可选:根据输入方向调整飞剑倾斜 // 通过蓝图 OnFlightUpdate 事件暴露给设计师微调 } void URPGSwordFlightAbility::EndAbility() { Super::EndAbility(); ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (!Owner) return; // 1. 恢复地面移动模式 if (UCharacterMovementComponent* CMC = Owner->GetCharacterMovement()) { CMC->SetMovementMode(MOVE_Walking); CMC->MaxFlySpeed = 600.f; // 恢复默认 } // 2. 移除 GE RemoveFlightEffects(); // 3. 销毁拖尾 if (TrailNiagara) { TrailNiagara->Deactivate(); TrailNiagara = nullptr; } // 4. 拆卸飞剑 → 切换到 AirFalling OnSwordDismounted(); if (MountedSword) { MountedSword->Destroy(); MountedSword = nullptr; } // 5. 架势切换:御剑 → 空中下落 if (USkillSMInstance* SM = Owner->GetSkillSMInstance()) { SM->SetActionPose(ELM_ActionPose::AirFalling); } bIsActive = false; } // ============ 内部实现 ============ void URPGSwordFlightAbility::SpawnAndMountSword() { ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (!Owner || !SwordFlightActorClass) return; FActorSpawnParameters SpawnParams; SpawnParams.Owner = Owner; SpawnParams.Instigator = Owner; // 飞剑生成在角色脚下 FVector SpawnLoc = Owner->GetActorLocation() + FVector(0, 0, -70.f); MountedSword = GetWorld()->SpawnActor( SwordFlightActorClass, SpawnLoc, FRotator::ZeroRotator, SpawnParams ); if (MountedSword) { MountedSword->AttachToComponent( Owner->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform ); MountedSword->SetActorRelativeLocation(FVector(0, 0, -70.f)); MountedSword->SetActorRelativeRotation(SwordMountRotation); OnSwordMounted(MountedSword); } } void URPGSwordFlightAbility::ApplyFlightEffects() { ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (!Owner) return; URPGAbilitySystemComponent* ASC = Owner->GetRPGAbilitySystemComponent(); if (!ASC) return; // 施加飞行移动 GE if (SwordFlightMovementGE) { MovementGEHandle = ASC->ApplyGameplayEffectToSelf( SwordFlightMovementGE->GetDefaultObject(), 1.f, ASC->MakeEffectContext() ); } // 施加伤害加成 GE if (SwordFlightDamageBonusGE) { DamageBonusHandle = ASC->ApplyGameplayEffectToSelf( SwordFlightDamageBonusGE->GetDefaultObject(), 1.f, ASC->MakeEffectContext() ); } } void URPGSwordFlightAbility::RemoveFlightEffects() { ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (!Owner) return; URPGAbilitySystemComponent* ASC = Owner->GetRPGAbilitySystemComponent(); if (!ASC) return; if (MovementGEHandle.IsValid()) ASC->RemoveActiveGameplayEffect(MovementGEHandle); if (DamageBonusHandle.IsValid()) ASC->RemoveActiveGameplayEffect(DamageBonusHandle); } bool URPGSwordFlightAbility::CheckManaSufficient() const { ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (!Owner) return false; URPGAbilitySystemComponent* ASC = Owner->GetRPGAbilitySystemComponent(); if (!ASC) return false; return ASC->GetNumericAttribute(URPGAttributeSet::GetManaAttribute()) >= MinManaToActivate; } void URPGSwordFlightAbility::DrainManaPerTick(float DeltaTime) { CurrentManaDrainAccum += ManaDrainPerSecond * DeltaTime; if (CurrentManaDrainAccum >= 1.f) { int32 DrainAmount = FMath::FloorToInt(CurrentManaDrainAccum); CurrentManaDrainAccum -= DrainAmount; ARPGCharacterBase* Owner = Cast(GetSkillUser()); if (Owner) { Owner->GetRPGAbilitySystemComponent()->SetNumericAttributeBase( URPGAttributeSet::GetManaAttribute(), FMath::Max(0.f, Owner->GetRPGAbilitySystemComponent()-> GetNumericAttribute(URPGAttributeSet::GetManaAttribute()) - DrainAmount) ); } } } ``` --- ## 任务 4:「符修」技能效果系统设计(映射到 GAS Effect) ### 设计前提 符修在流派体系中的定位:通过绘制**符文符箓**将法术封印在纸上,战斗中消耗符箓瞬间释放。核心机制是**制符(战前准备)→ 释符(战斗中消耗)**。符文效果通过 GAS GameplayEffect 实现。 ### 一、符修核心机制数据模型 #### FRTalismanData.h(新建) ```cpp // Plugins/RPGGameCore/Source/RPGGameplayAbility/Public/Abilities/Talisman/FRTalismanData.h #pragma once #include "GameplayTagContainer.h" #include "GameplayEffect.h" #include "FRTalismanData.generated.h" /** 符箓等级 */ UENUM(BlueprintType) enum class ERPGTalismanTier : uint8 { YellowPaper UMETA(DisplayName = "黄纸符"), // 基础符,单次效果 SilverScript UMETA(DisplayName = "银篆符"), // 中级符,可叠加2层 GoldSeal UMETA(DisplayName = "金印符"), // 高级符,效果翻倍 JadeEdict UMETA(DisplayName = "玉敕符"), // 顶级符,范围效果 }; /** 符箓触发方式 */ UENUM(BlueprintType) enum class ERPGTalismanTrigger : uint8 { OnUse UMETA(DisplayName = "主动释放"), // 主动从快捷栏使用 OnHit UMETA(DisplayName = "受击触发"), // 被攻击时自动触发 OnLowHP UMETA(DisplayName = "濒死护身"), // HP < 30% 自动触发 OnTimer UMETA(DisplayName = "定时触发"), // 定时延迟触发 }; /** 单个符箓效果定义 — 映射到 1 个 GAS GameplayEffect */ USTRUCT(BlueprintType) struct RPGGAMEPLAYABILITY_API FRPGTalismanEffect { GENERATED_BODY() // 符箓配置 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|Identity") FName TalismanId; // 符箓唯一 ID UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|Identity") FText TalismanName; // 显示名:"烈火符"、"金刚符" UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|Identity") ERPGTalismanTier Tier = ERPGTalismanTier::YellowPaper; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|Identity") ERPGTalismanTrigger TriggerType = ERPGTalismanTrigger::OnUse; // === GAS 映射 === // 核心:每个符箓效果对应一个 UGameplayEffect 蓝图子类 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|GAS") TSubclassOf PrimaryEffectClass; // 主 GE(修改属性/施加 Tag) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|GAS") TSubclassOf SecondaryEffectClass; // 副 GE(可选,范围/连锁效果) // SetByCaller 动态参数(符箓等级越高,倍率越大) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|GAS") TMap SetByCallerMagnitudes; // Tag → 基础数值 // 消耗 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|Cost") int32 ManaCost = 20; // 释符消耗法力 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Talisman|Cost") float CooldownSeconds = 3.f; // 释符冷却 }; ``` ### 二、符修五大符系 → GAS GameplayEffect 映射表 | 符系 | 代表符箓 | GAS GE 类型 | 修改的 Attribute | Duration Policy | 关键 SetByCaller Tag | |------|---------|------------|-----------------|-----------------|---------------------| | **攻击符系** | 烈火符 | `GE_Talisman_Fire` (Instant) | `Damage` (临时变量) | Instant | `SetByCaller.FireDamage` | | | 冰封符 | `GE_Talisman_Ice` (HasDuration) | `MoveSpeed` (减速 %) | 5s Duration | `SetByCaller.SlowPercent` | | | 雷击符 | `GE_Talisman_Thunder` (Instant) | `Damage` + `Tough` (削韧) | Instant | `SetByCaller.ThunderDamage` | | **防御符系** | 金刚符 | `GE_Talisman_Barrier` (HasDuration) | `Shield` (+护盾值) | 10s Duration | `SetByCaller.ShieldAmount` | | | 铁壁符 | `GE_Talisman_IronWall` (HasDuration) | `DefensePower` (+%) | 15s Duration | `SetByCaller.DefenseBonus` | | | 净身符 | `GE_Talisman_Cleanse` (Instant) | 移除 `State.Debuff.*` Tag | Instant | — | | **辅助符系** | 神行符 | `GE_Talisman_Speed` (HasDuration) | `MoveSpeed` (+%) | 20s Duration | `SetByCaller.SpeedBonus` | | | 聚灵符 | `GE_Talisman_Meditate` (HasDuration) | `Mana` (回复速率) | 30s Duration | `SetByCaller.ManaRegenRate` | | | 破阵符 | `GE_Talisman_Break` (Instant) | 移除敌方 Buff Tag | Instant | `SetByCaller.DispelCount` | | **诅咒符系** | 虚弱符 | `GE_Talisman_Weaken` (HasDuration) | `AttackPower` (-%敌方) | 8s Duration | `SetByCaller.AttackReduce` | | | 定身符 | `GE_Talisman_Root` (HasDuration) | 施加 `State.CrowdControl.Root` Tag | 3s Duration | `SetByCaller.RootDuration` | | | 噬魂符 | `GE_Talisman_SoulDrain` (HasDuration) | 敌方 `Health` DoT + 自身 `Health` Heal | 6s Duration | `SetByCaller.DrainAmount` | | **阵法符系** | 困龙阵符 | `GE_Talisman_TrapField` (Infinite/HasDuration) | 范围 `MoveSpeed` -80% | 15s 范围 Duration | `SetByCaller.TrapRadius` | | | 万剑阵符 | `GE_Talisman_SwordArray` (Instant × N) | 范围内 N 次 `Damage` 结算 | Instant (周期触发) | `SetByCaller.PerSwordDamage` | | | 回春阵符 | `GE_Talisman_HealField` (Infinite) | 范围内友方 `Health` 持续回复 | UntilCancelled | `SetByCaller.HealPerTick` | ### 三、与现有 GAS Effect 架构的融合 #### 3.1 对接伤害管线 符修攻击符接入现有五段伤害管线(来自 Community 5): ``` 释符(烈火符) │ URPGGameplayAbility::ActivateAbility() ├── 构造 FSkillDamageData │ ├─ SkillDamage = SetByCaller.FireDamage × TierMultiplier │ ├─ SkillToughDamage = SetByCaller.FireDamage × 0.3 │ └─ HitLevel = ERPGHitLevel::LV1(黄纸)~ LV3(玉敕) │ └── ARPGCharacterBase::ReceiveDamageEvent() ├── USDHDamageCaculationSetting::CaculateDamage() │ ├─ 暴击 / 命中 / 闪避 / 防御减伤 │ └─ 输出 { ShieldDamage, ToughDamage, HealthDamage } ├── 优先扣 Shield → 再扣 Tough → 最后扣 Health └── URPGAttributeSet::PostGameplayEffectExecute ``` #### 3.2 符箓充能与释放系统 ```cpp // URPGFuXiuAbilityComponent — 符修专属 ASC 扩展 UCLASS() class URPGFuXiuAbilityComponent : public UActorComponent { // 符箓背包(最多携带 N 张符) UPROPERTY() TArray EquippedTalismans; // 制符(非战斗状态,消耗材料+法力+时间) UFUNCTION(BlueprintCallable) FRPGTalismanEffect CraftTalisman(FName TalismanId, ERPGTalismanTier Tier); // 释符(战斗中触发 GAS GE) UFUNCTION(BlueprintCallable) bool ActivateTalisman(int32 TalismanIndex, AActor* Target = nullptr); // 符箓等级倍率 float GetTierMultiplier(ERPGTalismanTier Tier) const { static const TMap Multipliers = { { ERPGTalismanTier::YellowPaper, 1.0f }, { ERPGTalismanTier::SilverScript, 1.5f }, { ERPGTalismanTier::GoldSeal, 2.2f }, { ERPGTalismanTier::JadeEdict, 3.0f }, }; return Multipliers.FindRef(Tier); } }; ``` #### 3.3 SetByCaller 符箓 Tag 体系 ```cpp // 在 SDHGameTagSettings 中新增符箓专属 SetByCaller Tag namespace RPGSetByCaller { // 攻击符 UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Fire_Damage); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Ice_SlowPercent); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Thunder_Damage); // 防御符 UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Barrier_ShieldAmount); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_IronWall_DefenseBonus); // 辅助符 UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Speed_Bonus); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Meditate_ManaRegen); // 诅咒符 UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Weaken_AttackReduce); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_SoulDrain_Amount); // 阵法符 UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_Trap_Radius); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_SwordArray_PerSwordDamage); UE_DECLARE_GAMEPLAY_TAG_EXTERN(Talisman_HealField_HealPerTick); } ``` ### 四、符箓效果示例:「裂空·雷击符」 ``` 蓝图配置(BP_GE_Talisman_Thunder_Base): Modifiers: ├─ URPGAttributeSet::Damage │ ├─ ModifierOp: Override │ └─ Magnitude: SetByCaller (Tag=Talisman_Thunder_Damage) ├─ URPGAttributeSet::Tough │ ├─ ModifierOp: Add │ └─ Magnitude: SetByCaller (Tag=Talisman_Thunder_Damage) × -0.3 └─ GameplayTag: └─ Grant: State.HitReaction.Stagger(击退硬直) Duration Policy: Instant Damage 计算链: Base Damage = SetByCaller.Talisman_Thunder_Damage (50) × TierMultiplier (黄纸=1.0 / 银篆=1.5 / 金印=2.2 / 玉敕=3.0) × 符修修为加成 (境界 × 0.05) × 当前灵力系数 (Mana/MaxMana × 0.5 + 0.5) 黄纸雷击符 = 50 × 1.0 × 1.0 × 1.0 = 50 伤害 + 15 削韧 玉敕雷击符 = 50 × 3.0 × 2.0 × 1.0 = 300 伤害 + 90 削韧 ``` ### 五、涉及文件清单 | 文件(新建/修改) | 内容 | |------|------| | `Public/Abilities/Talisman/FRTalismanData.h` | **新建**:符箓数据结构、枚举 | | `Public/Abilities/Talisman/URPGFuXiuAbilityComponent.h/.cpp` | **新建**:符修 ASC 扩展组件 | | `Public/Abilities/Talisman/GE_Talisman_*.h` | **新建**:5 类 14 个 GameplayEffect 蓝图基类 | | `Public/Config/SDHGameTagSettings.h` | **修改**:新增 SetByCaller.Talisman_* Tag | | `Public/Character/Attribute/RPGAttributeSet.h` | **不变**:符箓几何修改现有 Health/Shield/Tough/Mana/MoveSpeed/AttackPower/DefensePower 属性 | | `Public/Items/RPGItem.h` | **修改**:新增 `URPGTalismanItem` 物品类型 | | `.trae/documents/01_策划设计/修仙基础概念设定/修仙流派.md` | **修改**:符修独立为独立流派(当前在魔修路径下) | --- ## 附录:关键文件速查 | 缩写 | 全称 | 核心文件位置 | |------|------|------------| | LWS | LivingWorldSystem | `Plugins/RPGGameCore/Source/LivingWorldSystem/` | | GA/GAS | Gameplay Ability System | `Plugins/RPGGameCore/Source/RPGGameplayAbility/` | | ASC | AbilitySystemComponent | `URPGAbilitySystemComponent` | | GE | GameplayEffect | UGameplayEffect 蓝图子类 | | CMC | CharacterMovementComponent | `LCMCharacterMovementComponent` | | ActionPose | 架势(主姿态) | `ELM_ActionPose` 在 `RPGTypes.h:203`,24 个主架势 | | SM | SkillStateMachine | `USkillSMInstance` (LogicDriver) |