From 8152523e10808e2308aac79429cb2bcf8da92d63 Mon Sep 17 00:00:00 2001 From: walkpan Date: Mon, 3 Nov 2025 22:59:56 +0800 Subject: [PATCH] =?UTF-8?q?feat(=E6=88=98=E6=96=97=E7=B3=BB=E7=BB=9F):=20?= =?UTF-8?q?=E5=AE=9E=E7=8E=B0=E5=9F=BA=E4=BA=8E=E6=8A=80=E8=83=BD=E8=B7=9D?= =?UTF-8?q?=E7=A6=BB=E7=9A=84=E6=99=BA=E8=83=BD=E7=A7=BB=E5=8A=A8=E5=92=8C?= =?UTF-8?q?=E6=94=BB=E5=87=BB=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 重构英雄和怪物移动系统,引入技能距离缓存机制 在HeroAttrsComp中添加技能距离缓存管理 修改HeroSkillsComp以支持技能距离计算 更新移动系统使用技能距离判断攻击时机和停止位置 调整怪物配置统一使用水球技能 --- assets/script/game/common/config/SkillSet.ts | 2 +- assets/script/game/common/config/heroSet.ts | 30 ++--- assets/script/game/hero/Hero.ts | 2 +- assets/script/game/hero/HeroAttrsComp.ts | 54 +++++++++ assets/script/game/hero/HeroMove.ts | 66 ++++++++++- assets/script/game/hero/HeroSkills.ts | 110 ++++++++++++++++++- assets/script/game/hero/Mon.ts | 2 +- assets/script/game/hero/MonMove.ts | 66 ++++++++++- assets/script/game/hero/SACastSystem.ts | 28 +++++ 9 files changed, 333 insertions(+), 27 deletions(-) diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index b5e19716..c03238af 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -162,7 +162,7 @@ export const SkillSet: Record = { }, 6005: { uuid:6005,name:"水球",sp_name:"m_water_ball_1",icon:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.MAGE, - ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,dis:360,ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, + ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:0,with:90,dis:360,ready:8001,EAnm:0,DAnm:9001,RType:RType.linear,EType:EType.collision, buffs:[],neAttrs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧", }, diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index aa6e87a5..09c8ab4e 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -138,61 +138,61 @@ export const HeroInfo: Record = { //怪物 5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:1,hp:30,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6001], + type:HType.warrior,lv:1,hp:30,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6005], buff:[],tal:[],info:"普通怪物-战士型"}, 5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.remote,lv:1,hp:20,mp:100,map:10,def:5,mdef:0,ap:5,dis:350,speed:150,skills:[6001], + type:HType.remote,lv:1,hp:20,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:150,skills:[6005], buff:[],tal:[],info:"普通怪物-战士型"}, 5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:1,hp:60,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6001], + type:HType.warrior,lv:1,hp:60,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6005], buff:[],tal:[],info:"普通怪物-战士型"}, // 1. 基础近战型 5204:{uuid:5204,name:"蝙蝠",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:1,hp:28,mp:100,map:10,def:2,mdef:0,ap:6,dis:90,speed:125,skills:[6001], + type:HType.warrior,lv:1,hp:28,mp:100,map:10,def:2,mdef:0,ap:6,dis:90,speed:125,skills:[6005], buff:[],tal:[],info:"基础近战型:直接向玩家移动,接触造成伤害;中速、低血、数量多"}, 5205:{uuid:5205,name:"骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:1,hp:35,mp:100,map:10,def:3,mdef:0,ap:7,dis:90,speed:120,skills:[6001], + type:HType.warrior,lv:1,hp:35,mp:100,map:10,def:3,mdef:0,ap:7,dis:90,speed:120,skills:[6005], buff:[],tal:[],info:"基础近战型:直接向玩家移动,接触造成伤害;中速、低血、数量多"}, // 2. 快速突击型 5206:{uuid:5206,name:"石像鬼",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.assassin,lv:1,hp:26,mp:100,map:10,def:3,mdef:0,ap:8,dis:120,speed:180,skills:[6001], + type:HType.assassin,lv:1,hp:26,mp:100,map:10,def:3,mdef:0,ap:8,dis:80,speed:180,skills:[6005], buff:[],tal:[],info:"快速突击型:高速直线冲锋,接触伤害;高速、低血、成群出现"}, 5207:{uuid:5207,name:"快速骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.assassin,lv:1,hp:22,mp:100,map:10,def:2,mdef:0,ap:7,dis:120,speed:200,skills:[6001], + type:HType.assassin,lv:1,hp:22,mp:100,map:10,def:2,mdef:0,ap:7,dis:80,speed:200,skills:[6005], buff:[],tal:[],info:"快速突击型:高速直线冲锋,接触伤害;高速、低血、成群出现"}, // 3. 重型坦克型 5208:{uuid:5208,name:"大型骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:1,hp:140,mp:100,map:10,def:10,mdef:0,ap:10,dis:90,speed:85,skills:[6001], + type:HType.warrior,lv:1,hp:140,mp:100,map:10,def:10,mdef:0,ap:10,dis:90,speed:85,skills:[6005], buff:[],tal:[],info:"重型坦克型:缓慢逼近,高血量,中等伤害"}, 5209:{uuid:5209,name:"树人",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:1,hp:160,mp:100,map:10,def:12,mdef:0,ap:12,dis:90,speed:80,skills:[6001], + type:HType.warrior,lv:1,hp:160,mp:100,map:10,def:12,mdef:0,ap:12,dis:90,speed:80,skills:[6005], buff:[],tal:[],info:"重型坦克型:缓慢逼近,高血量,中等伤害"}, // 4. 远程骚扰型 5210:{uuid:5210,name:"骷髅弓手",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.remote,lv:1,hp:60,mp:100,map:8,def:4,mdef:0,ap:12,dis:450,speed:110,skills:[6005], + type:HType.remote,lv:1,hp:60,mp:100,map:8,def:4,mdef:0,ap:12,dis:80,speed:110,skills:[6005], buff:[],tal:[],info:"远程骚扰型:保持距离发射箭矢,逼迫玩家走位"}, 5211:{uuid:5211,name:"法师骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.mage,lv:1,hp:55,mp:100,map:25,def:4,mdef:5,ap:10,dis:400,speed:105,skills:[6005], + type:HType.mage,lv:1,hp:55,mp:100,map:25,def:4,mdef:5,ap:10,dis:80,speed:105,skills:[6005], buff:[],tal:[],info:"远程骚扰型:保持距离释放法术弹幕,逼迫玩家走位"}, // 5. 特殊机制型 5212:{uuid:5212,name:"炸弹骷髅",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.assassin,lv:1,hp:30,mp:100,map:10,def:3,mdef:0,ap:25,dis:100,speed:130,skills:[6001], + type:HType.assassin,lv:1,hp:30,mp:100,map:10,def:3,mdef:0,ap:25,dis:100,speed:130,skills:[6005], buff:[],tal:[],info:"特殊机制:接近玩家后自爆造成高额伤害,需优先击杀"}, // 6. 精英/BOSS型 5213:{uuid:5213,name:"亡灵领主(精英)",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.warrior,lv:3,hp:200,mp:100,map:20,def:10,mdef:5,ap:20,dis:100,speed:110,skills:[6001], + type:HType.warrior,lv:3,hp:200,mp:100,map:20,def:10,mdef:5,ap:20,dis:100,speed:110,skills:[6005], buff:[],tal:[],info:"精英/BOSS:高血量与独特机制,波次高潮与重要经验来源"}, // 5. 特殊机制扩展 @@ -204,13 +204,13 @@ export const HeroInfo: Record = { // 治疗者:为周围怪物回血(此处以提升治疗效果和生命回复为基础被动) // Attrs.HEAL_EFFECT=5 (RATIO=1),Attrs.HP_REGEN=3 (VALUE=0) 5215:{uuid:5215,name:"祭司(治疗者)",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.support,lv:1,hp:100,mp:160,map:18,def:5,mdef:8,ap:6,dis:350,speed:105,skills:[6005], + type:HType.support,lv:1,hp:100,mp:160,map:18,def:5,mdef:8,ap:6,dis:90,speed:105,skills:[6005], buff:[],tal:[],info:"特殊机制:为周围怪物提供治疗增益与持续回复"}, // 光环怪:为周围怪物提供增益(此处以Buff效果提升与移动速度提升为基础被动) // Attrs.BUFF_UP=60 (RATIO=1),Attrs.SPEED=63 (RATIO=1) 5216:{uuid:5216,name:"光环幽灵(光环怪)",path:"mo1", fac:FacSet.MON, kind:1,as:1.5, - type:HType.support,lv:1,hp:85,mp:140,map:15,def:4,mdef:7,ap:7,dis:350,speed:110,skills:[6005], + type:HType.support,lv:1,hp:85,mp:140,map:15,def:4,mdef:7,ap:7,dis:90,speed:110,skills:[6005], buff:[],tal:[],info:"特殊机制:为周围怪物提供增益光环,加速与增益效果强化"}, }; \ No newline at end of file diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index b7ed2f18..4d183453 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -74,7 +74,7 @@ export class Hero extends ecs.Entity { model.is_master = true; // ✅ 初始化技能数据(迁移到 HeroSkillsComp) - skillsComp.initSkills(hero.skills,uuid); + skillsComp.initSkills(hero.skills, uuid, this); // 设置基础属性 model.base_ap = hero.ap; diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index c1848efc..c24626d6 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -4,6 +4,7 @@ import { smc } from "../common/SingletonModuleComp"; import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs"; import { BuffConf, SkillSet } from "../common/config/SkillSet"; import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet"; +import { HeroSkillsComp } from "./HeroSkills"; @ecs.register('HeroAttrs') @@ -33,6 +34,10 @@ export class HeroAttrsComp extends ecs.Comp { Attrs: any = []; // 最终属性数组(经过Buff计算后) NeAttrs: any = []; // 负面状态数组 + // ==================== 技能距离缓存 ==================== + maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响) + minSkillDistance: number = 0; // 最近技能攻击距离(缓存,不受MP影响,用于停止位置判断) + // ==================== Buff/Debuff 系统 ==================== /** 持久型buff数组 - 不会自动过期 */ BUFFS: Record> = {}; @@ -347,6 +352,41 @@ export class HeroAttrsComp extends ecs.Comp { return this.NeAttrs[NeAttrs.IN_FROST]?.time > 0; } + // ==================== 技能距离缓存管理 ==================== + /** + * 更新技能距离缓存 + * 在技能初始化、新增技能、MP变化时调用 + * @param skillsComp 技能组件 + */ + public updateSkillDistanceCache(skillsComp: HeroSkillsComp): void { + if (!skillsComp) { + this.maxSkillDistance = 0; + this.minSkillDistance = 0; + return; + } + + // 最远距离使用当前MP可施放的技能 + this.maxSkillDistance = skillsComp.getMaxSkillDistance(this.mp); + // 最近距离使用所有技能中的最小距离,不考虑MP限制,用于停止位置判断 + this.minSkillDistance = skillsComp.getAbsoluteMinSkillDistance(); + } + + /** + * 获取缓存的最远技能攻击距离 + * @returns 最远攻击距离 + */ + public getCachedMaxSkillDistance(): number { + return this.maxSkillDistance; + } + + /** + * 获取缓存的最近技能攻击距离 + * @returns 最近攻击距离 + */ + public getCachedMinSkillDistance(): number { + return this.minSkillDistance; + } + reset() { @@ -370,6 +410,9 @@ export class HeroAttrsComp extends ecs.Comp { this.NeAttrs = []; this.BUFFS = {}; this.BUFFS_TEMP = {}; + // 重置技能距离缓存 + this.maxSkillDistance = 0; + this.minSkillDistance = 0; this.is_dead = false; this.is_count_dead = false; this.is_atking = false; @@ -457,6 +500,9 @@ export class HeroAttrSystem extends ecs.ComblockSystem // 1. 更新临时 Buff/Debuff(时间递减,过期自动移除) model.updateTemporaryBuffsDebuffs(this.dt); + // 记录MP变化前的值 + const oldMp = model.mp; + if(this.timer.update(this.dt)){ // 2. HP/MP 自然回复(业务规则) model.mp += HeroUpSet.MP @@ -471,6 +517,14 @@ export class HeroAttrSystem extends ecs.ComblockSystem model.hp = model.Attrs[Attrs.HP_MAX]; } + // 4. 如果MP发生变化,更新最大技能距离缓存(最小距离不受MP影响) + if (model.mp !== oldMp) { + const skillsComp = e.get(HeroSkillsComp); + if (skillsComp) { + model.updateSkillDistanceCache(skillsComp); + } + } + // 每 60 帧输出一次统计 this.frameCount++; if (this.frameCount % 60 === 0 && this.entityCount === 1) { diff --git a/assets/script/game/hero/HeroMove.ts b/assets/script/game/hero/HeroMove.ts index c1fdb56f..80653079 100644 --- a/assets/script/game/hero/HeroMove.ts +++ b/assets/script/game/hero/HeroMove.ts @@ -1,6 +1,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { HeroViewComp } from "./HeroViewComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; +import { HeroSkillsComp } from "./HeroSkills"; import { smc } from "../common/SingletonModuleComp"; import { FacSet } from "../common/config/GameSet"; import { HType } from "../common/config/heroSet"; @@ -30,7 +31,7 @@ export class HeroMoveComp extends ecs.Comp { @ecs.register('HeroMoveSystem') export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { - return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp); + return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp, HeroSkillsComp); } update(e: ecs.Entity) { @@ -44,8 +45,10 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd if (model.fac !== FacSet.HERO) return; if (!move.moving) return; - const shouldStop = this.checkEnemiesInFace(e); - model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]); + const shouldStopInFace = this.checkEnemiesInFace(e); + const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e); + const shouldStop = shouldStopInFace || shouldStopAtMinRange; + model.is_atking = this.checkEnemiesInSkillRange(e); // 更新渲染层级 this.updateRenderOrder(e); @@ -236,6 +239,36 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd return found; } + /** 检测技能攻击范围内敌人 */ + private checkEnemiesInSkillRange(entity: ecs.Entity): boolean { + const currentView = entity.get(HeroViewComp); + const heroAttrs = entity.get(HeroAttrsComp); + + if (!currentView || !currentView.node || !heroAttrs) return false; + + const currentPos = currentView.node.position; + const team = heroAttrs.fac; + + // 使用缓存的最远技能攻击距离判断攻击时机 + const maxSkillDistance = heroAttrs.getCachedMaxSkillDistance(); + if (maxSkillDistance === 0) return false; + + let found = false; + ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { + const model = e.get(HeroAttrsComp); + const view = e.get(HeroViewComp); + if (!view || !view.node) return false; + const distance = Math.abs(currentPos.x - view.node.position.x); + if (model.fac !== team && !model.is_dead) { + if (distance <= maxSkillDistance) { + found = true; + return true; + } + } + }); + return found; + } + /** 更新渲染层级 */ private updateRenderOrder(entity: ecs.Entity) { const currentView = entity.get(HeroViewComp); @@ -283,4 +316,31 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd return distance < occupationRange; // 如果距离小于占用范围,认为被占用 }); } + + /** 检查是否应该基于最近技能距离停止移动 */ + private shouldStopAtMinSkillRange(entity: ecs.Entity): boolean { + const currentView = entity.get(HeroViewComp); + const heroAttrs = entity.get(HeroAttrsComp); + + if (!currentView || !currentView.node || !heroAttrs) return false; + + const currentPos = currentView.node.position; + const team = heroAttrs.fac; + + // 使用缓存的最近技能攻击距离 + const minSkillDistance = heroAttrs.getCachedMinSkillDistance(); + if (minSkillDistance === 0) return false; + + // 检查是否有敌人在最近技能距离内 + return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { + const model = e.get(HeroAttrsComp); + const view = e.get(HeroViewComp); + if (!view || !view.node) return false; + const distance = Math.abs(currentPos.x - view.node.position.x); + if (model.fac !== team && !model.is_dead) { + return distance <= minSkillDistance; + } + return false; + }); + } } \ No newline at end of file diff --git a/assets/script/game/hero/HeroSkills.ts b/assets/script/game/hero/HeroSkills.ts index 0a45e056..ead4cfa5 100644 --- a/assets/script/game/hero/HeroSkills.ts +++ b/assets/script/game/hero/HeroSkills.ts @@ -14,6 +14,7 @@ export interface SkillSlot { cd_max: number; // 最大CD时间 cost: number; // MP消耗 level: number; // 技能等级(预留) + dis: number; // 攻击距离 } /** @@ -41,8 +42,10 @@ export class HeroSkillsComp extends ecs.Comp { /** * 初始化技能列表 * @param sUuids 技能配置ID数组 + * @param uuid 英雄UUID + * @param entity 实体对象(用于更新技能距离缓存) */ - initSkills(sUuids: number[], uuid: number) { + initSkills(sUuids: number[], uuid: number, entity?: ecs.Entity) { this.skills = []; for (let i = 0; i < sUuids.length; i++) { const s_uuid = sUuids[i]; @@ -59,14 +62,25 @@ export class HeroSkillsComp extends ecs.Comp { cd_max: cdMax, cost: config.cost, level: 1, + dis: Number(config.dis), }; } + + // 更新技能距离缓存 + if (entity) { + const attrsComp = entity.get(HeroAttrsComp); + if (attrsComp) { + attrsComp.updateSkillDistanceCache(this); + } + } } /** * 添加单个技能 + * @param s_uuid 技能配置ID + * @param entity 实体对象(用于更新技能距离缓存) */ - addSkill(s_uuid: number) { + addSkill(s_uuid: number, entity?: ecs.Entity) { const config = SkillSet[s_uuid]; if (!config) { console.warn(`[HeroSkills] 技能配置不存在: ${s_uuid}`); @@ -77,8 +91,17 @@ export class HeroSkillsComp extends ecs.Comp { cd: 0, cd_max: config.cd, cost: config.cost, - level: 1 + level: 1, + dis: Number(config.dis), }; + + // 更新技能距离缓存 + if (entity) { + const attrsComp = entity.get(HeroAttrsComp); + if (attrsComp) { + attrsComp.updateSkillDistanceCache(this); + } + } } /** @@ -156,6 +179,87 @@ export class HeroSkillsComp extends ecs.Comp { return ready; } + /** + * 检查技能攻击距离是否足够 + * @param s_uuid 技能配置ID + * @param distance 目标距离 + * @returns 是否在攻击范围内 + */ + canReachTarget(s_uuid: number, distance: number): boolean { + const skill = this.getSkill(s_uuid); + if (!skill) { + return false; + } + return distance <= skill.dis; + } + + /** + * 获取技能的攻击距离 + * @param s_uuid 技能配置ID + * @returns 攻击距离,如果技能不存在返回0 + */ + getSkillDistance(s_uuid: number): number { + const skill = this.getSkill(s_uuid); + return skill ? skill.dis : 0; + } + + /** + * 获取可施放技能中的最远攻击距离 + * @param mp 当前MP值 + * @returns 最远攻击距离,如果没有可用技能返回0 + */ + getMaxSkillDistance(mp: number): number { + const readySkills = this.getReadySkills(mp); + if (readySkills.length === 0) return 0; + + let maxDistance = 0; + for (const s_uuid of readySkills) { + const skill = this.getSkill(s_uuid); + if (skill && skill.dis > maxDistance) { + maxDistance = skill.dis; + } + } + return maxDistance; + } + + /** + * 获取可施放技能中的最近攻击距离 + * @param mp 当前MP值 + * @returns 最近攻击距离,如果没有可用技能返回0 + */ + getMinSkillDistance(mp: number): number { + const readySkills = this.getReadySkills(mp); + if (readySkills.length === 0) return 0; + + let minDistance = Number.MAX_VALUE; + for (const s_uuid of readySkills) { + const skill = this.getSkill(s_uuid); + if (skill && skill.dis < minDistance) { + minDistance = skill.dis; + } + } + return minDistance === Number.MAX_VALUE ? 0 : minDistance; + } + + /** + * 获取所有技能中的最小攻击距离(不考虑MP限制) + * 用于移动停止判断,让英雄在合适位置等待回蓝 + * @returns 最小攻击距离,如果没有技能返回0 + */ + getAbsoluteMinSkillDistance(): number { + const skillIds = Object.keys(this.skills).map(Number); + if (skillIds.length === 0) return 0; + + let minDistance = Number.MAX_VALUE; + for (const s_uuid of skillIds) { + const skill = this.getSkill(s_uuid); + if (skill && skill.dis < minDistance) { + minDistance = skill.dis; + } + } + return minDistance === Number.MAX_VALUE ? 0 : minDistance; + } + reset() { this.skills = {}; } diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index 838c88d7..12113faf 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -88,7 +88,7 @@ export class Monster extends ecs.Entity { model.Attrs[Attrs.DIS] = hero.dis; // ✅ 初始化技能数据(迁移到 HeroSkillsComp) - skillsComp.initSkills(hero.skills,uuid); + skillsComp.initSkills(hero.skills, uuid, this); this.add(view); oops.message.dispatchEvent("monster_load",this) diff --git a/assets/script/game/hero/MonMove.ts b/assets/script/game/hero/MonMove.ts index 281e3c94..e1946963 100644 --- a/assets/script/game/hero/MonMove.ts +++ b/assets/script/game/hero/MonMove.ts @@ -1,6 +1,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { HeroViewComp } from "./HeroViewComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; +import { HeroSkillsComp } from "./HeroSkills"; import { smc } from "../common/SingletonModuleComp"; import { FacSet, IndexSet } from "../common/config/GameSet"; import { Attrs } from "../common/config/HeroAttrs"; @@ -32,7 +33,7 @@ export class MonMoveComp extends ecs.Comp { @ecs.register('MonMoveSystem') export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { - return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp); + return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp, HeroSkillsComp); } update(e: ecs.Entity) { @@ -46,8 +47,10 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda if (model.fac !== FacSet.MON) return; if (!move.moving) return; - const shouldStop = this.checkEnemiesInFace(e); - model.is_atking = this.checkEnemiesInRange(e, model.Attrs[Attrs.DIS]); + const shouldStopInFace = this.checkEnemiesInFace(e); + const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e); + const shouldStop = shouldStopInFace || shouldStopAtMinRange; + model.is_atking = this.checkEnemiesInSkillRange(e); // 🔥 移除渲染层级更新:各线路固定,后召唤的天然层级更高,无需动态调整 @@ -110,6 +113,36 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda return found; } + /** 检测技能攻击范围内敌人 */ + private checkEnemiesInSkillRange(entity: ecs.Entity): boolean { + const currentView = entity.get(HeroViewComp); + const heroAttrs = entity.get(HeroAttrsComp); + + if (!currentView || !currentView.node || !heroAttrs) return false; + + const currentPos = currentView.node.position; + const team = heroAttrs.fac; + + // 使用缓存的最远技能攻击距离判断攻击时机 + const maxSkillDistance = heroAttrs.getCachedMaxSkillDistance(); + if (maxSkillDistance === 0) return false; + + let found = false; + ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { + const model = e.get(HeroAttrsComp); + const view = e.get(HeroViewComp); + if (!view || !view.node) return false; + const distance = Math.abs(currentPos.x - view.node.position.x); + if (model.fac !== team && !model.is_dead) { + if (distance <= maxSkillDistance) { + found = true; + return true; + } + } + }); + return found; + } + /** 检测面前是否有敌人 */ private checkEnemiesInFace(entity: ecs.Entity): boolean { const currentView = entity.get(HeroViewComp); @@ -132,4 +165,31 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda }); return found; } + + /** 检查是否应该基于最近技能距离停止移动 */ + private shouldStopAtMinSkillRange(entity: ecs.Entity): boolean { + const currentView = entity.get(HeroViewComp); + const heroAttrs = entity.get(HeroAttrsComp); + + if (!currentView || !currentView.node || !heroAttrs) return false; + + const currentPos = currentView.node.position; + const team = heroAttrs.fac; + + // 使用缓存的最近技能攻击距离 + const minSkillDistance = heroAttrs.getCachedMinSkillDistance(); + if (minSkillDistance === 0) return false; + + // 检查是否有敌人在最近技能距离内 + return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { + const model = e.get(HeroAttrsComp); + const view = e.get(HeroViewComp); + if (!view || !view.node) return false; + const distance = Math.abs(currentPos.x - view.node.position.x); + if (model.fac !== team && !model.is_dead) { + return distance <= minSkillDistance; + } + return false; + }); + } } \ No newline at end of file diff --git a/assets/script/game/hero/SACastSystem.ts b/assets/script/game/hero/SACastSystem.ts index cd89cf1b..08227330 100644 --- a/assets/script/game/hero/SACastSystem.ts +++ b/assets/script/game/hero/SACastSystem.ts @@ -54,6 +54,9 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat const config = SkillSet[skill.s_uuid]; if (!config || config.SType !== SType.damage) continue; + // 检查是否有敌人在技能攻击范围内 + if (!this.hasEnemyInSkillRange(heroView, heroAttrs, skill.dis)) continue; + // ✅ 开始执行施法 this.startCast(e,skill); @@ -276,6 +279,31 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat return allies; } + + /** + * 检查技能攻击范围内是否有敌人 + */ + private hasEnemyInSkillRange(heroView: HeroViewComp, heroAttrs: HeroAttrsComp, skillDistance: number): boolean { + if (!heroView || !heroView.node) return false; + + const currentPos = heroView.node.position; + const team = heroAttrs.fac; + + let found = false; + ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { + const model = e.get(HeroAttrsComp); + const view = e.get(HeroViewComp); + if (!view || !view.node) return false; + const distance = Math.abs(currentPos.x - view.node.position.x); + if (model.fac !== team && !model.is_dead) { + if (distance <= skillDistance) { + found = true; + return true; + } + } + }); + return found; + } } \ No newline at end of file