refactor(monster): 重构移动组件体系,统一英雄与怪物移动逻辑
1. 删除废弃的 MonMoveComp,将功能合并到 MoveComp 中 2. 移除 MissionComp 中冗余的怪物最大数量配置计算 3. 优化英雄站位分配逻辑,近战优先靠前站位 4. 统一移动系统的边界约束与渲染排序逻辑 5. 清理 Hero.ts 中未使用的导入项
This commit is contained in:
@@ -1,26 +1,31 @@
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/**
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* @file MoveComp.ts
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* @description 统一移动组件与系统(英雄 + 怪物)
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*
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* 核心规则:
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* 1. 准备阶段:双方原地待命,不推进不索敌。
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* 2. 战斗阶段:双方向最近敌人推进,进入攻击范围(model.dis)后停止移动并攻击。
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* 3. 场上无敌人:停止移动(战斗结束,由 MissionComp 进入结算)。
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* 4. 击退/位移不会把单位推出屏幕:HERO 不越过 BoxSet.LETF_END,MON 不越过 BoxSet.RIGHT_END。
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* 5. 推进方向无上限限制,直到接触敌人或抵达敌方边界。
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*/
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { HeroDisVal, HType, HRole } from "../common/config/heroSet";
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import { BoxCollider2D, Node } from "cc";
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import { MonMoveComp } from "./MonMoveComp";
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import { Node } from "cc";
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@ecs.register('MoveComp')
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export class MoveComp extends ecs.Comp {
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/** 朝向:1=向右,-1=向左 */
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/** 朝向:1=向右(HERO),-1=向左(MON),由系统根据 fac 自动维护 */
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direction: number = 1;
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/** 当前移动目标 X(战斗/回位都会更新) */
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/** 当前移动目标 X */
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targetX: number = 0;
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/** 是否允许移动(出生落地前会短暂关闭) */
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moving: boolean = true;
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/** 预留:目标 Y(当前逻辑主要使用 baseY 锁定地平线) */
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targetY: number = 0;
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/** 角色所属车道的地平线 Y,移动时强制贴地 */
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/** 站位基准 Y,移动时强制贴地 */
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baseY: number = 0;
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/** 预留:车道索引 */
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lane: number = 0;
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/** 出生序,用于同条件渲染排序稳定 */
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spawnOrder: number = 0;
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@@ -28,68 +33,20 @@ export class MoveComp extends ecs.Comp {
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this.direction = 1;
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this.targetX = 0;
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this.moving = true;
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this.targetY = 0;
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this.baseY = 0;
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this.lane = 0;
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this.spawnOrder = 0;
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}
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}
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interface MoveFacConfig {
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/** 阵营可前进边界(靠近敌方一侧) */
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moveFrontX: number;
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/** 阵营可后退边界(靠近己方一侧) */
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moveBackX: number;
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/** 被逼退时前侧安全边界 */
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retreatFrontX: number;
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/** 被逼退时后侧安全边界 */
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retreatBackX: number;
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}
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@ecs.register('MoveSystem')
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export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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private readonly heroFrontAnchorX = -200;
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private readonly monFrontAnchorX = 0;
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/** 常规同阵营横向最小间距(英雄) */
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private readonly heroAllySpacingX = 100;
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/** 常规同阵营横向最小间距(怪物) */
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private readonly monAllySpacingX = 75;
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/** 纵向判定为同排的最大 Y 差 */
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private readonly minSpacingY = 30;
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/** 渲染层级重排节流,避免每帧排序 */
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private readonly renderSortInterval = 0.05;
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private lastRenderSortAt = 0;
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private heroMoveMatcher: ecs.IMatcher | null = null;
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private heroViewMatcher: ecs.IMatcher | null = null;
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private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
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private renderEntryCount = 0;
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/**
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* 阵营可移动边界配置。
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* HERO 在左侧出生并向右推进;MON 在右侧出生并向左推进。
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*/
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private readonly facConfigs: Record<number, MoveFacConfig> = {
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[FacSet.HERO]: {
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moveFrontX: 999999,
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moveBackX: -999999,
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retreatFrontX: 999999,
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retreatBackX: -999999,
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},
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[FacSet.MON]: {
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moveFrontX: -999999,
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moveBackX: 999999,
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retreatFrontX: -999999,
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retreatBackX: 999999,
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}
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};
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private getHeroMoveMatcher(): ecs.IMatcher {
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if (!this.heroMoveMatcher) {
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this.heroMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp);
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}
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return this.heroMoveMatcher;
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}
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private getHeroViewMatcher(): ecs.IMatcher {
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if (!this.heroViewMatcher) {
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this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
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@@ -109,52 +66,49 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const move = e.get(MoveComp);
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const view = e.get(HeroViewComp);
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if (!model || !move || !view || !view.node) return;
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if (model.fac !== FacSet.HERO) return; // 只处理英雄移动
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if (!move.moving) return;
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if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost()) {
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/** 关卡阶段性冻结怪物行为 */
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if (smc.mission.stop_mon_action && model.fac === FacSet.MON) {
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this.clearCombatTarget(model);
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view.status_change("idle");
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return;
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}
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/** 死亡/复活/控制状态:停止移动与索敌 */
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if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost() || model.isStun()) {
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this.clearCombatTarget(model);
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if (!model.is_reviving) view.status_change("idle");
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return;
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}
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// 1. 获取全局排位目标
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const slot = this.getGlobalFormationSlot(e, model);
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move.baseY = slot.targetY;
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move.targetX = slot.targetX;
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// 2. 平滑 Y 轴换路(不分阶段,立即响应编队变化)
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let isChangingLane = false;
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if (Math.abs(view.node.position.y - move.baseY) > 2) {
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const currentY = view.node.position.y;
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const deltaY = move.baseY - currentY;
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const step = 400 * this.dt; // 换路速度
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const newY = currentY + Math.sign(deltaY) * Math.min(Math.abs(deltaY), step);
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view.node.setPosition(view.node.position.x, newY, 0);
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isChangingLane = true;
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} else {
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/** 所有移动都锁定在 baseY,避免出现“漂移” */
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if (view.node.position.y !== move.baseY) {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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// 渲染层级重排
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this.updateRenderOrder();
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/** 准备阶段:双方原地待命,不推进不索敌 */
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if (!smc.mission.in_fight) {
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this.clearCombatTarget(model);
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model.is_atking = false;
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if (view.status !== "atk") view.status_change("idle");
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return;
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}
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/** 战斗阶段:索敌并推进 */
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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/** 有敌人:进入战斗位移逻辑(立即向编队目标移动) */
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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this.syncCombatTarget(model, view, nearestEnemy);
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} else {
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/** 无敌人:清目标并回归编队站位 */
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/** 无敌人:停止移动,等待战斗结束结算 */
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this.clearCombatTarget(model);
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this.moveToSlot(view, move, model, move.targetX);
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model.is_atking = false;
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if (view.status !== "atk") view.status_change("idle");
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}
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// 如果只在 Y 轴移动,也要播放 move 动画
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if (isChangingLane && view.status !== "move" && view.status !== "atk") {
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view.status_change("move");
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}
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/** 渲染层级重排(双阵营统一处理) */
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this.updateRenderOrder();
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}
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private clearCombatTarget(model: HeroAttrsComp): void {
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@@ -182,300 +136,53 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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return dist <= attackRange;
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}
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private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
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switch (rangeType) {
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case HType.Melee:
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this.processMeleeLogic(e, move, view, model, enemy);
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break;
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case HType.Mid:
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this.processMidLogic(e, move, view, model, enemy);
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break;
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case HType.Long:
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this.processLongLogic(e, move, view, model, enemy);
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break;
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default:
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this.processMidLogic(e, move, view, model, enemy); // 默认中程
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break;
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}
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}
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/**
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* 近战交战:怪物进入警戒线(ALERT_RANGE_X)内才向右推进迎敌,
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* 贴近到固定接触距离后停下攻击;警戒线外则退回后方编队位待命。
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* Why: 近战手短需主动逼近,但无威胁时不应孤军前压暴露阵型;
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* 停止判定用固定接触距离(非攻击距离 dis),
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* 使英雄进入攻击范围后仍继续贴近,直到贴上目标才站稳输出。
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* 怪物 y 与英雄同在 GAME_LINE 附近(微调也在攻击范围内),无需管 Y 轴。
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* 战斗位移:向最近敌人推进,进入攻击范围后停止。
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* 推进无上限限制,但击退/位移受阵营后退边界保护。
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*/
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private processMeleeLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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if (!enemy?.node) {
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this.processFormationCombat(e, move, view, model);
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return;
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}
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private processCombatLogic(_e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const selfX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(selfX - enemyX);
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// 已贴近到固定接触距离:停下攻击
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if (dist <= MoveSystem.MELEE_ENGAGE_X) {
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const attackRange = model.dis;
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const inRange = dist <= attackRange;
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if (inRange) {
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/** 进入攻击范围:停止移动,进入攻击状态,由 SCastSystem 负责技能释放 */
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model.is_atking = true;
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if (view.status !== "atk") view.status_change("idle");
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return;
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}
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// 怪物在警戒线之外:不主动迎敌,退回后方编队位待命
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if (dist > MoveSystem.MELEE_ALERT_X) {
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this.clearCombatTarget(model);
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this.moveToSlot(view, move, model, move.targetX);
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const dir = enemyX > selfX ? 1 : -1;
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view.scale = dir;
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if (view.status === "move") {
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view.status_change("idle");
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}
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} else {
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/** 未接触:向敌人方向推进 */
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model.is_atking = false;
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return;
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const dir = enemyX > selfX ? 1 : -1;
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move.direction = dir;
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const speed = model.speed / 3;
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const delta = speed * this.dt * dir;
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let newX = selfX + delta;
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/** 后退边界钳制:防止被击退/位移推出屏幕 */
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newX = this.clampByFacBoundary(newX, model.fac);
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if (Math.abs(newX - selfX) >= 0.01) {
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view.node.setPosition(newX, view.node.position.y, 0);
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view.status_change("move");
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}
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}
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// 警戒线内未贴近:向怪物方向推进(攻击范围内也继续移动),于接触距离处停下
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const dir = enemyX > selfX ? 1 : -1;
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move.direction = dir;
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// 终止点取接触距离与推进上限的较小者,防止越过 150 继续追击
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let stopX = Math.min(enemyX - dir * MoveSystem.MELEE_ENGAGE_X, MoveSystem.HERO_ADVANCE_LIMIT_X);
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// 同阵营最小间距约束:防止近战推进时穿越前方队友
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stopX = this.clampAllySpacing(e, view, move, model, stopX);
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const speed = model.speed / 3;
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this.moveEntity(view, dir, speed, stopX);
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model.is_atking = false;
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}
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private processMidLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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this.processFormationCombat(e, move, view, model);
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}
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private processLongLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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this.processFormationCombat(e, move, view, model);
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}
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private processFormationCombat(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
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this.moveToSlot(view, move, model, move.targetX);
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model.is_atking = true;
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}
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private getGlobalFormationSlot(self: ecs.Entity, model: HeroAttrsComp): { targetX: number, targetY: number } {
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const allAllies: ecs.Entity[] = [];
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ecs.query(this.getHeroMoveMatcher()).forEach(e => {
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const attrs = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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const move = e.get(MoveComp);
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if (!attrs || !view?.node || !move) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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if (attrs.fac !== model.fac) return;
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allAllies.push(e);
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});
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allAllies.sort((a, b) => {
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const attrsA = a.get(HeroAttrsComp);
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const attrsB = b.get(HeroAttrsComp);
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const priorityA = attrsA ? this.getFormationPriority(attrsA) : 0;
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const priorityB = attrsB ? this.getFormationPriority(attrsB) : 0;
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if (priorityA !== priorityB) return priorityB - priorityA;
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const lvA = attrsA?.lv ?? 1;
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const lvB = attrsB?.lv ?? 1;
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if (lvA !== lvB) return lvB - lvA;
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const moveA = a.get(MoveComp);
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const moveB = b.get(MoveComp);
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const orderA = moveA?.spawnOrder ?? 0;
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const orderB = moveB?.spawnOrder ?? 0;
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if (orderA !== orderB) return orderA - orderB;
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return a.eid - b.eid;
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});
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// allAllies 按优先级降序(索引 0 = 最高优先级 = 最靠右/最先接敌),
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// 反转为"从左侧起的排位"后再分配 X:最高优先级 → 最右
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const priorityRank = Math.max(0, allAllies.findIndex(entity => entity === self));
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const rankFromLeft = allAllies.length - 1 - priorityRank;
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const targetX = this.calcSlotX(rankFromLeft, allAllies.length);
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return { targetX, targetY: BoxSet.GAME_LINE };
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}
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// ==================== 编队站位(方案 A:单行横向分布) ====================
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/** 编队左端起点(最靠后/最后接敌) */
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private static readonly FORMATION_LEFT_X = -320;
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/** 编队右端终点(最靠前/最先接敌) */
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private static readonly FORMATION_RIGHT_X = 100;
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/** 固定步进间距(人数较少时按此从左侧逐位右排) */
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private static readonly FORMATION_STEP_X = 60;
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/** 近战贴近怪物的固定接触距离:小于攻击距离 dis,使英雄进攻击范围后仍继续贴近到此间距才停 */
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private static readonly MELEE_ENGAGE_X = 60;
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/** 近战警戒线:怪物进入该距离内才主动向右推进迎敌,否则退回后方编队位待命 */
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private static readonly MELEE_ALERT_X = 200;
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/** 英雄向敌人推进的最远终止点 X,防止近战追敌时无限右移脱离战场 */
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private static readonly HERO_ADVANCE_LIMIT_X = 100;
|
||||
/** 同阵营英雄间最小间距:小于该值时低优先级一方需让位 */
|
||||
private static readonly ALLY_MIN_GAP_X = 30;
|
||||
|
||||
/**
|
||||
* 计算某个槽位的目标 X。
|
||||
* Why: 单行站位避免横版拥挤——人少时按 60 固定步进从 -320 起步逐位右排(保持松散),
|
||||
* 人多到 60 步进装不下时,改为在 [-320, 100] 区间均分(利用全宽)。
|
||||
* @param rankFromLeft 从左侧起的排位(0=最靠左/最后,越大越靠右/越先接敌)
|
||||
* @param total 当前存活英雄总数
|
||||
*/
|
||||
private calcSlotX(rankFromLeft: number, total: number): number {
|
||||
const left = MoveSystem.FORMATION_LEFT_X;
|
||||
const right = MoveSystem.FORMATION_RIGHT_X;
|
||||
const step = MoveSystem.FORMATION_STEP_X;
|
||||
if (total <= 1) return left;
|
||||
// 固定步进能容纳的最大人数:相邻 60,且最右不超过 right
|
||||
const maxStepCount = Math.floor((right - left) / step) + 1;
|
||||
if (total <= maxStepCount) {
|
||||
return left + rankFromLeft * step;
|
||||
}
|
||||
// 超出后均分整段区间(含左右端点)
|
||||
return left + (right - left) * (rankFromLeft / (total - 1));
|
||||
}
|
||||
|
||||
private moveToSlot(view: HeroViewComp, move: MoveComp, model: HeroAttrsComp, targetX: number) {
|
||||
const currentX = view.node.position.x;
|
||||
const currentY = view.node.position.y;
|
||||
|
||||
// 当 X 和 Y 都到达目标时,才算真正到达
|
||||
if (Math.abs(currentX - targetX) <= 2 && Math.abs(currentY - move.baseY) <= 2) {
|
||||
view.node.setPosition(targetX, move.baseY, 0);
|
||||
view.status_change("idle");
|
||||
return;
|
||||
}
|
||||
const dir = targetX > currentX ? 1 : -1;
|
||||
move.direction = dir;
|
||||
const speed = model.speed / 3;
|
||||
// 同阵营最小间距约束:防止编队挤压时穿越前方队友
|
||||
const clampedTargetX = this.clampAllySpacing(view.ent, view, move, model, targetX);
|
||||
this.moveEntity(view, dir, speed, clampedTargetX);
|
||||
}
|
||||
|
||||
/**
|
||||
* 同阵营横向最小间距约束。
|
||||
* Why: 编队/追击时英雄可能挤到一起,低优先级一方需要保持在高优先级身后 ALLY_MIN_GAP_X 处,
|
||||
* 避免视觉重叠与站位混乱。
|
||||
* 优先级:编队优先级高者在前;同级时召唤早(spawnOrder 小)者在前。
|
||||
* @returns 裁剪后的目标 X(保证不越过身前队友)
|
||||
* 按阵营裁剪 X 坐标,防止被击退/位移推出屏幕。
|
||||
* HERO 后退不越过 BoxSet.LETF_END;MON 后退不越过 BoxSet.RIGHT_END。
|
||||
*/
|
||||
private clampAllySpacing(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp, targetX: number): number {
|
||||
const selfX = view.node.position.x;
|
||||
const selfY = view.node.position.y;
|
||||
let clamped = targetX;
|
||||
|
||||
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
|
||||
if (e === self) return;
|
||||
const attrs = e.get(HeroAttrsComp);
|
||||
const v = e.get(HeroViewComp);
|
||||
const mv = e.get(MoveComp);
|
||||
if (!attrs || !v?.node || !mv) return;
|
||||
if (attrs.is_dead || attrs.is_reviving) return;
|
||||
if (attrs.fac !== model.fac) return;
|
||||
// 只约束同排(Y 差在阈值内)的队友
|
||||
if (Math.abs(v.node.position.y - selfY) > this.minSpacingY) return;
|
||||
|
||||
const otherX = v.node.position.x;
|
||||
// 判断对方是否在自己前方(以目标方向为前)
|
||||
const isAhead = clamped > selfX ? otherX > selfX : otherX < selfX;
|
||||
if (!isAhead) return;
|
||||
|
||||
// 判定谁该在前:编队优先级高者在前;同级时 spawnOrder 小者在前
|
||||
const myPriority = this.getFormationPriority(model);
|
||||
const otherPriority = this.getFormationPriority(attrs);
|
||||
let selfIsFront = false;
|
||||
if (myPriority !== otherPriority) {
|
||||
selfIsFront = myPriority > otherPriority;
|
||||
} else {
|
||||
selfIsFront = selfMove.spawnOrder <= mv.spawnOrder;
|
||||
}
|
||||
|
||||
if (!selfIsFront) {
|
||||
// 自己靠后:不能越过 otherX - ALLY_MIN_GAP_X(朝右)或 otherX + ALLY_MIN_GAP_X(朝左)
|
||||
const limitX = clamped > selfX ? otherX - MoveSystem.ALLY_MIN_GAP_X : otherX + MoveSystem.ALLY_MIN_GAP_X;
|
||||
clamped = clamped > selfX ? Math.min(clamped, limitX) : Math.max(clamped, limitX);
|
||||
}
|
||||
});
|
||||
|
||||
return clamped;
|
||||
}
|
||||
|
||||
private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
|
||||
const model = view.ent.get(HeroAttrsComp);
|
||||
const move = view.ent.get(MoveComp);
|
||||
if (!model || !move) return;
|
||||
/** 按阵营边界裁剪,防止跑出战场可移动区域 */
|
||||
const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
|
||||
const moveMinX = Math.min(cfg.moveBackX, cfg.moveFrontX);
|
||||
const moveMaxX = Math.max(cfg.moveBackX, cfg.moveFrontX);
|
||||
const currentX = view.node.position.x;
|
||||
const currentY = view.node.position.y;
|
||||
|
||||
const delta = speed * this.dt * direction;
|
||||
let newX = view.node.position.x + delta;
|
||||
if (currentX < moveMinX && direction < 0) {
|
||||
// X 轴到底了,如果 Y 轴还在换路,继续维持 move 状态
|
||||
if (Math.abs(currentY - move.baseY) > 2) {
|
||||
view.status_change("move");
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
}
|
||||
return;
|
||||
private clampByFacBoundary(x: number, fac: number): number {
|
||||
if (fac === FacSet.HERO) {
|
||||
return Math.max(BoxSet.LETF_END, x);
|
||||
}
|
||||
if (currentX > moveMaxX && direction > 0) {
|
||||
if (Math.abs(currentY - move.baseY) > 2) {
|
||||
view.status_change("move");
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
}
|
||||
return;
|
||||
}
|
||||
newX = Math.max(moveMinX, Math.min(moveMaxX, newX));
|
||||
if (stopAtX !== undefined) {
|
||||
/** 指定停止点时,限制不越过 stopAtX */
|
||||
newX = direction > 0 ? Math.min(newX, stopAtX) : Math.max(newX, stopAtX);
|
||||
}
|
||||
if (Math.abs(newX - currentX) < 0.01) {
|
||||
// X轴虽然没变化,但如果Y轴还在移动,依然是move状态
|
||||
if (Math.abs(currentY - move.baseY) > 2) {
|
||||
view.status_change("move");
|
||||
} else {
|
||||
view.status_change("idle");
|
||||
}
|
||||
return;
|
||||
}
|
||||
view.node.setPosition(newX, view.node.position.y, 0); // 注意:这里只更新 X,Y 在外部平滑逻辑更新
|
||||
view.status_change("move");
|
||||
}
|
||||
|
||||
/**
|
||||
* 编队站位优先级(数值越大越靠前/越靠右)。
|
||||
* Why: 阵容职能决定承伤顺序——死亡触发英雄需最先阵亡以触发遗志,
|
||||
* 其次坦克承伤,再次战士/刺客,远程射手/法师/辅助依次靠后保护。
|
||||
* 排序档位:死亡触发 > 坦克 > 战士 > 刺客 > 射手 > 法师 > 辅助
|
||||
*/
|
||||
private getFormationPriority(model: HeroAttrsComp): number {
|
||||
// 死亡触发英雄最高优先:需要先死以发动遗志/献祭
|
||||
if (model.dead && Object.keys(model.dead).length > 0) return 100;
|
||||
if (model.role !== undefined) {
|
||||
switch (model.role) {
|
||||
case HRole.Tank: return 90;
|
||||
case HRole.Warrior: return 80;
|
||||
case HRole.Assassin: return 70;
|
||||
case HRole.Archer: return 60;
|
||||
case HRole.Mage: return 50;
|
||||
case HRole.Support: return 40;
|
||||
}
|
||||
}
|
||||
// 兜底:未配置 role 时按攻击定位(近战 > 中程 > 远程)
|
||||
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
|
||||
if (rangeType === HType.Melee) return 30;
|
||||
if (rangeType === HType.Mid) return 20;
|
||||
return 10;
|
||||
}
|
||||
|
||||
private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
|
||||
const minRange = model.getCachedMinSkillDistance();
|
||||
const maxRange = model.getCachedMaxSkillDistance();
|
||||
if (maxRange <= 0) return [defaultMin, defaultMax];
|
||||
const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
|
||||
return [safeMin, maxRange];
|
||||
return Math.min(BoxSet.RIGHT_END, x);
|
||||
}
|
||||
|
||||
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
|
||||
@@ -527,20 +234,11 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
actorView.node.parent = actorRoot;
|
||||
}
|
||||
|
||||
// 获取 spawnOrder,由于可能挂载 MoveComp 或 MonMoveComp,我们需要动态获取
|
||||
let spawnOrder = 0;
|
||||
const heroMove = e.get(MoveComp);
|
||||
if (heroMove) {
|
||||
spawnOrder = heroMove.spawnOrder;
|
||||
} else {
|
||||
const monMove = e.get(MonMoveComp);
|
||||
if (monMove) {
|
||||
spawnOrder = monMove.spawnOrder;
|
||||
}
|
||||
}
|
||||
/** 统一从 MoveComp 获取 spawnOrder */
|
||||
const move = e.get(MoveComp);
|
||||
const spawnOrder = move?.spawnOrder ?? 0;
|
||||
|
||||
// 按 Y 轴计算渲染层级权重(Y 越小,说明越靠近屏幕下方,应该渲染在越前面)
|
||||
// 之前的 isFly 逻辑已被移除,统一按 Y 轴处理三路渲染
|
||||
const laneScore = -actorView.node.position.y;
|
||||
// X 轴权重:站在前排的(交战处)优先渲染
|
||||
const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
|
||||
|
||||
Reference in New Issue
Block a user