refactor(战斗): 重构英雄阵型位置计算逻辑
- 将阵型位置计算提取到公共配置模块,定义 FormationPointX 映射 - 新增 resolveRangeTypeByHeroType 函数根据英雄类型解析默认攻击范围 - 新增 resolveFormationTargetX 函数统一计算英雄阵型目标X坐标 - 在 Hero 和 MoveSystem 中复用新的阵型计算函数,消除重复逻辑 - 优化远程英雄战斗逻辑,使其能根据阵型位置和攻击范围动态调整站位
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@@ -3,7 +3,7 @@ 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 { FacSet } from "../common/config/GameSet";
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import { HType } from "../common/config/heroSet";
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import { HType, resolveFormationTargetX } from "../common/config/heroSet";
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import { SkillRange } from "../common/config/SkillSet";
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import { Node } from "cc";
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@@ -141,36 +141,27 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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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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const currentX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(currentX - enemyX);
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const [, maxRange] = this.resolveCombatRange(model, 120, 360);
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move.direction = enemyX > currentX ? 1 : -1;
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if (dist > maxRange) {
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const speed = model.speed / 3;
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this.moveEntity(view, move.direction, speed);
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model.is_atking = true;
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} else {
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view.status_change("idle");
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model.is_atking = true;
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}
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this.processRangedFormationCombat(move, view, model, enemy, 120, 360);
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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.processRangedFormationCombat(move, view, model, enemy, 360, 720);
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}
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private processRangedFormationCombat(move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp, defaultMin: number, defaultMax: number) {
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const currentX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const targetX = this.getFixedFormationX(model);
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move.targetX = targetX;
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const [minRange, maxRange] = this.resolveCombatRange(model, defaultMin, defaultMax);
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const dist = Math.abs(currentX - enemyX);
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const [, maxRange] = this.resolveCombatRange(model, 360, 720);
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move.direction = enemyX > currentX ? 1 : -1;
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if (dist > maxRange) {
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const needMoveToFormation = Math.abs(currentX - targetX) > 5;
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const shouldKeepDistance = dist < minRange;
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if (needMoveToFormation || shouldKeepDistance) {
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const dir = targetX > currentX ? 1 : -1;
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move.direction = dir;
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const speed = model.speed / 3;
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this.moveEntity(view, move.direction, speed);
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this.moveEntity(view, dir, speed);
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model.is_atking = true;
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} else {
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view.status_change("idle");
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@@ -215,24 +206,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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private getFixedFormationX(model: HeroAttrsComp): number {
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let rangeType = model.rangeType;
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if (rangeType === undefined || rangeType === null) {
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if (model.type === HType.remote) {
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rangeType = SkillRange.Long;
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} else if (model.type === HType.mage || model.type === HType.support) {
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rangeType = SkillRange.Mid;
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} else {
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rangeType = SkillRange.Melee;
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}
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}
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const side = model.fac === FacSet.MON ? 1 : -1;
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if (rangeType === SkillRange.Long) {
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return 300 * side;
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}
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if (rangeType === SkillRange.Mid) {
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return 200 * side;
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}
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return 0;
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return resolveFormationTargetX(model.fac, model.type, model.rangeType);
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}
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private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
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