fix(战斗): 修复英雄移动和施法逻辑

- 移动系统现在会在需要保持距离时也执行移动,避免过于靠近敌人
- 施法系统重构目标选择逻辑,确保在射程内寻找最近敌人
- 添加近战施法距离常量,根据英雄类型动态计算最大施法范围
- 移除不必要的攻击状态检查,优化施法条件判断
This commit is contained in:
panw
2026-03-17 17:00:01 +08:00
parent f713a82a2d
commit 20aa067c9c
2 changed files with 56 additions and 6 deletions

View File

@@ -198,8 +198,8 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const [minRange, maxRange] = this.resolveCombatRange(model, defaultMin, defaultMax);
const dist = Math.abs(currentX - enemyX);
const needMoveToFormation = Math.abs(currentX - targetX) > 5;
if (dist >= minRange && needMoveToFormation) {
const shouldKeepDistance = dist < minRange;
if (needMoveToFormation || shouldKeepDistance) {
const dir = targetX > currentX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;

View File

@@ -8,6 +8,7 @@ import { smc } from "../common/SingletonModuleComp";
import { GameConst } from "../common/config/GameConst";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { HType } from "../common/config/heroSet";
/**
* ==================== 自动施法系统 ====================
@@ -25,6 +26,7 @@ import { GameEvent } from "../common/config/GameEvent";
export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
debugMode: boolean = false; // 是否启用调试模式
private readonly emptyCastPlan = { skillId: 0, targets: [] as HeroViewComp[], isFriendly: false };
private readonly meleeCastRange = 64;
filter(): ecs.IMatcher {
return ecs.allOf(HeroAttrsComp, HeroViewComp);
@@ -38,13 +40,13 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (!heroAttrs || !heroView || !heroView.node) return;
if (heroAttrs.is_dead || heroAttrs.is_reviving || heroAttrs.isStun() || heroAttrs.isFrost()) return;
heroAttrs.updateCD(this.dt);
if (!heroAttrs.is_atking) return;
const castPlan = this.pickCastSkill(heroAttrs, heroView);
if (castPlan.skillId === 0 || castPlan.targets.length === 0) return;
this.castSkill(e, castPlan, heroAttrs, heroView);
}
private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; targets: HeroViewComp[]; isFriendly: boolean } {
const { target, inRange } = this.resolveCastTarget(heroAttrs, heroView);
const skillCandidates = [heroAttrs.skill_id, heroAttrs.atk_id];
for (const s_uuid of skillCandidates) {
if (!s_uuid) continue;
@@ -56,9 +58,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (this.isFriendlySkill(config.TGroup)) {
return { skillId: s_uuid, targets: [heroView], isFriendly: true };
}
if (!heroAttrs.enemy_in_cast_range) continue;
const target = this.resolveCombatTarget(heroAttrs);
if (!target) continue;
if (!target || !inRange) continue;
return { skillId: s_uuid, targets: [target], isFriendly: false };
}
return this.emptyCastPlan;
@@ -177,4 +177,54 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (targetAttrs.fac === heroAttrs.fac) return null;
return targetView;
}
private resolveCastTarget(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { target: HeroViewComp | null; inRange: boolean } {
const combatTarget = this.resolveCombatTarget(heroAttrs);
if (combatTarget && this.isEnemyInCastRange(heroAttrs, heroView, combatTarget)) {
return { target: combatTarget, inRange: true };
}
const nearestInRange = this.findNearestEnemy(heroAttrs, heroView, true);
if (nearestInRange) {
return { target: nearestInRange, inRange: true };
}
const fallback = combatTarget ?? this.findNearestEnemy(heroAttrs, heroView, false);
if (!fallback) return { target: null, inRange: false };
return { target: fallback, inRange: this.isEnemyInCastRange(heroAttrs, heroView, fallback) };
}
private findNearestEnemy(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, requireInRange: boolean): HeroViewComp | null {
if (!heroView.node) return null;
const currentX = heroView.node.position.x;
let nearest: HeroViewComp | null = null;
let minDist = Infinity;
ecs.query(this.filter()).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
const view = entity.get(HeroViewComp);
if (!attrs || !view?.node) return;
if (attrs.fac === heroAttrs.fac) return;
if (attrs.is_dead || attrs.is_reviving) return;
const dist = Math.abs(currentX - view.node.position.x);
if (requireInRange && !this.isEnemyInCastRange(heroAttrs, heroView, view)) return;
if (dist >= minDist) return;
minDist = dist;
nearest = view;
});
return nearest;
}
private isEnemyInCastRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, target: HeroViewComp): boolean {
if (!heroView.node || !target.node) return false;
const dist = Math.abs(heroView.node.position.x - target.node.position.x);
const type = heroAttrs.type as HType;
const maxRange = this.resolveMaxCastRange(heroAttrs, type);
return dist <= maxRange;
}
private resolveMaxCastRange(heroAttrs: HeroAttrsComp, type: HType): number {
const cached = heroAttrs.getCachedMaxSkillDistance();
if (cached > 0) return cached;
if (type === HType.Long) return 720;
if (type === HType.Mid) return 360;
return this.meleeCastRange;
}
}