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
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@@ -198,8 +198,8 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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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 needMoveToFormation = Math.abs(currentX - targetX) > 5;
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if (dist >= minRange && needMoveToFormation) {
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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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@@ -8,6 +8,7 @@ import { smc } from "../common/SingletonModuleComp";
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import { GameConst } from "../common/config/GameConst";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { HType } from "../common/config/heroSet";
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/**
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* ==================== 自动施法系统 ====================
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@@ -25,6 +26,7 @@ import { GameEvent } from "../common/config/GameEvent";
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export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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debugMode: boolean = false; // 是否启用调试模式
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private readonly emptyCastPlan = { skillId: 0, targets: [] as HeroViewComp[], isFriendly: false };
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private readonly meleeCastRange = 64;
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp, HeroViewComp);
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@@ -38,13 +40,13 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (!heroAttrs || !heroView || !heroView.node) return;
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if (heroAttrs.is_dead || heroAttrs.is_reviving || heroAttrs.isStun() || heroAttrs.isFrost()) return;
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heroAttrs.updateCD(this.dt);
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if (!heroAttrs.is_atking) return;
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const castPlan = this.pickCastSkill(heroAttrs, heroView);
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if (castPlan.skillId === 0 || castPlan.targets.length === 0) return;
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this.castSkill(e, castPlan, heroAttrs, heroView);
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}
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private pickCastSkill(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { skillId: number; targets: HeroViewComp[]; isFriendly: boolean } {
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const { target, inRange } = this.resolveCastTarget(heroAttrs, heroView);
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const skillCandidates = [heroAttrs.skill_id, heroAttrs.atk_id];
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for (const s_uuid of skillCandidates) {
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if (!s_uuid) continue;
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@@ -56,9 +58,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (this.isFriendlySkill(config.TGroup)) {
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return { skillId: s_uuid, targets: [heroView], isFriendly: true };
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}
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if (!heroAttrs.enemy_in_cast_range) continue;
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const target = this.resolveCombatTarget(heroAttrs);
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if (!target) continue;
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if (!target || !inRange) continue;
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return { skillId: s_uuid, targets: [target], isFriendly: false };
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}
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return this.emptyCastPlan;
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@@ -177,4 +177,54 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (targetAttrs.fac === heroAttrs.fac) return null;
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return targetView;
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}
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private resolveCastTarget(heroAttrs: HeroAttrsComp, heroView: HeroViewComp): { target: HeroViewComp | null; inRange: boolean } {
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const combatTarget = this.resolveCombatTarget(heroAttrs);
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if (combatTarget && this.isEnemyInCastRange(heroAttrs, heroView, combatTarget)) {
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return { target: combatTarget, inRange: true };
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}
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const nearestInRange = this.findNearestEnemy(heroAttrs, heroView, true);
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if (nearestInRange) {
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return { target: nearestInRange, inRange: true };
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}
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const fallback = combatTarget ?? this.findNearestEnemy(heroAttrs, heroView, false);
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if (!fallback) return { target: null, inRange: false };
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return { target: fallback, inRange: this.isEnemyInCastRange(heroAttrs, heroView, fallback) };
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}
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private findNearestEnemy(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, requireInRange: boolean): HeroViewComp | null {
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if (!heroView.node) return null;
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const currentX = heroView.node.position.x;
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let nearest: HeroViewComp | null = null;
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let minDist = Infinity;
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ecs.query(this.filter()).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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const view = entity.get(HeroViewComp);
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if (!attrs || !view?.node) return;
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if (attrs.fac === heroAttrs.fac) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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const dist = Math.abs(currentX - view.node.position.x);
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if (requireInRange && !this.isEnemyInCastRange(heroAttrs, heroView, view)) return;
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if (dist >= minDist) return;
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minDist = dist;
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nearest = view;
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});
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return nearest;
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}
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private isEnemyInCastRange(heroAttrs: HeroAttrsComp, heroView: HeroViewComp, target: HeroViewComp): boolean {
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if (!heroView.node || !target.node) return false;
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const dist = Math.abs(heroView.node.position.x - target.node.position.x);
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const type = heroAttrs.type as HType;
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const maxRange = this.resolveMaxCastRange(heroAttrs, type);
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return dist <= maxRange;
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}
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private resolveMaxCastRange(heroAttrs: HeroAttrsComp, type: HType): number {
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const cached = heroAttrs.getCachedMaxSkillDistance();
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if (cached > 0) return cached;
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if (type === HType.Long) return 720;
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if (type === HType.Mid) return 360;
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return this.meleeCastRange;
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}
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}
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