refactor(hero): 重构英雄死亡与复活机制
1. 统一英雄真实死亡流程:死亡时快照数据到全局列表,动画结束后统一销毁实体 2. 移除回合自动复活逻辑,改为由复活系统主动读取快照重新召唤 3. 修复近战追敌可能脱离战场的问题,增加推进距离上限 4. 重构死亡计数与全员存活检测逻辑,基于死亡快照列表而非实体状态
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@@ -560,17 +560,15 @@ export class MissionComp extends CCComp {
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let allAlive = true;
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let hasHero = false;
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let heroDeathCount = 0;
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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if (attrs && attrs.fac === FacSet.HERO) {
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hasHero = true;
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if (attrs.is_dead) {
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allAlive = false;
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heroDeathCount++;
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}
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}
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});
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// 英雄为真实死亡(实体已销毁),本回合死亡数取死亡记录长度
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const heroDeathCount = smc.mission.dead_heroes.length;
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if (heroDeathCount > 0) allAlive = false;
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// 【动态难度调节】根据本回合战况自动放水 / 加压
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// 清场加速节省的时间还原进口径,避免"打得好"被节奏加速+强度加压双重惩罚
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@@ -978,15 +976,14 @@ export class MissionComp extends CCComp {
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/** 检测场上英雄是否全员存活(清屏 Perfect 判定用,独立于评分统计逻辑) */
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private checkAllHeroAlive(): boolean {
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let hasHero = false;
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let allAlive = true;
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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if (attrs && attrs.fac === FacSet.HERO) {
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hasHero = true;
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if (attrs.is_dead) allAlive = false;
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}
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});
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return hasHero && allAlive;
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// 英雄为真实死亡(实体已销毁),有死亡记录即非全员存活
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return hasHero && smc.mission.dead_heroes.length === 0;
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}
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/**
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