refactor: 简化攻击距离与职业类型系统

- 移除 SkillRange 枚举和 SkillDisVal 常量,统一使用 HType 表示攻击距离
- 删除 heroInfo 中的 rangeType 字段,直接使用 type 字段
- 更新英雄配置,将职业类型简化为近战、中程、远程三类
- 移除怪物属性中的 mp 和 def 字段,简化属性计算
- 更新移动和技能距离计算逻辑,直接使用 HType 判断
This commit is contained in:
panw
2026-03-16 15:54:49 +08:00
parent 11e6f49479
commit 95edd6fd6d
6 changed files with 54 additions and 136 deletions

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@@ -53,25 +53,7 @@ export enum BuffRunType {
Interval = 2
}
/**
* 攻击距离类型分类
* 用于AI决策和技能配置规范化
*/
export enum SkillRange {
/** 近战: < 150 (贴脸输出) */
Melee = 0,
/** 中程: 150 - 400 (投掷/短法术) */
Mid = 1,
/** 远程: > 400 (弓箭/长法术) */
Long = 2
}
/** 距离类型的标准数值定义 */
export const SkillDisVal: Record<SkillRange, number> = {
[SkillRange.Melee]: 150,
[SkillRange.Mid]: 400,
[SkillRange.Long]: 720
};
//受伤动画名称
export enum AtkedName {

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@@ -1,26 +1,22 @@
import { v3 } from "cc"
import { BoxSet, FacSet } from "./GameSet"
import { smc } from "../SingletonModuleComp"
import { BuffConf, SkillRange } from "./SkillSet"
import { BuffConf } from "./SkillSet"
import { Interface } from "readline"
export enum AttrSet {
ATTR_MAX = 85,
}
export enum HType {
warrior = 0,
remote = 1,
mage = 2,
support = 3,
assassin = 4,
Melee = 0,
Mid = 1,
Long = 2,
}
export const HTypeName ={
0:"战",
1:"程",
2:"法师",
3:"辅助",
4:"刺客",
0:"战",
1:"程",
2:"远程",
}
//fac:FacSet.HERO
@@ -53,20 +49,19 @@ export const HeroPos={
}
export const FormationPointX = {
[SkillRange.Melee]: 0,
[SkillRange.Mid]: 100,
[SkillRange.Long]: 180,
[HType.Melee]: 0,
[HType.Mid]: 100,
[HType.Long]: 180,
} as const;
export const resolveRangeTypeByHeroType = (type: HType, rangeType?: SkillRange | null): SkillRange => {
if (rangeType !== undefined && rangeType !== null) return rangeType;
if (type === HType.warrior || type === HType.assassin) return SkillRange.Melee;
if (type === HType.remote) return SkillRange.Long;
return SkillRange.Mid;
export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
[HType.Melee]: 150,
[HType.Mid]: 400,
[HType.Long]: 720,
}
export const resolveFormationTargetX = (fac: FacSet, type: HType, rangeType?: SkillRange | null): number => {
const resolvedRangeType = resolveRangeTypeByHeroType(type, rangeType);
export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
const resolvedRangeType = type as HType.Melee | HType.Mid | HType.Long;
const side = fac === FacSet.MON ? 1 : -1;
return FormationPointX[resolvedRangeType] * side;
}
@@ -120,11 +115,9 @@ export enum HRegen {
* 刺客:极低血量成长,极高攻击成长
*/
export const JobUpConf: Record<HType, { hp: number; ap: number; def: number }> = {
[HType.warrior]: { hp: 50, ap: 3, def: 3 },
[HType.remote]: { hp: 25, ap: 7, def: 1 },
[HType.mage]: { hp: 20, ap: 8, def: 1 },
[HType.support]: { hp: 35, ap: 4, def: 2 },
[HType.assassin]: { hp: 18, ap: 9, def: 0 },
[HType.Melee]: { hp: 50, ap: 5, def: 2 },
[HType.Mid]: { hp: 30, ap: 6, def: 1 },
[HType.Long]: { hp: 25, ap: 7, def: 1 },
};
/**
@@ -139,12 +132,11 @@ export interface heroInfo {
kind: number; // 未使用
as: number; // 攻击间隔(越小越快)
ss:number; // 技能间隔
type: HType; // 职业定位(战士/远程/法师/辅助/刺客
type: HType; // 攻击定位(近战/中程/远程
lv: number; // 初始等级
hp: number; // 生命值上限
ap: number; // 攻击力
// dis: number; // 攻击距离(像素)
rangeType: SkillRange; // 攻击距离类型 (近/中/远)
speed: number; // 移动速度(像素/秒)
skills: number[]; // 携带技能ID列表
buff: BuffConf[]; // 自带buff配置通常为空由技能动态添加
@@ -166,38 +158,31 @@ export const HeroInfo: Record<number, heroInfo> = {
// ========== 英雄角色 ==========
5001:{uuid:5001,name:"盾战士",icon:"1001",path:"hk1", fac:FacSet.HERO, kind:1,as:1,ss:5,
type:HType.warrior,lv:1,hp:300,ap:25,speed:120,skills:[6001,6004],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:1,hp:300,ap:25,speed:120,skills:[6001,6004],
buff:[],info:"盾战士"},
5002:{uuid:5002,name:"奥术法师",icon:"1001",path:"hm2", fac:FacSet.HERO, kind:2,as:1,ss:5,
type:HType.mage,lv:1,hp:150,ap:40,speed:95,skills:[6003,6101],
rangeType: SkillRange.Long,
type:HType.Long,lv:1,hp:150,ap:40,speed:95,skills:[6003,6101],
buff:[],info:"奥术法师"},
5003:{uuid:5003,name:"射手",icon:"1001",path:"ha1", fac:FacSet.HERO, kind:2,as:1,ss:5,
type:HType.remote,lv:1,hp:180,ap:30,speed:140,skills:[6005,6006],
rangeType: SkillRange.Long,
type:HType.Long,lv:1,hp:180,ap:30,speed:140,skills:[6005,6006],
buff:[],info:"射手"},
5005:{uuid:5005,name:"牧师",icon:"1001",path:"hh1", fac:FacSet.HERO, kind:2,as:1,ss:5,
type:HType.mage,lv:1,hp:160,ap:25,speed:100,skills:[6003,6100],
rangeType: SkillRange.Mid,
type:HType.Long,lv:1,hp:160,ap:25,speed:100,skills:[6003,6100],
buff:[],info:"牧师"},
5004:{uuid:5004,name:"火焰法师",icon:"1001",path:"hm1", fac:FacSet.HERO, kind:2,as:1,ss:5,
type:HType.mage,lv:1,hp:150,ap:45,speed:90,skills:[6003,6101],
rangeType: SkillRange.Mid,
type:HType.Long,lv:1,hp:150,ap:45,speed:90,skills:[6003,6101],
buff:[],info:"火焰法师"},
5006:{uuid:5006,name:"召唤法师",icon:"1001",path:"hz1", fac:FacSet.HERO, kind:2,as:1,ss:5,
type:HType.support,lv:1,hp:200,ap:20,speed:105,skills:[6003,6101],
rangeType: SkillRange.Mid,
type:HType.Long,lv:1,hp:200,ap:20,speed:105,skills:[6003,6101],
buff:[],info:"召唤法师"},
5007:{uuid:5007,name:"刺客",icon:"1001",path:"hc1", fac:FacSet.HERO, kind:1,as:1,ss:5,
type:HType.assassin,lv:1,hp:140,ap:50,speed:180,skills:[6001,6004],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:1,hp:140,ap:50,speed:180,skills:[6001,6004],
buff:[],info:"刺客"},
@@ -205,50 +190,41 @@ export const HeroInfo: Record<number, heroInfo> = {
// 1. 基础近战型
5201:{uuid:5201,name:"兽人战士",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
type:HType.warrior,lv:1,hp:60,ap:8,speed:180,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:1,hp:60,ap:8,speed:180,skills:[6003],
buff:[],info:"标准炮灰确保英雄能完成3次普攻积累天赋计数"},
// 2. 快速突击型
5301:{uuid:5301,name:"兽人斥候",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:1.2,ss:10,
type:HType.assassin,lv:1,hp:40,ap:12,speed:400,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:1,hp:40,ap:12,speed:400,skills:[6003],
buff:[],info:"快速突击:极高移速贴脸,检测护盾(7102)刷新率"},
// 3. 重型坦克型
5401:{uuid:5401,name:"兽人卫士",icon:"1001",path:"mo3", fac:FacSet.MON, kind:1,as:5.0,ss:10,
type:HType.warrior,lv:1,hp:200,ap:15,speed:60,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:1,hp:200,ap:15,speed:60,skills:[6003],
buff:[],info:"重型坦克:数值墙,检测玩家破甲(7008)与持续输出"},
// 4. 远程骚扰型
5501:{uuid:5501,name:"兽人射手",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
type:HType.remote,lv:1,hp:50,ap:10,speed:90,skills:[6203],
rangeType: SkillRange.Melee,
type:HType.Long,lv:1,hp:50,ap:10,speed:90,skills:[6203],
buff:[],info:"远程骚扰:跨屏打击,迫使阵地分散或移动英雄"},
// 5. 特殊机制型
5601:{uuid:5601,name:"兽人自爆兵",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
type:HType.assassin,lv:1,hp:80,ap:200,speed:220,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:1,hp:80,ap:200,speed:220,skills:[6003],
buff:[],info:"特殊机制:极端伤害,漏怪即秒杀,检测减伤(7103)"},
// 召唤师:持续召唤小怪(后续可在技能系统中实现 SType.zhaohuan
5602:{uuid:5602,name:"兽人召唤师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
type:HType.mage,lv:1,hp:150,ap:10,speed:100,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Long,lv:1,hp:150,ap:10,speed:100,skills:[6003],
buff:[],info:"战术目标:持续召唤小怪,检测英雄大招清场频率"},
// 治疗者:为周围怪物回血(此处以提升治疗效果和生命回复为基础被动)
5603:{uuid:5603,name:"兽人祭司",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
type:HType.support,lv:1,hp:150,ap:10,speed:105,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Long,lv:1,hp:150,ap:10,speed:105,skills:[6003],
buff:[],info:"战术目标:为怪群回血,检测玩家沉默(7006)覆盖率"},
// 光环怪为周围怪物提供增益此处以Buff效果提升与移动速度提升为基础被动
// Attrs.BUFF_UP=60 (RATIO=1)Attrs.SPEED=63 (RATIO=1)
5604:{uuid:5604,name:"兽人图腾师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
type:HType.support,lv:1,hp:150,ap:10,speed:110,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Long,lv:1,hp:150,ap:10,speed:110,skills:[6003],
buff:[],info:"战术目标:提供加速光环,改变怪群推进节奏"},
// 6. 精英/BOSS型
5701:{uuid:5701,name:"兽人首领(BOSS)",icon:"1001",path:"mo4", fac:FacSet.MON, kind:1,as:2.5,ss:10,
type:HType.warrior,lv:3,hp:2000,ap:60,speed:120,skills:[6003],
rangeType: SkillRange.Melee,
type:HType.Melee,lv:3,hp:2000,ap:60,speed:120,skills:[6003],
buff:[],info:"终极考验极高HP检测大招重置与辐射协同输出"},
};

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@@ -70,7 +70,6 @@ export class Hero extends ecs.Entity {
model.lv = hero.lv ? hero.lv : 1;
model.type = hero.type;
model.fac = FacSet.HERO;
model.rangeType = hero.rangeType;
// 只有主角才挂载天赋组件
// ✅ 初始化技能数据(迁移到 HeroSkillsComp
@@ -95,7 +94,7 @@ export class Hero extends ecs.Entity {
oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
const move = this.get(MoveComp);
move.direction = 1; // 向右移动
move.targetX = resolveFormationTargetX(model.fac, model.type, model.rangeType);
move.targetX = resolveFormationTargetX(model.fac, model.type);
move.baseY = pos.y;
smc.vmdata.mission_data.hero_num++
}

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@@ -1,7 +1,7 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Attrs, BType } from "../common/config/HeroAttrs";
import { BuffConf, BuffRunType, SkillDisVal, SkillRange } from "../common/config/SkillSet";
import { HeroInfo, HType } from "../common/config/heroSet";
import { BuffConf, BuffRunType } from "../common/config/SkillSet";
import { HeroDisVal, HeroInfo, HType } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { smc } from "../common/SingletonModuleComp";
import { HeroViewComp } from "./HeroViewComp";
@@ -47,7 +47,6 @@ export class HeroAttrsComp extends ecs.Comp {
lv: number = 1;
type: number = 0; // 0近战 1远程 2辅助
fac: number = 0; // 0:hero 1:monster
rangeType:SkillRange = SkillRange.Melee;
// ==================== 基础属性(有初始值) ====================
ap: number = 0; // 基础攻击
hp: number = 100; // 基础血量
@@ -451,22 +450,13 @@ export class HeroAttrsComp extends ecs.Comp {
*/
public updateSkillDistanceCache(skill_id:number): void {
void skill_id;
let rangeType = this.rangeType;
if (rangeType === undefined || rangeType === null) {
if (this.type === HType.remote) {
rangeType = SkillRange.Long;
} else if (this.type === HType.mage || this.type === HType.support) {
rangeType = SkillRange.Mid;
} else {
rangeType = SkillRange.Melee;
}
}
const maxRange = SkillDisVal[rangeType];
const rangeType = this.type as HType.Melee | HType.Mid | HType.Long;
const maxRange = HeroDisVal[rangeType];
let minRange = 0;
if (rangeType === SkillRange.Mid) {
minRange = SkillDisVal[SkillRange.Melee];
} else if (rangeType === SkillRange.Long) {
minRange = SkillDisVal[SkillRange.Mid];
if (rangeType === HType.Mid) {
minRange = HeroDisVal[HType.Melee];
} else if (rangeType === HType.Long) {
minRange = HeroDisVal[HType.Mid];
}
this.maxSkillDistance = maxRange;
this.minSkillDistance = minRange;
@@ -495,7 +485,6 @@ export class HeroAttrsComp extends ecs.Comp {
this.lv = 1;
this.type = 0;
this.fac = 0;
this.rangeType = SkillRange.Melee;
this.ap = 0;
this.hp = 100;
this.hp_max = 100;

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@@ -4,7 +4,6 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/GameSet";
import { HType, resolveFormationTargetX } from "../common/config/heroSet";
import { SkillRange } from "../common/config/SkillSet";
import { Node } from "cc";
@ecs.register('MoveComp')
@@ -94,25 +93,15 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
let rangeType = model.rangeType;
if (rangeType === undefined) {
if (model.type === HType.warrior || model.type === HType.assassin) {
rangeType = SkillRange.Melee;
} else if (model.type === HType.remote) {
rangeType = SkillRange.Long;
} else {
rangeType = SkillRange.Mid;
}
}
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
switch (rangeType) {
case SkillRange.Melee:
case HType.Melee:
this.processMeleeLogic(e, move, view, model, enemy);
break;
case SkillRange.Mid:
case HType.Mid:
this.processMidLogic(e, move, view, model, enemy);
break;
case SkillRange.Long:
case HType.Long:
this.processLongLogic(e, move, view, model, enemy);
break;
default:
@@ -206,7 +195,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
private getFixedFormationX(model: HeroAttrsComp): number {
return resolveFormationTargetX(model.fac, model.type, model.rangeType);
return resolveFormationTargetX(model.fac, model.type as HType);
}
private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
@@ -269,18 +258,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
private getCombatPriority(model: HeroAttrsComp): number {
let rangeType = model.rangeType;
if (rangeType === undefined || rangeType === null) {
if (model.type === HType.warrior || model.type === HType.assassin) {
rangeType = SkillRange.Melee;
} else if (model.type === HType.remote) {
rangeType = SkillRange.Long;
} else {
rangeType = SkillRange.Mid;
}
}
if (rangeType === SkillRange.Melee) return 3;
if (rangeType === SkillRange.Mid) return 2;
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return 3;
if (rangeType === HType.Mid) return 2;
return 1;
}

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@@ -39,9 +39,7 @@ export interface IMonsConfig {
*/
export interface MonAttrs {
hp: number;
mp: number;
ap: number;
def: number;
speed: number;
exp?: number;
gold?: number;
@@ -285,7 +283,7 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
const baseMonster = HeroInfo[uuid];
if (!baseMonster) {
mLogger.warn(true, 'RogueConfig', `[RogueConfig] 未找到怪物ID: ${uuid}`);
return { hp: 100, mp: 100, ap: 10, def: 0, speed: 100 };
return { hp: 100, ap: 10, speed: 100 };
}
// 计算波次因子
@@ -308,15 +306,9 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
const ap = applyGrowthFormula(baseMonster.ap, waveFactor, GrowthType.LINEAR) * typeMultiplier * qualityRatio;
const speed = applyGrowthFormula(baseMonster.speed, waveFactor, GrowthType.LOGARITHMIC);
// MP和DEF使用线性成长 (应用质量系数)
const mp = applyGrowthFormula(baseMonster.mp, waveFactor, GrowthType.LINEAR) * qualityRatio;
const def = applyGrowthFormula(baseMonster.def, waveFactor, GrowthType.LINEAR) * typeMultiplier * qualityRatio;
return {
hp: Math.floor(hp),
mp: Math.floor(mp),
ap: Math.floor(ap),
def: Math.floor(def),
speed: Math.floor(speed)
};
}