feat: 大幅优化战斗体验与编队系统
1. 扩展英雄/怪物网格站位到10个槽位 2. 重构默认攻击距离计算逻辑,按职业动态适配 3. 重做英雄站位与移动系统,新增同阵营间距约束 4. 调整rogue模式怪物数量与强度配置,提升战斗爽感 5. 重构刷怪逻辑为匀速曲线+欠账补刷,优化刷怪节奏
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@@ -7,7 +7,7 @@ import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, HeroPos, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, calcGrowBonus } from "../common/config/heroSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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import { SkillTriggerType, HType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { Attrs } from "../common/config/HeroAttrs";
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import { MoveComp } from "./MoveComp";
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@@ -122,7 +122,8 @@ export class Hero extends ecs.Entity {
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model.grow_type = hero.grow_type;
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model.role = hero.role;
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model.fac = FacSet.HERO;
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model.dis = hero.dis ?? 720;
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// 攻击距离:配置优先;未配置按攻击定位给默认值(近战180 / 远程600)
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model.dis = hero.dis ?? (hero.type === HType.Melee ? 180 : 600);
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model.posIndex = posIndex;
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if (posIndex >= 0) {
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smc.mission.heroGrid[posIndex] = this.eid;
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