refactor(game): 移除HeroMove与MonMove组件,合并移动逻辑

HeroMove与MonMove组件功能高度重复,导致代码冗余和维护困难。移除这两个组件,将英雄和怪物的移动逻辑统一到新的移动系统中,提高代码复用性和可维护性。
This commit is contained in:
panw
2026-03-16 14:21:10 +08:00
parent 5a630b4de5
commit b53741ffeb
2 changed files with 0 additions and 642 deletions

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@@ -1,300 +0,0 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { FacSet } from "../common/config/GameSet";
import { HType } from "../common/config/heroSet";
import { Attrs } from "../common/config/HeroAttrs";
import { SkillRange } from "../common/config/SkillSet";
/** 英雄移动组件 */
@ecs.register('HeroMove')
export class HeroMoveComp extends ecs.Comp {
/** 移动方向1向右-1向左 */
direction: number = 1;
/** 目标x坐标阵型位置 */
targetX: number = 0;
/** 是否处于移动状态 */
moving: boolean = true;
reset() {
this.direction = 1;
this.targetX = 0;
this.moving = true;
}
}
/** 英雄移动系统 - 智能战斗移动逻辑 */
@ecs.register('HeroMoveSystem')
export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp);
}
update(e: ecs.Entity) {
// 1. 全局状态检查
if (!smc.mission.play || smc.mission.pause) return;
// 如果开启了暂停怪物行动(通常用于四选一界面),玩家角色也应该停止移动
if (smc.mission.stop_mon_action) return;
const model = e.get(HeroAttrsComp);
const move = e.get(HeroMoveComp);
const view = e.get(HeroViewComp);
// 只处理己方英雄且处于可移动状态
if (model.fac !== FacSet.HERO) return;
if (!move.moving) return;
// 2. 异常状态检查 (死亡/复活/眩晕/冰冻)
if (model.is_stop || model.is_dead || model.is_reviving || model.in_stun || model.in_frost) {
if (!model.is_reviving) view.status_change("idle");
return;
}
this.updateRenderOrder(e);
// 3. 核心移动逻辑分发
const nearestEnemy = this.findNearestEnemy(e);
if (nearestEnemy) {
// 战斗状态根据职业类型和rangeType执行智能战术
this.processCombatLogic(e, move, view, model, nearestEnemy);
} else {
// 非战斗状态:回归阵型
this.processReturnFormation(e, move, view, model);
model.is_atking = false;
}
}
/**
* 战斗移动逻辑分发
* 根据 rangeType 决定走位策略
*/
private processCombatLogic(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
// 优先使用 rangeType 判断,如果没有则回退到 type 判断
let rangeType = model.rangeType;
// 兼容性处理:如果数据未配置 rangeType根据旧的职业类型推断
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;
}
}
switch (rangeType) {
case SkillRange.Melee:
this.processMeleeLogic(e, move, view, model, enemy);
break;
case SkillRange.Mid:
this.processMidLogic(e, move, view, model, enemy);
break;
case SkillRange.Long:
this.processLongLogic(e, move, view, model, enemy);
break;
default:
this.processMidLogic(e, move, view, model, enemy); // 默认中程
break;
}
}
/**
* 近战逻辑 (Melee)
* 策略:无脑突进,贴脸输出
* 范围:< 75 (攻击距离)
*/
private processMeleeLogic(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const [minRange, maxRange] = this.resolveCombatRange(model, 0, 75);
move.direction = enemyX > currentX ? 1 : -1;
if (dist < minRange) {
this.performRetreat(view, move, model, currentX);
} else if (dist <= maxRange) {
view.status_change("idle");
model.is_atking = true;
} else {
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed);
model.is_atking = false;
}
}
/**
* 中程逻辑 (Mid)
* 策略:保持在中距离,灵活输出
* 范围120 - 360
*/
private processMidLogic(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const [minRange, maxRange] = this.resolveCombatRange(model, 120, 360);
move.direction = enemyX > currentX ? 1 : -1;
if (dist < minRange) {
// 太近了,后撤
this.performRetreat(view, move, model, currentX);
} else if (dist > maxRange) {
// 太远了,追击
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed);
model.is_atking = false;
} else {
// 距离合适,站桩输出
view.status_change("idle");
model.is_atking = true;
}
}
/**
* 远程逻辑 (Long)
* 策略:保持在远距离,最大化生存
* 范围360 - 720
*/
private processLongLogic(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const [minRange, maxRange] = this.resolveCombatRange(model, 360, 720);
move.direction = enemyX > currentX ? 1 : -1;
if (dist < minRange) {
// 太近了,后撤 (远程单位对距离更敏感)
this.performRetreat(view, move, model, currentX);
} else if (dist > maxRange) {
// 太远了,追击
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed);
model.is_atking = false;
} else {
// 距离合适,站桩输出
view.status_change("idle");
model.is_atking = true;
}
}
/** 执行后撤逻辑 */
private performRetreat(view: HeroViewComp, move: HeroMoveComp, model: HeroAttrsComp, currentX: number) {
const safeRetreatX = currentX - move.direction * 50;
if (safeRetreatX >= -300 && safeRetreatX <= 300) {
const retreatSpeed = (model.speed / 3) * 0.8;
this.moveEntity(view, -move.direction, retreatSpeed);
model.is_atking = false;
} else {
// 退无可退,被迫反击
view.status_change("idle");
model.is_atking = true;
}
}
/**
* 回归阵型逻辑
* 策略:无敌人时回到预设的 targetX
*/
private processReturnFormation(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp) {
const currentX = view.node.position.x;
let targetX = move.targetX;
// 简单的防重叠偏移
if (this.isPositionOccupied(targetX, e)) {
targetX -= 50;
}
if (Math.abs(currentX - targetX) > 5) {
const dir = targetX > currentX ? 1 : -1;
const speed = model.speed / 3;
// 修正朝向:回正
move.direction = 1;
this.moveEntity(view, dir, speed);
// 防止过冲
const newX = view.node.position.x;
if ((dir === 1 && newX > targetX) || (dir === -1 && newX < targetX)) {
view.node.setPosition(targetX, view.node.position.y, 0);
}
} else {
view.status_change("idle");
move.direction = 1; // 归位后默认朝右
}
}
/** 通用移动执行 */
private moveEntity(view: HeroViewComp, direction: number, speed: number) {
const delta = speed * this.dt * direction;
const newX = view.node.position.x + delta;
// 地图边界限制 (硬限制)
if (newX >= -320 && newX <= 320) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
} else {
view.status_change("idle");
}
}
private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
const minRange = model.getCachedMinSkillDistance();
const maxRange = model.getCachedMaxSkillDistance();
if (maxRange <= 0) return [defaultMin, defaultMax];
const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
return [safeMin, maxRange];
}
// --- 辅助方法 ---
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const myFac = entity.get(HeroAttrsComp).fac;
let nearest: HeroViewComp | null = null;
let minDis = Infinity;
// 优化查询:一次遍历
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
const m = e.get(HeroAttrsComp);
if (m.fac !== myFac && !m.is_dead) {
const v = e.get(HeroViewComp);
if (v?.node) {
const d = Math.abs(currentPos.x - v.node.position.x);
if (d < minDis) {
minDis = d;
nearest = v;
}
}
}
});
return nearest;
}
private isPositionOccupied(targetX: number, self: ecs.Entity): boolean {
const myFac = self.get(HeroAttrsComp).fac;
return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
if (e === self) return false;
const m = e.get(HeroAttrsComp);
if (m.fac !== myFac || m.is_dead) return false;
const v = e.get(HeroViewComp);
return Math.abs(v.node.position.x - targetX) < 30;
});
}
private updateRenderOrder(entity: ecs.Entity) {
// 渲染层级逻辑...
}
}

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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { FacSet, IndexSet } from "../common/config/GameSet";
import { Attrs } from "../common/config/HeroAttrs";
import { HType } from "../common/config/heroSet";
import { SkillRange } from "../common/config/SkillSet";
/** 怪物移动组件 */
@ecs.register('MonMove')
export class MonMoveComp extends ecs.Comp {
/** 移动方向1向右-1向左 */
direction: number = 1;
/** 目标x坐标 */
targetX: number = 0;
/** 是否处于移动状态 */
moving: boolean = true;
/** 线路标识0=一线(y=120)1=二线(y=80) */
lane: number = 0;
/** 生成顺序:用于同线路内的层级排序,数值越大越晚生成,层级越前 */
spawnOrder: number = 0;
/** 目标y坐标 */
targetY: number = 0;
reset() {
this.direction = 1;
this.targetX = 0;
this.moving = true;
this.lane = 0;
this.spawnOrder = 0;
this.targetY = 0;
}
}
/** 怪物移动系统 - 专门处理怪物的移动逻辑 */
@ecs.register('MonMoveSystem')
export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp);
}
update(e: ecs.Entity) {
// 1. 全局状态检查
if (!smc.mission.play || smc.mission.pause) return;
const view = e.get(HeroViewComp);
// 如果英雄死亡停止怪物行动标志为true则停止怪物移动
if (smc.mission.stop_mon_action) {
view.status_change("idle");
return;
}
const move = e.get(MonMoveComp);
const model = e.get(HeroAttrsComp);
// 只处理怪物
if (model.fac !== FacSet.MON) return;
if (!move.moving) return;
// 2. 异常状态检查 (死亡/复活/眩晕/冰冻)
if (model.is_stop || model.is_dead || model.in_stun|| model.in_frost) {
view.status_change("idle");
return;
}
this.updateRenderOrder(e);
// 检查是否需要y轴靠近
this.checkAndSetTargetY(e);
// 3. 核心移动逻辑分发
const nearestEnemy = this.findNearestEnemy(e);
if (nearestEnemy) {
// 战斗状态根据职业类型和rangeType执行智能战术
this.processCombatLogic(e, move, view, model, nearestEnemy);
} else {
// 非战斗状态:回归阵型
move.targetY = 0;
this.processReturnFormation(e, move, view, model);
model.is_atking = false;
}
}
/**
* 战斗移动逻辑分发
* 根据 rangeType 决定走位策略
*/
private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
// 优先使用 rangeType 判断,如果没有则回退到 type 判断
let rangeType = model.rangeType;
// 兼容性处理:如果数据未配置 rangeType根据旧的职业类型推断
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;
}
}
switch (rangeType) {
case SkillRange.Melee:
this.processMeleeLogic(e, move, view, model, enemy);
break;
case SkillRange.Mid:
this.processMidLogic(e, move, view, model, enemy);
break;
case SkillRange.Long:
this.processLongLogic(e, move, view, model, enemy);
break;
default:
this.processMidLogic(e, move, view, model, enemy); // 默认中程
break;
}
}
/**
* 近战逻辑 (Melee)
* 策略:无脑突进,贴脸输出
* 范围:< 75 (攻击距离)
*/
private processMeleeLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const [minRange, maxRange] = this.resolveCombatRange(model, 0, 75);
move.direction = enemyX > currentX ? 1 : -1;
if (dist < minRange) {
this.performRetreat(view, move, model, currentX);
} else if (dist <= maxRange) {
view.status_change("idle");
model.is_atking = true;
} else {
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed);
model.is_atking = false;
}
}
/**
* 中程逻辑 (Mid)
* 策略:保持在中距离,灵活输出
* 范围120 - 360
*/
private processMidLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const [minRange, maxRange] = this.resolveCombatRange(model, 120, 360);
move.direction = enemyX > currentX ? 1 : -1;
if (dist < minRange) {
// 太近了,后撤
this.performRetreat(view, move, model, currentX);
} else if (dist > maxRange) {
// 太远了,追击
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed);
model.is_atking = false;
} else {
// 距离合适,站桩输出
view.status_change("idle");
model.is_atking = true;
}
}
/**
* 远程逻辑 (Long)
* 策略:保持在远距离,最大化生存
* 范围360 - 720
*/
private processLongLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const currentX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(currentX - enemyX);
const [minRange, maxRange] = this.resolveCombatRange(model, 360, 720);
move.direction = enemyX > currentX ? 1 : -1;
if (dist < minRange) {
// 太近了,后撤 (远程单位对距离更敏感)
this.performRetreat(view, move, model, currentX);
} else if (dist > maxRange) {
// 太远了,追击
const speed = model.speed / 3;
this.moveEntity(view, move.direction, speed);
model.is_atking = false;
} else {
// 距离合适,站桩输出
view.status_change("idle");
model.is_atking = true;
}
}
/** 执行后撤逻辑 */
private performRetreat(view: HeroViewComp, move: MonMoveComp, model: HeroAttrsComp, currentX: number) {
const safeRetreatX = currentX - move.direction * 50;
if (safeRetreatX >= -300 && safeRetreatX <= 300) {
const retreatSpeed = (model.speed / 3) * 0.8;
this.moveEntity(view, -move.direction, retreatSpeed);
model.is_atking = false;
} else {
// 退无可退,被迫反击
view.status_change("idle");
model.is_atking = true;
}
}
/** 回归阵型逻辑 */
private processReturnFormation(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp) {
const currentX = view.node.position.x;
const targetX = move.targetX;
if (Math.abs(currentX - targetX) > 5) {
const dir = targetX > currentX ? 1 : -1;
const speed = model.speed / 3;
move.direction = dir;
this.moveEntity(view, dir, speed);
} else {
view.status_change("idle");
}
}
/** 通用移动执行 */
private moveEntity(view: HeroViewComp, direction: number, speed: number) {
const delta = speed * this.dt * direction;
const newX = view.node.position.x + delta;
// 处理Y轴移动
const move = view.ent.get(MonMoveComp);
let newY = view.node.position.y;
if (move && move.targetY !== 0) {
const deltaY = speed * this.dt * Math.sign(move.targetY - newY);
newY = newY + deltaY;
if (Math.abs(newY - move.targetY) < Math.abs(deltaY)) {
newY = move.targetY;
move.targetY = 0;
}
}
// 地图边界限制
if (newX >= -320 && newX <= 320) {
view.node.setPosition(newX, newY, 0);
view.status_change("move");
} else {
view.status_change("idle");
}
}
private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
const minRange = model.getCachedMinSkillDistance();
const maxRange = model.getCachedMaxSkillDistance();
if (maxRange <= 0) return [defaultMin, defaultMax];
const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
return [safeMin, maxRange];
}
/** 检查并设置y轴目标位置 */
private checkAndSetTargetY(entity: ecs.Entity): void {
const move = entity.get(MonMoveComp);
const currentView = entity.get(HeroViewComp);
const heroAttrs = entity.get(HeroAttrsComp);
if (!currentView || !currentView.node || !heroAttrs) return;
if (move.targetY !== 0) return;
const currentPos = currentView.node.position;
const team = heroAttrs.fac;
let nearestHero: ecs.Entity | null = null;
let nearestDist = Infinity;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!view || !view.node) return;
if (model.fac === team || model.is_dead) return;
const dist = Math.abs(currentPos.x - view.node.position.x);
if (dist < nearestDist) {
nearestDist = dist;
nearestHero = e;
}
});
if (!nearestHero || nearestDist > 100) return;
const heroView = nearestHero.get(HeroViewComp);
if (!heroView || !heroView.node) return;
const heroY = heroView.node.position.y;
const yDist = Math.abs(currentPos.y - heroY);
if (yDist > 50) {
const direction = heroY > currentPos.y ? 1 : -1;
move.targetY = heroY + direction * 50;
}
}
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const myFac = entity.get(HeroAttrsComp).fac;
let nearest: HeroViewComp | null = null;
let minDis = Infinity;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
const m = e.get(HeroAttrsComp);
// 找对立阵营且存活的
if (m.fac !== myFac && !m.is_dead) {
const v = e.get(HeroViewComp);
if (v?.node) {
const d = Math.abs(currentPos.x - v.node.position.x);
if (d < minDis) {
minDis = d;
nearest = v;
}
}
}
});
return nearest;
}
private updateRenderOrder(entity: ecs.Entity) {
// 🔥 移除渲染层级更新:各线路固定,后召唤的天然层级更高,无需动态调整
}
}