feat(英雄AI): 重构英雄移动系统,基于攻击距离类型实现智能战术走位

1. 新增SkillRange枚举定义近/中/远程攻击类型
2. 在HeroAttrsComp和hero配置中添加rangeType字段
3. 重写HeroMoveSystem,根据rangeType实现差异化移动策略
4. 移除技能施放的攻击状态限制,优化AI决策逻辑
This commit is contained in:
walkpan
2026-01-06 18:26:18 +08:00
parent fcc2aaf0a0
commit bb28492550
6 changed files with 295 additions and 288 deletions

View File

@@ -83,7 +83,7 @@ export class Hero extends ecs.Entity {
model.fac = FacSet.HERO;
model.is_master = is_master;
model.is_friend = is_friend
model.rangeType = hero.rangeType;
// 只有主角才挂载天赋组件
if (is_master) {
this.add(TalComp);

View File

@@ -2,7 +2,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
import { BuffConf } from "../common/config/SkillSet";
import { BuffConf, SkillRange } from "../common/config/SkillSet";
import { HeroInfo, AttrSet } from "../common/config/heroSet";
import { HeroSkillsComp } from "./HeroSkills";
import { smc } from "../common/SingletonModuleComp";
@@ -22,7 +22,7 @@ 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) ====================
base_ap: number = 0; // 基础攻击
base_def: number = 5; // 基础防御

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@@ -6,13 +6,14 @@ 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 */
/** 移动方向1向右-1向左 */
direction: number = 1;
/** 目标x坐标 */
/** 目标x坐标(阵型位置) */
targetX: number = 0;
/** 是否处于移动状态 */
moving: boolean = true;
@@ -24,7 +25,7 @@ export class HeroMoveComp extends ecs.Comp {
}
}
/** 英雄移动系统 - 专门处理英雄的移动逻辑 */
/** 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 {
@@ -32,291 +33,259 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
}
update(e: ecs.Entity) {
if (!smc.mission.play ) return;
if(smc.mission.pause) return
const move = e.get(HeroMoveComp);
// 1. 全局状态检查
if (!smc.mission.play || smc.mission.pause) return;
const model = e.get(HeroAttrsComp);
const move = e.get(HeroMoveComp);
const view = e.get(HeroViewComp);
// 只处理英雄
// 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;
const shouldStopInFace = this.checkEnemiesInFace(e);
const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e);
const shouldStop = shouldStopInFace || shouldStopAtMinRange;
model.is_atking = this.checkEnemiesInSkillRange(e);
// 更新渲染层级
// 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.isStun() || model.isFrost()) {
if (!model.is_reviving) view.status_change("idle");
return;
}
this.updateRenderOrder(e);
if (!shouldStop) {
if (model.is_stop || model.is_dead || model.is_reviving || model.isStun() || model.isFrost()) {
if (model.is_reviving) return;
view.status_change("idle");
return;
}
// 3. 核心移动逻辑分发
const nearestEnemy = this.findNearestEnemy(e);
// 英雄阵营特殊逻辑:根据职业区分行为
const hasEnemies = this.checkEnemiesExist(e);
const isWarrior = model.type === HType.warrior||model.type===HType.assassin;
// 战士职业:有敌人就向敌人前进
if (isWarrior && hasEnemies) {
const nearestEnemy = this.findNearestEnemy(e);
if (nearestEnemy) {
const enemyX = nearestEnemy.node.position.x;
const currentX = view.node.position.x;
// 根据敌人位置调整移动方向和朝向
if (enemyX > currentX) {
move.direction = 1; // 向右移动
} else {
move.direction = -1; // 向左移动
}
// 继续向敌人方向移动
const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
const newX = view.node.position.x + delta;
// 对于战士,允许更自由的移动范围
if (newX >= -280 && newX <= 280) { // 使用地图边界
view.status_change("move");
view.node.setPosition(newX, view.node.position.y, 0);
} else {
view.status_change("idle");
}
}
return;
}
// 其他职业或战士无敌人时:回到预定点
const currentX = view.node.position.x;
let finalTargetX = move.targetX;
// 检查预定点是否已被占用
if (this.isPositionOccupied(finalTargetX, e)) {
finalTargetX = move.targetX - 50; // 往前50的位置
}
// 如果不在目标位置,移动到目标位置
if (Math.abs(currentX - finalTargetX) > 1) {
// 确定移动方向
const direction = currentX > finalTargetX ? -1 : 1;
const delta = (model.Attrs[Attrs.SPEED]/3) * this.dt * direction;
const newX = view.node.position.x + delta;
// 确保不会超过目标位置
if (direction === 1 && newX > finalTargetX) {
view.node.setPosition(finalTargetX, view.node.position.y, 0);
} else if (direction === -1 && newX < finalTargetX) {
view.node.setPosition(finalTargetX, view.node.position.y, 0);
} else {
view.node.setPosition(newX, view.node.position.y, 0);
}
view.status_change("move");
} else {
view.status_change("idle");
// 到达目标位置后,面向右侧(敌人方向)
move.direction = 1;
}
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 {
if (!model.is_atking) {
view.status_change("idle");
}
// 因为敌人在面前而暂时停止不设置moving为false保持检查状态
// 非战斗状态:回归阵型
this.processReturnFormation(e, move, view, model);
model.is_atking = false;
}
}
/** 检查是否存在敌人 */
private checkEnemiesExist(entity: ecs.Entity): boolean {
const team = entity.get(HeroAttrsComp).fac;
let hasEnemies = false;
ecs.query(ecs.allOf(HeroAttrsComp)).some(e => {
const model = e.get(HeroAttrsComp);
if (model.fac !== team && !model.is_dead) {
hasEnemies = true;
return true;
}
});
return hasEnemies;
/**
* 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;
}
}
/** 找到最近的敌人 */
/**
* 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 attackRange = 75; // 保持原有的近战判定
move.direction = enemyX > currentX ? 1 : -1;
if (dist <= attackRange) {
view.status_change("idle");
model.is_atking = true;
} else {
const speed = model.Attrs[Attrs.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 = 120;
const maxRange = 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.Attrs[Attrs.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 = 360;
const maxRange = 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.Attrs[Attrs.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.Attrs[Attrs.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.Attrs[Attrs.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");
}
}
// --- 辅助方法 ---
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return null;
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const team = entity.get(HeroAttrsComp).fac;
let nearestEnemyView: HeroViewComp | null = null;
let minDistance = Infinity;
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 model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (model.fac !== team && !model.is_dead && view && view.node) {
const distance = Math.abs(currentPos.x - view.node.position.x);
if (distance < minDistance) {
minDistance = distance;
nearestEnemyView = view;
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 nearestEnemyView;
return nearest;
}
/** 检测攻击范围内敌人 */
private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
const currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return false;
const currentPos = currentView.node.position;
const team = entity.get(HeroAttrsComp).fac;
let found = false;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!view || !view.node) return false;
const distance = Math.abs(currentPos.x - view.node.position.x);
if (model.fac !== team && !model.is_dead) {
if (distance <= range) {
found = true;
return true;
}
}
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;
});
return found;
}
/** 检测面前是否有敌人 */
private checkEnemiesInFace(entity: ecs.Entity): boolean {
const currentView = entity.get(HeroViewComp);
if (!currentView || !currentView.node) return false;
const currentPos = currentView.node.position;
const team = entity.get(HeroAttrsComp).fac;
let found = false;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!view || !view.node) return false;
const distance = Math.abs(currentPos.x - view.node.position.x);
if (model.fac !== team && !model.is_dead) {
if (distance <= 75) {
found = true;
return true;
}
}
});
return found;
}
/** 检测技能攻击范围内敌人 */
private checkEnemiesInSkillRange(entity: ecs.Entity): boolean {
const currentView = entity.get(HeroViewComp);
const heroAttrs = entity.get(HeroAttrsComp);
if (!currentView || !currentView.node || !heroAttrs) return false;
const currentPos = currentView.node.position;
const team = heroAttrs.fac;
// 使用缓存的最远技能攻击距离判断攻击时机
const maxSkillDistance = heroAttrs.getCachedMaxSkillDistance();
if (maxSkillDistance === 0) return false;
let found = false;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!view || !view.node) return false;
const distance = Math.abs(currentPos.x - view.node.position.x);
if (model.fac !== team && !model.is_dead) {
if (distance <= maxSkillDistance) {
found = true;
return true;
}
}
});
return found;
}
/** 更新渲染层级 */
private updateRenderOrder(entity: ecs.Entity) {
const currentView = entity.get(HeroViewComp);
const currentModel = entity.get(HeroAttrsComp);
// 查找所有英雄单位
const allUnits = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp))
.filter(e => {
const otherModel = e.get(HeroAttrsComp);
return otherModel.fac === currentModel.fac; // 按阵营分组
})
.map(e => e);
// 按x坐标排序x坐标越大越前面的显示在上层
const sortedUnits = allUnits.sort((a, b) => {
const viewA = a.get(HeroViewComp);
const viewB = b.get(HeroViewComp);
if (!viewA || !viewA.node || !viewB || !viewB.node) return 0;
const posA = viewA.node.position.x;
const posB = viewB.node.position.x;
return posA - posB; // x坐标从小到大排序
});
// 设置渲染顺序x坐标越大的显示在上层index越大层级越高
// sortedUnits.forEach((unit, index) => {
// const model = unit.get(HeroViewComp);
// model.node.setSiblingIndex(index); // 直接使用indexx坐标大的index大层级高
// });
// 渲染层级逻辑...
}
/** 检查指定位置是否已被占用 */
private isPositionOccupied(targetX: number, currentEntity: ecs.Entity): boolean {
const currentModel = currentEntity.get(HeroAttrsComp);
const occupationRange = 30; // 定义占用范围为30像素
return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
if (e === currentEntity) return false; // 排除自己
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (model.fac !== currentModel.fac) return false; // 只检查同阵营
if (model.is_dead) return false; // 排除死亡单位
const distance = Math.abs(view.node.position.x - targetX);
return distance < occupationRange; // 如果距离小于占用范围,认为被占用
});
}
/** 检查是否应该基于最近技能距离停止移动 */
private shouldStopAtMinSkillRange(entity: ecs.Entity): boolean {
const currentView = entity.get(HeroViewComp);
const heroAttrs = entity.get(HeroAttrsComp);
if (!currentView || !currentView.node || !heroAttrs) return false;
const currentPos = currentView.node.position;
const team = heroAttrs.fac;
// 使用缓存的最近技能攻击距离
const minSkillDistance = heroAttrs.getCachedMinSkillDistance();
if (minSkillDistance === 0) return false;
// 检查是否有敌人在最近技能距离内
return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
const model = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
if (!view || !view.node) return false;
const distance = Math.abs(currentPos.x - view.node.position.x);
if (model.fac !== team && !model.is_dead) {
return distance <= minSkillDistance;
}
return false;
});
}
}
}

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@@ -52,9 +52,8 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
// 检查基本条件
if (heroAttrs.is_dead || heroAttrs.is_reviving || heroAttrs.isStun() || heroAttrs.isFrost()) return;
// 检查是否正在攻击(只有攻击时才释放技能)
if (!heroAttrs.is_atking) return;
// 移除 is_atking 检查实现只要距离和CD满足即施法
// if (!heroAttrs.is_atking) return;
const readySkills = skills.getReadySkills();
if (readySkills.length === 0) return;