From d6ce56e543dfcdb5e0272f85fa14c3d1ee1e9773 Mon Sep 17 00:00:00 2001 From: panw Date: Thu, 15 Jan 2026 16:46:15 +0800 Subject: [PATCH] =?UTF-8?q?refactor(MonMove):=20=E9=87=8D=E6=9E=84?= =?UTF-8?q?=E6=80=AA=E7=89=A9=E7=A7=BB=E5=8A=A8=E7=B3=BB=E7=BB=9F=EF=BC=8C?= =?UTF-8?q?=E5=AE=9E=E7=8E=B0=E5=9F=BA=E4=BA=8E=E8=81=8C=E4=B8=9A=E7=B1=BB?= =?UTF-8?q?=E5=9E=8B=E7=9A=84=E6=99=BA=E8=83=BD=E6=88=98=E6=9C=AF?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 将怪物移动逻辑拆分为近战、中程和远程三种策略 优化状态检查和移动逻辑分发 移除不必要的渲染层级更新 --- assets/script/game/hero/MonMove.ts | 372 +++++++++++++++++------------ 1 file changed, 225 insertions(+), 147 deletions(-) diff --git a/assets/script/game/hero/MonMove.ts b/assets/script/game/hero/MonMove.ts index 9dc294b8..1619bb63 100644 --- a/assets/script/game/hero/MonMove.ts +++ b/assets/script/game/hero/MonMove.ts @@ -5,6 +5,8 @@ import { HeroSkillsComp } from "./HeroSkills"; 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') @@ -40,8 +42,9 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda } update(e: ecs.Entity) { - if (!smc.mission.play ) return; - if(smc.mission.pause) return + // 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 @@ -52,169 +55,213 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda const move = e.get(MonMoveComp); const model = e.get(HeroAttrsComp); - // const view = e.get(HeroViewComp); // 只处理怪物 if (model.fac !== FacSet.MON) return; if (!move.moving) return; - - const shouldStopInFace = this.checkEnemiesInFace(e); - const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e); - let shouldStop = shouldStopInFace || shouldStopAtMinRange; - model.is_atking = this.checkEnemiesInSkillRange(e); - - // x > 280 强制移动,允许攻击 - if (view.node.position.x > 280) { - shouldStop = false; + + // 2. 异常状态检查 (死亡/复活/眩晕/冰冻) + if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) { + view.status_change("idle"); + return; } - // 🔥 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 + this.updateRenderOrder(e); - if (!shouldStop) { - if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) { - view.status_change("idle"); - return; - } + // 检查是否需要y轴靠近 + this.checkAndSetTargetY(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); - // 怪物移动逻辑:同时向目标x和y方向移动 - const deltaX = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction; - const newX = view.node.position.x + deltaX; + 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:向目标移动 + this.processMarchLogic(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 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: 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 = 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: 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 = 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: MonMoveComp, model: HeroAttrsComp, currentX: number) { + const safeRetreatX = currentX - move.direction * 50; + // 怪物活动范围通常宽一些 + if (safeRetreatX >= -450 && safeRetreatX <= 450) { + 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; + } + } + + /** + * 进军逻辑 (无敌人时) + * 策略:向目标X移动 (通常是屏幕左侧) + */ + private processMarchLogic(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.Attrs[Attrs.SPEED] / 3; - let newY = view.node.position.y; - if (move.targetY !== 0) { - const deltaY = (model.Attrs[Attrs.SPEED]/3) * 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; - } - } + // 修正朝向 + move.direction = dir; - // 限制移动范围 - if (this.validatePosition(newX, move)) { - view.status_change("move"); - view.node.setPosition(newX, newY, 0); - } else { - view.status_change("idle"); - move.moving = false; - } + this.moveEntity(view, dir, speed); } else { view.status_change("idle"); } } - /** 验证目标位置有效性 */ - private validatePosition(newX: number, move: MonMoveComp): boolean { - // 我方不能超过右边界,敌方不能超过左边界 - return move.direction === 1 ? - newX <= move.targetX : - newX >= move.targetX; - } - - /** 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; + /** 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; - 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; - } + // 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; } - }); - 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; - } - - /** 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; - }); + // 地图边界限制 + if (newX >= -450 && newX <= 450) { + view.node.setPosition(newX, newY, 0); + view.status_change("move"); + } else { + view.status_change("idle"); + } } /** 检查并设置y轴目标位置 */ @@ -258,4 +305,35 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda move.targetY = heroY + direction * 50; } } -} \ No newline at end of file + + 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 + } +}