refactor(MonMove): 重构怪物移动系统,实现基于职业类型的智能战术

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
This commit is contained in:
panw
2026-01-15 16:46:15 +08:00
parent 705a4620ed
commit d6ce56e543

View File

@@ -5,6 +5,8 @@ import { HeroSkillsComp } from "./HeroSkills";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { FacSet, IndexSet } from "../common/config/GameSet"; import { FacSet, IndexSet } from "../common/config/GameSet";
import { Attrs } from "../common/config/HeroAttrs"; import { Attrs } from "../common/config/HeroAttrs";
import { HType } from "../common/config/heroSet";
import { SkillRange } from "../common/config/SkillSet";
/** 怪物移动组件 */ /** 怪物移动组件 */
@ecs.register('MonMove') @ecs.register('MonMove')
@@ -40,8 +42,9 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
} }
update(e: ecs.Entity) { update(e: ecs.Entity) {
if (!smc.mission.play ) return; // 1. 全局状态检查
if(smc.mission.pause) return if (!smc.mission.play || smc.mission.pause) return;
const view = e.get(HeroViewComp); 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 // 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 move = e.get(MonMoveComp);
const model = e.get(HeroAttrsComp); const model = e.get(HeroAttrsComp);
// const view = e.get(HeroViewComp);
// 只处理怪物 // 只处理怪物
if (model.fac !== FacSet.MON) return; if (model.fac !== FacSet.MON) return;
if (!move.moving) return; if (!move.moving) return;
const shouldStopInFace = this.checkEnemiesInFace(e); // 2. 异常状态检查 (死亡/复活/眩晕/冰冻)
const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e); if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
let shouldStop = shouldStopInFace || shouldStopAtMinRange; view.status_change("idle");
model.is_atking = this.checkEnemiesInSkillRange(e); return;
// x > 280 强制移动,允许攻击
if (view.node.position.x > 280) {
shouldStop = false;
} }
// 🔥 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) { // 检查是否需要y轴靠近
if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) { this.checkAndSetTargetY(e);
view.status_change("idle");
return;
}
// 检查是否需要y轴靠近 // 3. 核心移动逻辑分发
this.checkAndSetTargetY(e); const nearestEnemy = this.findNearestEnemy(e);
// 怪物移动逻辑同时向目标x和y方向移动 if (nearestEnemy) {
const deltaX = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction; // 战斗状态根据职业类型和rangeType执行智能战术
const newX = view.node.position.x + deltaX; 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; // 修正朝向
if (move.targetY !== 0) { move.direction = dir;
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;
}
}
// 限制移动范围 this.moveEntity(view, dir, speed);
if (this.validatePosition(newX, move)) {
view.status_change("move");
view.node.setPosition(newX, newY, 0);
} else {
view.status_change("idle");
move.moving = false;
}
} else { } else {
view.status_change("idle"); view.status_change("idle");
} }
} }
/** 验证目标位置有效性 */ /** 通用移动执行 */
private validatePosition(newX: number, move: MonMoveComp): boolean { private moveEntity(view: HeroViewComp, direction: number, speed: number) {
// 我方不能超过右边界,敌方不能超过左边界 const delta = speed * this.dt * direction;
return move.direction === 1 ? const newX = view.node.position.x + delta;
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;
const currentPos = currentView.node.position; // 处理Y轴移动
const team = entity.get(HeroAttrsComp).fac; const move = view.ent.get(MonMoveComp);
let found = false; let newY = view.node.position.y;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { if (move && move.targetY !== 0) {
const model = e.get(HeroAttrsComp); const deltaY = speed * this.dt * Math.sign(move.targetY - newY);
const view = e.get(HeroViewComp); newY = newY + deltaY;
if (!view || !view.node) return false; if (Math.abs(newY - move.targetY) < Math.abs(deltaY)) {
const distance = Math.abs(currentPos.x - view.node.position.x); newY = move.targetY;
if (model.fac !== team && !model.is_dead) { move.targetY = 0;
if (distance <= range) {
found = true;
return true;
}
} }
}); }
return found;
}
/** 检测技能攻击范围内敌人 */ // 地图边界限制
private checkEnemiesInSkillRange(entity: ecs.Entity): boolean { if (newX >= -450 && newX <= 450) {
const currentView = entity.get(HeroViewComp); view.node.setPosition(newX, newY, 0);
const heroAttrs = entity.get(HeroAttrsComp); view.status_change("move");
} else {
if (!currentView || !currentView.node || !heroAttrs) return false; view.status_change("idle");
}
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;
});
} }
/** 检查并设置y轴目标位置 */ /** 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; 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
}
}