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:
@@ -5,6 +5,8 @@ import { HeroSkillsComp } from "./HeroSkills";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet, IndexSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { HType } from "../common/config/heroSet";
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import { SkillRange } from "../common/config/SkillSet";
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/** 怪物移动组件 */
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@ecs.register('MonMove')
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@@ -40,8 +42,9 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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}
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update(e: ecs.Entity) {
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if (!smc.mission.play ) return;
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if(smc.mission.pause) return
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// 1. 全局状态检查
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if (!smc.mission.play || smc.mission.pause) return;
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const view = e.get(HeroViewComp);
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// 如果英雄死亡(停止怪物行动标志为true),则停止怪物移动
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@@ -52,169 +55,213 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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const move = e.get(MonMoveComp);
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const model = e.get(HeroAttrsComp);
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// const view = e.get(HeroViewComp);
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// 只处理怪物
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if (model.fac !== FacSet.MON) return;
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if (!move.moving) return;
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const shouldStopInFace = this.checkEnemiesInFace(e);
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const shouldStopAtMinRange = this.shouldStopAtMinSkillRange(e);
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let shouldStop = shouldStopInFace || shouldStopAtMinRange;
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model.is_atking = this.checkEnemiesInSkillRange(e);
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// x > 280 强制移动,允许攻击
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if (view.node.position.x > 280) {
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shouldStop = false;
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// 2. 异常状态检查 (死亡/复活/眩晕/冰冻)
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if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
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view.status_change("idle");
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return;
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}
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// 🔥 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
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this.updateRenderOrder(e);
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if (!shouldStop) {
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if (model.is_stop || model.is_dead || model.isStun() || model.isFrost()) {
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view.status_change("idle");
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return;
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}
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// 检查是否需要y轴靠近
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this.checkAndSetTargetY(e);
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// 检查是否需要y轴靠近
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this.checkAndSetTargetY(e);
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// 3. 核心移动逻辑分发
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const nearestEnemy = this.findNearestEnemy(e);
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// 怪物移动逻辑:同时向目标x和y方向移动
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const deltaX = (model.Attrs[Attrs.SPEED]/3) * this.dt * move.direction;
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const newX = view.node.position.x + deltaX;
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if (nearestEnemy) {
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// 战斗状态:根据职业类型和rangeType执行智能战术
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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} else {
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// 非战斗状态:向目标移动
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this.processMarchLogic(e, move, view, model);
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model.is_atking = false;
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}
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}
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/**
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* 战斗移动逻辑分发
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* 根据 rangeType 决定走位策略
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*/
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private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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// 优先使用 rangeType 判断,如果没有则回退到 type 判断
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let rangeType = model.rangeType;
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// 兼容性处理:如果数据未配置 rangeType,根据旧的职业类型推断
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if (rangeType === undefined) {
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if (model.type === HType.warrior || model.type === HType.assassin) {
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rangeType = SkillRange.Melee;
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} else if (model.type === HType.remote) {
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rangeType = SkillRange.Long;
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} else {
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rangeType = SkillRange.Mid;
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}
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}
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switch (rangeType) {
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case SkillRange.Melee:
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this.processMeleeLogic(e, move, view, model, enemy);
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break;
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case SkillRange.Mid:
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this.processMidLogic(e, move, view, model, enemy);
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break;
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case SkillRange.Long:
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this.processLongLogic(e, move, view, model, enemy);
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break;
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default:
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this.processMidLogic(e, move, view, model, enemy); // 默认中程
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break;
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}
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}
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/**
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* 近战逻辑 (Melee)
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* 策略:无脑突进,贴脸输出
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* 范围:< 75 (攻击距离)
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*/
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private processMeleeLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const currentX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(currentX - enemyX);
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const attackRange = 75; // 保持原有的近战判定
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move.direction = enemyX > currentX ? 1 : -1;
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if (dist <= attackRange) {
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view.status_change("idle");
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model.is_atking = true;
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} else {
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const speed = model.Attrs[Attrs.SPEED] / 3;
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this.moveEntity(view, move.direction, speed);
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model.is_atking = false;
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}
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}
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/**
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* 中程逻辑 (Mid)
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* 策略:保持在中距离,灵活输出
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* 范围:120 - 360
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*/
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private processMidLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const currentX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(currentX - enemyX);
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const minRange = 120;
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const maxRange = 360;
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move.direction = enemyX > currentX ? 1 : -1;
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if (dist < minRange) {
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// 太近了,后撤
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this.performRetreat(view, move, model, currentX);
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} else if (dist > maxRange) {
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// 太远了,追击
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const speed = model.Attrs[Attrs.SPEED] / 3;
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this.moveEntity(view, move.direction, speed);
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model.is_atking = false;
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} else {
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// 距离合适,站桩输出
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view.status_change("idle");
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model.is_atking = true;
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}
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}
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/**
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* 远程逻辑 (Long)
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* 策略:保持在远距离,最大化生存
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* 范围:360 - 720
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*/
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private processLongLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const currentX = view.node.position.x;
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const enemyX = enemy.node.position.x;
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const dist = Math.abs(currentX - enemyX);
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const minRange = 360;
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const maxRange = 720;
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move.direction = enemyX > currentX ? 1 : -1;
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if (dist < minRange) {
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// 太近了,后撤 (远程单位对距离更敏感)
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this.performRetreat(view, move, model, currentX);
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} else if (dist > maxRange) {
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// 太远了,追击
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const speed = model.Attrs[Attrs.SPEED] / 3;
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this.moveEntity(view, move.direction, speed);
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model.is_atking = false;
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} else {
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// 距离合适,站桩输出
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view.status_change("idle");
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model.is_atking = true;
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}
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}
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/** 执行后撤逻辑 */
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private performRetreat(view: HeroViewComp, move: MonMoveComp, model: HeroAttrsComp, currentX: number) {
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const safeRetreatX = currentX - move.direction * 50;
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// 怪物活动范围通常宽一些
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if (safeRetreatX >= -450 && safeRetreatX <= 450) {
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const retreatSpeed = (model.Attrs[Attrs.SPEED] / 3) * 0.8;
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this.moveEntity(view, -move.direction, retreatSpeed);
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model.is_atking = false;
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} else {
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// 退无可退,被迫反击
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view.status_change("idle");
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model.is_atking = true;
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}
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}
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/**
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* 进军逻辑 (无敌人时)
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* 策略:向目标X移动 (通常是屏幕左侧)
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*/
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private processMarchLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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const targetX = move.targetX;
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if (Math.abs(currentX - targetX) > 5) {
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const dir = targetX > currentX ? 1 : -1;
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const speed = model.Attrs[Attrs.SPEED] / 3;
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let newY = view.node.position.y;
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if (move.targetY !== 0) {
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const deltaY = (model.Attrs[Attrs.SPEED]/3) * this.dt * Math.sign(move.targetY - newY);
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newY = newY + deltaY;
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if (Math.abs(newY - move.targetY) < Math.abs(deltaY)) {
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newY = move.targetY;
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move.targetY = 0;
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}
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}
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// 修正朝向
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move.direction = dir;
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// 限制移动范围
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if (this.validatePosition(newX, move)) {
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view.status_change("move");
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view.node.setPosition(newX, newY, 0);
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} else {
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view.status_change("idle");
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move.moving = false;
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}
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this.moveEntity(view, dir, speed);
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} else {
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view.status_change("idle");
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}
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}
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/** 验证目标位置有效性 */
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private validatePosition(newX: number, move: MonMoveComp): boolean {
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// 我方不能超过右边界,敌方不能超过左边界
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return move.direction === 1 ?
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newX <= move.targetX :
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newX >= move.targetX;
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}
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/** 检测攻击范围内敌人 */
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private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
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const currentView = entity.get(HeroViewComp);
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if (!currentView || !currentView.node) return false;
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/** 通用移动执行 */
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private moveEntity(view: HeroViewComp, direction: number, speed: number) {
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const delta = speed * this.dt * direction;
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const newX = view.node.position.x + delta;
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const currentPos = currentView.node.position;
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const team = entity.get(HeroAttrsComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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if (distance <= range) {
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found = true;
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return true;
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}
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// 处理Y轴移动
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const move = view.ent.get(MonMoveComp);
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let newY = view.node.position.y;
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if (move && move.targetY !== 0) {
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const deltaY = speed * this.dt * Math.sign(move.targetY - newY);
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newY = newY + deltaY;
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if (Math.abs(newY - move.targetY) < Math.abs(deltaY)) {
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newY = move.targetY;
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move.targetY = 0;
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}
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});
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return found;
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}
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}
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/** 检测技能攻击范围内敌人 */
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private checkEnemiesInSkillRange(entity: ecs.Entity): boolean {
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const currentView = entity.get(HeroViewComp);
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const heroAttrs = entity.get(HeroAttrsComp);
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if (!currentView || !currentView.node || !heroAttrs) return false;
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const currentPos = currentView.node.position;
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const team = heroAttrs.fac;
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// 使用缓存的最远技能攻击距离判断攻击时机
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const maxSkillDistance = heroAttrs.getCachedMaxSkillDistance();
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if (maxSkillDistance === 0) return false;
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let found = false;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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if (distance <= maxSkillDistance) {
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found = true;
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return true;
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}
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}
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});
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return found;
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}
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/** 检测面前是否有敌人 */
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private checkEnemiesInFace(entity: ecs.Entity): boolean {
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const currentView = entity.get(HeroViewComp);
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if (!currentView || !currentView.node) return false;
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const currentPos = currentView.node.position;
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const team = entity.get(HeroAttrsComp).fac;
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let found = false;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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if (distance <= 75) {
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found = true;
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return true;
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}
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}
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});
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return found;
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}
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/** 检查是否应该基于最近技能距离停止移动 */
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private shouldStopAtMinSkillRange(entity: ecs.Entity): boolean {
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const currentView = entity.get(HeroViewComp);
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const heroAttrs = entity.get(HeroAttrsComp);
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if (!currentView || !currentView.node || !heroAttrs) return false;
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const currentPos = currentView.node.position;
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const team = heroAttrs.fac;
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// 使用缓存的最近技能攻击距离
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const minSkillDistance = heroAttrs.getCachedMinSkillDistance();
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if (minSkillDistance === 0) return false;
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// 检查是否有敌人在最近技能距离内
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return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return false;
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const distance = Math.abs(currentPos.x - view.node.position.x);
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if (model.fac !== team && !model.is_dead) {
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return distance <= minSkillDistance;
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}
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return false;
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});
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// 地图边界限制
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if (newX >= -450 && newX <= 450) {
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view.node.setPosition(newX, newY, 0);
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view.status_change("move");
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} else {
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view.status_change("idle");
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}
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}
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/** 检查并设置y轴目标位置 */
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@@ -258,4 +305,35 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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move.targetY = heroY + direction * 50;
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}
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}
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}
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private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
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const currentView = entity.get(HeroViewComp);
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if (!currentView?.node) return null;
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const currentPos = currentView.node.position;
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const myFac = entity.get(HeroAttrsComp).fac;
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let nearest: HeroViewComp | null = null;
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let minDis = Infinity;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
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const m = e.get(HeroAttrsComp);
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// 找对立阵营且存活的
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if (m.fac !== myFac && !m.is_dead) {
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const v = e.get(HeroViewComp);
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if (v?.node) {
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const d = Math.abs(currentPos.x - v.node.position.x);
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if (d < minDis) {
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minDis = d;
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nearest = v;
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}
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}
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}
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});
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return nearest;
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}
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private updateRenderOrder(entity: ecs.Entity) {
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// 🔥 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
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}
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}
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Reference in New Issue
Block a user