refactor: 重构击退机制,将概率改为距离增量
1. 调整近战默认攻击距离从150改为100 2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述 3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量 4. 优化受击击退的处理流程,统一参数传递
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@@ -136,14 +136,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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return dist <= attackRange;
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}
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/** 同阵营横向最小间距,防止停止移动时完全重叠 */
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private static readonly ALLY_MIN_GAP_X = 10;
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/** 挤位时的蠕动幅度(像素) */
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private static readonly JOSTLE_AMPLITUDE = 2;
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/**
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* 战斗位移:向最近敌人推进,进入攻击范围后停止。
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* 推进无上限限制,可穿越队友;停止移动后受同阵营最小间距约束。
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* 推进无上限限制,但击退/位移受阵营后退边界保护。
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*/
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private processCombatLogic(_e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const selfX = view.node.position.x;
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@@ -160,10 +155,8 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if (view.status === "move") {
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view.status_change("idle");
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}
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/** 停止时若与队友重叠,则向后微调保持最小间距,并加入蠕动避免死板 */
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this.adjustSpacingWhenIdle(_e, view, move, model);
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} else {
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/** 未接触:向敌人方向推进(可穿越队友,但同点时后来者稍停) */
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/** 未接触:向敌人方向推进 */
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model.is_atking = false;
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const dir = enemyX > selfX ? 1 : -1;
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move.direction = dir;
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@@ -171,9 +164,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const delta = speed * this.dt * dir;
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let newX = selfX + delta;
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/** 推进时若与队友同点,后来者稍停避让 */
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newX = this.adjustSpacingWhileMoving(_e, view, move, model, newX, dir);
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/** 后退边界钳制:防止被击退/位移推出屏幕 */
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newX = this.clampByFacBoundary(newX, model.fac);
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@@ -184,93 +174,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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/**
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* 推进时的间距避让。
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* Why: 允许穿越队友,但若与队友完全同点(重叠),后来者稍停一拍,
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* 避免视觉上的"穿模"过于生硬,营造"挤过去"的自然感。
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* @returns 调整后的目标 X(被阻挡时返回 selfX,即本帧不移动)
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*/
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private adjustSpacingWhileMoving(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp, targetX: number, _dir: number): number {
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const selfX = view.node.position.x;
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const selfY = view.node.position.y;
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let blocked = false;
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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if (e === self) return;
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const attrs = e.get(HeroAttrsComp);
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const v = e.get(HeroViewComp);
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const mv = e.get(MoveComp);
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if (!attrs || !v?.node || !mv) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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if (attrs.fac !== model.fac) return;
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if (Math.abs(v.node.position.y - selfY) > 30) return;
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const otherX = v.node.position.x;
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/** 同点判定:间距小于最小间距的一半视为完全重叠 */
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if (Math.abs(selfX - otherX) < MoveSystem.ALLY_MIN_GAP_X * 0.5) {
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/** spawnOrder 大者(后来者)被阻挡 */
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if (selfMove.spawnOrder > mv.spawnOrder) {
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blocked = true;
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}
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}
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});
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return blocked ? selfX : targetX;
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}
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/**
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* 停止移动时的间距微调 + 蠕动效果。
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* Why: 允许推进时穿越队友,但进入攻击范围停下后若与队友重叠,
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* 则向后微调保持 ALLY_MIN_GAP_X 间距,避免视觉完全重叠。
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* 同时加入基于时间的随机蠕动,营造"挤到前方攻击"的生动感。
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* Y 轴不变,仅约束 X。
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* 优先级:spawnOrder 小者(先出生)不动,大者向后让位。
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*/
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private adjustSpacingWhenIdle(self: ecs.Entity, view: HeroViewComp, selfMove: MoveComp, model: HeroAttrsComp): void {
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const selfX = view.node.position.x;
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const selfY = view.node.position.y;
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let adjustX = selfX;
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let isCrowded = false;
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ecs.query(this.getHeroViewMatcher()).forEach(e => {
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if (e === self) return;
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const attrs = e.get(HeroAttrsComp);
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const v = e.get(HeroViewComp);
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const mv = e.get(MoveComp);
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if (!attrs || !v?.node || !mv) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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if (attrs.fac !== model.fac) return;
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/** 只约束同排(Y 差在阈值内)的队友 */
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if (Math.abs(v.node.position.y - selfY) > 30) return;
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const otherX = v.node.position.x;
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const gap = Math.abs(adjustX - otherX);
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if (gap >= MoveSystem.ALLY_MIN_GAP_X) return;
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isCrowded = true;
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/** spawnOrder 小者不动,大者向后让位 */
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if (selfMove.spawnOrder > mv.spawnOrder) {
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/** 自己靠后:向远离对方的方向后退到最小间距处 */
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const dir = adjustX >= otherX ? 1 : -1;
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adjustX = otherX + dir * MoveSystem.ALLY_MIN_GAP_X;
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}
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});
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/** 拥挤时加入蠕动:基于时间+出生序的伪随机偏移,避免多个单位同步抖动 */
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if (isCrowded) {
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const time = Date.now() / 1000;
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const jostlePhase = time * 3 + selfMove.spawnOrder * 0.7; // 不同单位错开相位
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const jostleOffset = Math.sin(jostlePhase) * MoveSystem.JOSTLE_AMPLITUDE;
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adjustX += jostleOffset;
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}
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if (Math.abs(adjustX - selfX) >= 0.01) {
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/** 后退边界钳制 */
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adjustX = this.clampByFacBoundary(adjustX, model.fac);
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view.node.setPosition(adjustX, view.node.position.y, 0);
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}
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}
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/**
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* 按阵营裁剪 X 坐标,防止被击退/位移推出屏幕。
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* HERO 后退不越过 BoxSet.LETF_END;MON 后退不越过 BoxSet.RIGHT_END。
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