import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { HeroViewComp } from "./HeroViewComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; 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') export class MonMoveComp extends ecs.Comp { /** 移动方向:1向右,-1向左 */ direction: number = 1; /** 目标x坐标 */ targetX: number = 0; /** 是否处于移动状态 */ moving: boolean = true; /** 线路标识:0=一线(y=120),1=二线(y=80) */ lane: number = 0; /** 生成顺序:用于同线路内的层级排序,数值越大越晚生成,层级越前 */ spawnOrder: number = 0; /** 目标y坐标 */ targetY: number = 0; reset() { this.direction = 1; this.targetX = 0; this.moving = true; this.lane = 0; this.spawnOrder = 0; this.targetY = 0; } } /** 怪物移动系统 - 专门处理怪物的移动逻辑 */ @ecs.register('MonMoveSystem') export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp); } update(e: ecs.Entity) { // 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 if (smc.mission.stop_mon_action) { view.status_change("idle"); return; } const move = e.get(MonMoveComp); const model = e.get(HeroAttrsComp); // 只处理怪物 if (model.fac !== FacSet.MON) return; if (!move.moving) return; // 2. 异常状态检查 (死亡/复活/眩晕/冰冻) if (model.is_stop || model.is_dead || model.in_stun|| model.in_frost) { view.status_change("idle"); return; } this.updateRenderOrder(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); 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:回归阵型 move.targetY = 0; this.processReturnFormation(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 [minRange, maxRange] = this.resolveCombatRange(model, 0, 75); move.direction = enemyX > currentX ? 1 : -1; if (dist < minRange) { this.performRetreat(view, move, model, currentX); } else if (dist <= maxRange) { view.status_change("idle"); model.is_atking = true; } else { const speed = model.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, maxRange] = this.resolveCombatRange(model, 120, 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.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, maxRange] = this.resolveCombatRange(model, 360, 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.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; if (safeRetreatX >= -300 && safeRetreatX <= 300) { const retreatSpeed = (model.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 */ private processReturnFormation(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.speed / 3; move.direction = dir; this.moveEntity(view, dir, speed); } else { view.status_change("idle"); } } /** 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; // 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; } } // 地图边界限制 if (newX >= -320 && newX <= 320) { view.node.setPosition(newX, newY, 0); view.status_change("move"); } else { view.status_change("idle"); } } private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] { const minRange = model.getCachedMinSkillDistance(); const maxRange = model.getCachedMaxSkillDistance(); if (maxRange <= 0) return [defaultMin, defaultMax]; const safeMin = Math.max(0, Math.min(minRange, maxRange - 20)); return [safeMin, maxRange]; } /** 检查并设置y轴目标位置 */ private checkAndSetTargetY(entity: ecs.Entity): void { const move = entity.get(MonMoveComp); const currentView = entity.get(HeroViewComp); const heroAttrs = entity.get(HeroAttrsComp); if (!currentView || !currentView.node || !heroAttrs) return; if (move.targetY !== 0) return; const currentPos = currentView.node.position; const team = heroAttrs.fac; let nearestHero: ecs.Entity | null = null; let nearestDist = Infinity; ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => { const model = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (!view || !view.node) return; if (model.fac === team || model.is_dead) return; const dist = Math.abs(currentPos.x - view.node.position.x); if (dist < nearestDist) { nearestDist = dist; nearestHero = e; } }); if (!nearestHero || nearestDist > 100) return; const heroView = nearestHero.get(HeroViewComp); if (!heroView || !heroView.node) return; const heroY = heroView.node.position.y; const yDist = Math.abs(currentPos.y - heroY); if (yDist > 50) { const direction = heroY > currentPos.y ? 1 : -1; 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 } }