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 } from "../common/config/GameSet"; import { HType } from "../common/config/heroSet"; import { Attrs } from "../common/config/HeroAttrs"; import { SkillRange } from "../common/config/SkillSet"; /** 英雄移动组件 */ @ecs.register('HeroMove') export class HeroMoveComp extends ecs.Comp { /** 移动方向:1向右,-1向左 */ direction: number = 1; /** 目标x坐标(阵型位置) */ targetX: number = 0; /** 是否处于移动状态 */ moving: boolean = true; reset() { this.direction = 1; this.targetX = 0; this.moving = true; } } /** 英雄移动系统 - 智能战斗移动逻辑 */ @ecs.register('HeroMoveSystem') export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { filter(): ecs.IMatcher { return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp); } update(e: ecs.Entity) { // 1. 全局状态检查 if (!smc.mission.play || smc.mission.pause) return; // 如果开启了暂停怪物行动(通常用于四选一界面),玩家角色也应该停止移动 if (smc.mission.stop_mon_action) return; const model = e.get(HeroAttrsComp); const move = e.get(HeroMoveComp); const view = e.get(HeroViewComp); // 只处理己方英雄且处于可移动状态 if (model.fac !== FacSet.HERO) 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.is_reviving || model.in_stun || model.in_frost) { if (!model.is_reviving) view.status_change("idle"); return; } this.updateRenderOrder(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 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: HeroMoveComp, 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: HeroMoveComp, 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: HeroMoveComp, 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: HeroMoveComp, 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: HeroMoveComp, 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 * 策略:无敌人时回到预设的 targetX */ private processReturnFormation(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp) { const currentX = view.node.position.x; let targetX = move.targetX; // 简单的防重叠偏移 if (this.isPositionOccupied(targetX, e)) { targetX -= 50; } if (Math.abs(currentX - targetX) > 5) { const dir = targetX > currentX ? 1 : -1; const speed = model.speed / 3; // 修正朝向:回正 move.direction = 1; this.moveEntity(view, dir, speed); // 防止过冲 const newX = view.node.position.x; if ((dir === 1 && newX > targetX) || (dir === -1 && newX < targetX)) { view.node.setPosition(targetX, view.node.position.y, 0); } } else { view.status_change("idle"); move.direction = 1; // 归位后默认朝右 } } /** 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; // 地图边界限制 (硬限制) if (newX >= -320 && newX <= 320) { view.node.setPosition(newX, view.node.position.y, 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]; } // --- 辅助方法 --- 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; // 优化查询:一次遍历 ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => { const m = e.get(HeroAttrsComp); 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 isPositionOccupied(targetX: number, self: ecs.Entity): boolean { const myFac = self.get(HeroAttrsComp).fac; return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => { if (e === self) return false; const m = e.get(HeroAttrsComp); if (m.fac !== myFac || m.is_dead) return false; const v = e.get(HeroViewComp); return Math.abs(v.node.position.x - targetX) < 30; }); } private updateRenderOrder(entity: ecs.Entity) { // 渲染层级逻辑... } }