Files
pixelheros/assets/script/game/hero/HeroMove.ts
walkpan 9d6075be6e refactor(hero): 重构英雄属性与状态管理
- 将增益效果属性组移到武器进化属性后以优化结构
- 新增 in_stun 和 in_frost 状态标志替代 isStun/isFrost 方法
- 更新状态检查逻辑以使用新的状态标志
- 移除 HeroSkillsComp 依赖以简化移动系统
- 修改伤害计算直接使用 HeroAttrsComp 属性而非 Attrs 映射
- 简化暴击、击退等判定逻辑,移除闪避和抗性计算
- 优化 reset 方法,设置合理的默认值并重置新增状态标志
- 添加状态变化时的调试日志输出
2026-03-11 22:51:48 +08:00

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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 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.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 = 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.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 = 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.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");
}
}
// --- 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...
}
}