1. 新增SkillRange枚举定义近/中/远程攻击类型 2. 在HeroAttrsComp和hero配置中添加rangeType字段 3. 重写HeroMoveSystem,根据rangeType实现差异化移动策略 4. 移除技能施放的攻击状态限制,优化AI决策逻辑
292 lines
10 KiB
TypeScript
292 lines
10 KiB
TypeScript
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroSkillsComp } from "./HeroSkills";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/GameSet";
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import { HType } from "../common/config/heroSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { SkillRange } from "../common/config/SkillSet";
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/** 英雄移动组件 */
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@ecs.register('HeroMove')
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export class HeroMoveComp extends ecs.Comp {
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/** 移动方向:1向右,-1向左 */
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direction: number = 1;
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/** 目标x坐标(阵型位置) */
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targetX: number = 0;
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/** 是否处于移动状态 */
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moving: boolean = true;
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reset() {
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this.direction = 1;
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this.targetX = 0;
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this.moving = true;
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}
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}
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/** 英雄移动系统 - 智能战斗移动逻辑 */
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@ecs.register('HeroMoveSystem')
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export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroMoveComp, HeroViewComp, HeroAttrsComp, HeroSkillsComp);
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}
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update(e: ecs.Entity) {
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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 model = e.get(HeroAttrsComp);
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const move = e.get(HeroMoveComp);
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const view = e.get(HeroViewComp);
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// 只处理己方英雄且处于可移动状态
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if (model.fac !== FacSet.HERO) return;
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if (!move.moving) return;
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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.is_reviving || model.isStun() || model.isFrost()) {
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if (!model.is_reviving) view.status_change("idle");
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return;
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}
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this.updateRenderOrder(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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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:回归阵型
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this.processReturnFormation(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: HeroMoveComp, 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: HeroMoveComp, 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: HeroMoveComp, 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: HeroMoveComp, 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: HeroMoveComp, model: HeroAttrsComp, currentX: number) {
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const safeRetreatX = currentX - move.direction * 50;
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if (safeRetreatX >= -300 && safeRetreatX <= 300) {
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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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* 回归阵型逻辑
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* 策略:无敌人时回到预设的 targetX
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*/
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private processReturnFormation(e: ecs.Entity, move: HeroMoveComp, view: HeroViewComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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let targetX = move.targetX;
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// 简单的防重叠偏移
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if (this.isPositionOccupied(targetX, e)) {
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targetX -= 50;
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}
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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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// 修正朝向:回正
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move.direction = 1;
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this.moveEntity(view, dir, speed);
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// 防止过冲
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const newX = view.node.position.x;
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if ((dir === 1 && newX > targetX) || (dir === -1 && newX < targetX)) {
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view.node.setPosition(targetX, view.node.position.y, 0);
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}
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} else {
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view.status_change("idle");
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move.direction = 1; // 归位后默认朝右
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}
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}
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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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// 地图边界限制 (硬限制)
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if (newX >= -320 && newX <= 320) {
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view.node.setPosition(newX, view.node.position.y, 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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// --- 辅助方法 ---
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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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// 优化查询:一次遍历
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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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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 isPositionOccupied(targetX: number, self: ecs.Entity): boolean {
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const myFac = self.get(HeroAttrsComp).fac;
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return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
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if (e === self) return false;
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const m = e.get(HeroAttrsComp);
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if (m.fac !== myFac || m.is_dead) return false;
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const v = e.get(HeroViewComp);
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return Math.abs(v.node.position.x - targetX) < 30;
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});
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}
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private updateRenderOrder(entity: ecs.Entity) {
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// 渲染层级逻辑...
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}
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}
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