- 新增技能距离缓存机制,根据英雄类型动态计算最小和最大攻击范围 - 重构SCastSystem实现完整的技能施放逻辑,支持伤害、治疗、护盾和buff技能 - 在Hero和Monster初始化时调用updateSkillDistanceCache预计算技能距离 - 修改HeroMoveSystem和MonMoveSystem使用动态战斗范围,支持撤退逻辑 - 优化Skill实体创建,增加对象池支持 - 添加技能CD触发方法和状态检查方法
347 lines
12 KiB
TypeScript
347 lines
12 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 { smc } from "../common/SingletonModuleComp";
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import { FacSet, IndexSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { HType } from "../common/config/heroSet";
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import { SkillRange } from "../common/config/SkillSet";
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/** 怪物移动组件 */
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@ecs.register('MonMove')
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export class MonMoveComp 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 */
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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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/** 线路标识:0=一线(y=120),1=二线(y=80) */
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lane: number = 0;
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/** 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 */
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spawnOrder: number = 0;
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/** 目标y坐标 */
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targetY: number = 0;
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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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this.lane = 0;
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this.spawnOrder = 0;
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this.targetY = 0;
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}
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}
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/** 怪物移动系统 - 专门处理怪物的移动逻辑 */
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@ecs.register('MonMoveSystem')
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export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp);
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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 view = e.get(HeroViewComp);
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// 如果英雄死亡(停止怪物行动标志为true),则停止怪物移动
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if (smc.mission.stop_mon_action) {
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view.status_change("idle");
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return;
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}
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const move = e.get(MonMoveComp);
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const model = e.get(HeroAttrsComp);
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// 只处理怪物
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if (model.fac !== FacSet.MON) 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.in_stun|| model.in_frost) {
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view.status_change("idle");
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return;
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}
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this.updateRenderOrder(e);
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// 检查是否需要y轴靠近
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this.checkAndSetTargetY(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:向目标移动
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this.processMarchLogic(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: MonMoveComp, 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: MonMoveComp, 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, maxRange] = this.resolveCombatRange(model, 0, 75);
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move.direction = enemyX > currentX ? 1 : -1;
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if (dist < minRange) {
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this.performRetreat(view, move, model, currentX);
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} else if (dist <= maxRange) {
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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.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: MonMoveComp, 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, maxRange] = this.resolveCombatRange(model, 120, 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.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: MonMoveComp, 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, maxRange] = this.resolveCombatRange(model, 360, 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.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: MonMoveComp, model: HeroAttrsComp, currentX: number) {
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const safeRetreatX = currentX - move.direction * 50;
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// 怪物活动范围通常宽一些
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if (safeRetreatX >= -450 && safeRetreatX <= 450) {
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const retreatSpeed = (model.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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* 进军逻辑 (无敌人时)
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* 策略:向目标X移动 (通常是屏幕左侧)
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*/
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private processMarchLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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const targetX = move.targetX;
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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.speed / 3;
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// 修正朝向
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move.direction = dir;
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this.moveEntity(view, dir, speed);
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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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/** 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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// 处理Y轴移动
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const move = view.ent.get(MonMoveComp);
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let newY = view.node.position.y;
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if (move && move.targetY !== 0) {
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const deltaY = speed * this.dt * Math.sign(move.targetY - newY);
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newY = newY + deltaY;
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if (Math.abs(newY - move.targetY) < Math.abs(deltaY)) {
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newY = move.targetY;
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move.targetY = 0;
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}
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}
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// 地图边界限制
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if (newX >= -450 && newX <= 450) {
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view.node.setPosition(newX, newY, 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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private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
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const minRange = model.getCachedMinSkillDistance();
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const maxRange = model.getCachedMaxSkillDistance();
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if (maxRange <= 0) return [defaultMin, defaultMax];
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const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
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return [safeMin, maxRange];
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}
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/** 检查并设置y轴目标位置 */
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private checkAndSetTargetY(entity: ecs.Entity): void {
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const move = entity.get(MonMoveComp);
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const currentView = entity.get(HeroViewComp);
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const heroAttrs = entity.get(HeroAttrsComp);
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if (!currentView || !currentView.node || !heroAttrs) return;
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if (move.targetY !== 0) return;
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const currentPos = currentView.node.position;
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const team = heroAttrs.fac;
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let nearestHero: ecs.Entity | null = null;
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let nearestDist = Infinity;
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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
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const model = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!view || !view.node) return;
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if (model.fac === team || model.is_dead) return;
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const dist = Math.abs(currentPos.x - view.node.position.x);
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if (dist < nearestDist) {
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nearestDist = dist;
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nearestHero = e;
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}
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});
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if (!nearestHero || nearestDist > 100) return;
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const heroView = nearestHero.get(HeroViewComp);
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if (!heroView || !heroView.node) return;
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const heroY = heroView.node.position.y;
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const yDist = Math.abs(currentPos.y - heroY);
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if (yDist > 50) {
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const direction = heroY > currentPos.y ? 1 : -1;
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move.targetY = heroY + direction * 50;
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}
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}
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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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ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
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const m = e.get(HeroAttrsComp);
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// 找对立阵营且存活的
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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 updateRenderOrder(entity: ecs.Entity) {
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// 🔥 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
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}
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}
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