引入 resolveFormationTargetX 函数获取前排锚点坐标,根据英雄职业类型(近战、中程、远程)和场上存在的其他职业盟友,动态计算角色在阵型中的深度偏移,使同职业英雄在水平方向上正确排列,并确保目标位置在移动边界内。
552 lines
24 KiB
TypeScript
552 lines
24 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 } from "../common/config/GameSet";
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import { HeroDisVal, HType, resolveFormationTargetX } from "../common/config/heroSet";
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import { Node } from "cc";
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@ecs.register('MoveComp')
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export class MoveComp extends ecs.Comp {
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/** 朝向:1=向右,-1=向左 */
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direction: number = 1;
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/** 当前移动目标 X(战斗/回位都会更新) */
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targetX: number = 0;
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/** 是否允许移动(出生落地前会短暂关闭) */
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moving: boolean = true;
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/** 预留:目标 Y(当前逻辑主要使用 baseY 锁定地平线) */
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targetY: number = 0;
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/** 角色所属车道的地平线 Y,移动时强制贴地 */
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baseY: number = 0;
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/** 预留:车道索引 */
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lane: number = 0;
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/** 出生序,用于同条件渲染排序稳定 */
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spawnOrder: 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.targetY = 0;
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this.baseY = 0;
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this.lane = 0;
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this.spawnOrder = 0;
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}
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}
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interface MoveFacConfig {
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/** 阵营可前进边界(靠近敌方一侧) */
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moveFrontX: number;
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/** 阵营可后退边界(靠近己方一侧) */
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moveBackX: number;
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/** 被逼退时前侧安全边界 */
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retreatFrontX: number;
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/** 被逼退时后侧安全边界 */
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retreatBackX: number;
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}
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@ecs.register('MoveSystem')
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export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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/** 近战判定射程(来自 heroSet) */
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private readonly meleeAttackRange = HeroDisVal[HType.Melee];
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/** 近战贴脸最小距离,避免完全重叠 */
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private readonly meleeMinEnemyDistanceX = 60;
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/** 同优先级近战允许“超车”时,至少要快这么多 */
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private readonly meleeOvertakeSpeedGap = 20;
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/** 常规同阵营横向最小间距 */
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private readonly allySpacingX = 60;
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/** 允许临时压缩站位时的最小间距 */
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private readonly allyOverlapSpacingX = 14;
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/** 友军偏离其目标点超过该值,可放宽让路 */
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private readonly displacementReleaseX = 10;
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/** 即将进入攻击位的锁定阈值 */
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private readonly attackReadyLockX = 10;
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/** 目标距离足够远才触发“借道前压” */
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private readonly attackPassThresholdX = 60;
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/** 纵向判定为同排的最大 Y 差 */
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private readonly minSpacingY = 30;
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/** 渲染层级重排节流,避免每帧排序 */
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private readonly renderSortInterval = 0.05;
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private lastRenderSortAt = 0;
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private heroMoveMatcher: ecs.IMatcher | null = null;
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private heroViewMatcher: ecs.IMatcher | null = null;
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private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number }[] = [];
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private renderEntryCount = 0;
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/**
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* 阵营可移动边界配置。
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* HERO 在左侧出生并向右推进;MON 在右侧出生并向左推进。
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*/
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private readonly facConfigs: Record<number, MoveFacConfig> = {
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[FacSet.HERO]: {
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moveFrontX: 320,
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moveBackX: -320,
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retreatFrontX: 300,
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retreatBackX: -300,
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},
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[FacSet.MON]: {
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moveFrontX: -320,
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moveBackX: 320,
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retreatFrontX: -300,
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retreatBackX: 300,
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}
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};
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private getHeroMoveMatcher(): ecs.IMatcher {
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if (!this.heroMoveMatcher) {
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this.heroMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp);
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}
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return this.heroMoveMatcher;
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}
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private getHeroViewMatcher(): ecs.IMatcher {
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if (!this.heroViewMatcher) {
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this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
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}
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return this.heroViewMatcher;
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}
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filter(): ecs.IMatcher {
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return ecs.allOf(MoveComp, HeroViewComp, HeroAttrsComp);
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}
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update(e: ecs.Entity) {
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/** 战斗未开始/暂停时不驱动移动 */
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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(MoveComp);
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const view = e.get(HeroViewComp);
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if (!model || !move || !view || !view.node) return;
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if (model.fac !== FacSet.HERO && model.fac !== FacSet.MON) return;
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if (!move.moving) return;
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/** 关卡阶段性冻结怪物行为 */
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if (model.fac === FacSet.MON && smc.mission.stop_mon_action) {
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this.clearCombatTarget(model);
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view.status_change("idle");
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return;
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}
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if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost()) {
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this.clearCombatTarget(model);
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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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/** 所有移动都锁定在 baseY,避免出现“漂移” */
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if (view.node.position.y !== move.baseY) {
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view.node.setPosition(view.node.position.x, move.baseY, 0);
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}
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this.updateRenderOrder(view);
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const nearestEnemy = this.findNearestEnemy(e);
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if (nearestEnemy) {
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/** 有敌人:进入战斗位移逻辑 */
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this.processCombatLogic(e, move, view, model, nearestEnemy);
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this.syncCombatTarget(model, view, nearestEnemy);
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} else {
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/** 无敌人:清目标并回归编队站位 */
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this.clearCombatTarget(model);
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move.targetY = 0;
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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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private clearCombatTarget(model: HeroAttrsComp): void {
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model.combat_target_eid = -1;
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model.enemy_in_cast_range = false;
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}
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private syncCombatTarget(model: HeroAttrsComp, selfView: HeroViewComp, enemyView: HeroViewComp): void {
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if (!enemyView || !enemyView.node || !enemyView.ent) {
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this.clearCombatTarget(model);
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return;
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}
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const enemyAttrs = enemyView.ent.get(HeroAttrsComp);
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if (!enemyAttrs || enemyAttrs.is_dead || enemyAttrs.is_reviving || enemyAttrs.fac === model.fac) {
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this.clearCombatTarget(model);
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return;
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}
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model.combat_target_eid = enemyView.ent.eid;
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model.enemy_in_cast_range = this.isEnemyInAttackRange(model, selfView.node.position.x, enemyView.node.position.x);
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}
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private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
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const dist = Math.abs(selfX - enemyX);
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const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
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if (rangeType === HType.Melee) return dist <= this.meleeAttackRange;
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if (rangeType === HType.Long) {
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const [, maxRange] = this.resolveCombatRange(model, 360, 720);
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return dist <= maxRange;
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}
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const [, maxRange] = this.resolveCombatRange(model, 120, 360);
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return dist <= maxRange;
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}
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private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
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switch (rangeType) {
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case HType.Melee:
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this.processMeleeLogic(e, move, view, model, enemy);
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break;
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case HType.Mid:
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this.processMidLogic(e, move, view, model, enemy);
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break;
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case HType.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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private processMeleeLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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this.processFormationCombat(e, move, view, model);
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}
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private processMidLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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this.processFormationCombat(e, move, view, model);
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}
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private processLongLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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this.processFormationCombat(e, move, view, model);
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}
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private processFormationCombat(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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const targetX = this.getFormationSlotX(e, model, move.baseY);
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move.targetX = targetX;
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const needMoveToFormation = Math.abs(currentX - targetX) > 5;
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if (needMoveToFormation) {
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const dir = targetX > currentX ? 1 : -1;
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move.direction = dir;
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const speed = model.speed / 3;
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this.moveEntity(view, dir, speed);
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model.is_atking = true;
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} else {
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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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private performRetreat(view: HeroViewComp, move: MoveComp, model: HeroAttrsComp, currentX: number) {
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const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
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const retreatMinX = Math.min(cfg.retreatBackX, cfg.retreatFrontX);
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const retreatMaxX = Math.max(cfg.retreatBackX, cfg.retreatFrontX);
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const safeRetreatX = currentX - move.direction * 50;
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if (safeRetreatX >= retreatMinX && safeRetreatX <= retreatMaxX) {
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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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view.status_change("idle");
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model.is_atking = true;
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}
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}
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private processReturnFormation(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
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const currentX = view.node.position.x;
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const targetX = this.getFormationSlotX(e, model, move.baseY);
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move.targetX = 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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move.direction = dir;
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this.moveEntity(view, dir, speed);
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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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if (!this.hasAnyActorTooClose(e, targetX, view.node.position.y)) {
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view.node.setPosition(targetX, view.node.position.y, 0);
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}
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}
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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 getFormationSlotX(self: ecs.Entity, model: HeroAttrsComp, baseY: number): number {
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const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
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const moveMinX = Math.min(cfg.moveBackX, cfg.moveFrontX);
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const moveMaxX = Math.max(cfg.moveBackX, cfg.moveFrontX);
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const forwardDir = model.fac === FacSet.MON ? -1 : 1;
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const role = model.type as HType;
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const sameRoleAllies: ecs.Entity[] = [];
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let hasMeleeAlly = false;
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let hasMidAlly = false;
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ecs.query(this.getHeroMoveMatcher()).forEach(e => {
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const attrs = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (!attrs || !view?.node) return;
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if (attrs.is_dead || attrs.is_reviving) return;
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if (attrs.fac !== model.fac) return;
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if (Math.abs(view.node.position.y - baseY) >= this.minSpacingY) return;
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const allyRole = attrs.type as HType;
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if (allyRole === HType.Melee) hasMeleeAlly = true;
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if (allyRole === HType.Mid) hasMidAlly = true;
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if ((attrs.type as HType) !== role) return;
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sameRoleAllies.push(e);
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});
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sameRoleAllies.sort((a, b) => {
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const moveA = a.get(MoveComp);
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const moveB = b.get(MoveComp);
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const orderA = moveA?.spawnOrder ?? 0;
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const orderB = moveB?.spawnOrder ?? 0;
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if (orderA !== orderB) return orderA - orderB;
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return a.eid - b.eid;
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});
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const slotIndex = Math.max(0, sameRoleAllies.findIndex(entity => entity === self));
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let roleDepth = 0;
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if (role === HType.Mid) {
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roleDepth = hasMeleeAlly ? 1 : 0;
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} else if (role === HType.Long) {
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roleDepth = (hasMeleeAlly ? 1 : 0) + (hasMidAlly ? 1 : 0);
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}
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const frontAnchorX = resolveFormationTargetX(model.fac, HType.Melee);
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const targetX = frontAnchorX - forwardDir * (roleDepth + slotIndex) * this.allySpacingX;
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return Math.max(moveMinX, Math.min(moveMaxX, targetX));
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}
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private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
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const model = view.ent.get(HeroAttrsComp);
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const move = view.ent.get(MoveComp);
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if (!model || !move) return;
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/** 按阵营边界裁剪,防止跑出战场可移动区域 */
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const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
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const moveMinX = Math.min(cfg.moveBackX, cfg.moveFrontX);
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const moveMaxX = Math.max(cfg.moveBackX, cfg.moveFrontX);
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const currentX = view.node.position.x;
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const delta = speed * this.dt * direction;
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let newX = view.node.position.x + delta;
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if (currentX < moveMinX && direction < 0) {
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view.status_change("idle");
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return;
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}
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if (currentX > moveMaxX && direction > 0) {
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view.status_change("idle");
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return;
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}
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newX = Math.max(moveMinX, Math.min(moveMaxX, newX));
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if (stopAtX !== undefined) {
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/** 指定停止点时,限制不越过 stopAtX */
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newX = direction > 0 ? Math.min(newX, stopAtX) : Math.max(newX, stopAtX);
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}
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/** 结合同排友军占位,做“让位/防重叠”裁剪 */
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newX = this.clampXByAllies(view.ent, model.fac, move.baseY, currentX, newX, direction);
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if (direction > 0) {
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newX = Math.max(currentX, newX);
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} else {
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newX = Math.min(currentX, newX);
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}
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if (Math.abs(newX - currentX) < 0.01) {
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view.status_change("idle");
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return;
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}
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view.node.setPosition(newX, move.baseY, 0);
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view.status_change("move");
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}
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private clampXByAllies(self: ecs.Entity, fac: number, baseY: number, currentX: number, proposedX: number, direction: number): number {
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const selfAttrs = self.get(HeroAttrsComp);
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const selfMove = self.get(MoveComp);
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const selfPriority = selfAttrs ? this.getCombatPriority(selfAttrs) : 0;
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let clampedX = proposedX;
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ecs.query(this.getHeroMoveMatcher()).forEach(e => {
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if (e === self) return;
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const attrs = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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const allyMove = e.get(MoveComp);
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/** 只处理同阵营且同排(Y 接近)的友军碰撞约束 */
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if (!attrs || !view?.node || attrs.is_dead) return;
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if (attrs.fac !== fac) return;
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if (Math.abs(view.node.position.y - baseY) >= this.minSpacingY) return;
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const allyPriority = this.getCombatPriority(attrs);
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const facForwardDir = fac === FacSet.MON ? -1 : 1;
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const isRetreating = direction !== facForwardDir;
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if (isRetreating && selfPriority < allyPriority) return;
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if (allyPriority < selfPriority) return;
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const x = view.node.position.x;
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/** 近战同优先级在满足条件时可超车,不做阻挡 */
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if (this.shouldAllowMeleeOvertake(selfAttrs, selfMove, attrs, allyMove, currentX, x, direction, allyPriority, selfPriority)) return;
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const spacing = this.resolveAllySpacing(selfAttrs, selfMove, currentX, direction, allyMove, x, allyPriority, selfPriority);
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if (direction > 0 && x > currentX) {
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clampedX = Math.min(clampedX, x - spacing);
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}
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if (direction < 0 && x < currentX) {
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clampedX = Math.max(clampedX, x + spacing);
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}
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});
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return clampedX;
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}
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private shouldAllowMeleeOvertake(
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selfAttrs: HeroAttrsComp | null,
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selfMove: MoveComp | null,
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allyAttrs: HeroAttrsComp,
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allyMove: MoveComp | null,
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currentX: number,
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allyX: number,
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direction: number,
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allyPriority: number,
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selfPriority: number
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): boolean {
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if (!selfAttrs || !selfMove || !allyMove) return false;
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/** 仅近战对近战、且同优先级才进入超车判定 */
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if ((selfAttrs.type as HType) !== HType.Melee || (allyAttrs.type as HType) !== HType.Melee) return false;
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if (allyPriority !== selfPriority) return false;
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/** 我方更快,且双方都在前压且友军尚未到可攻击位,允许穿插 */
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if (selfAttrs.speed <= allyAttrs.speed + this.meleeOvertakeSpeedGap) return false;
|
||
if (direction > 0 && allyX <= currentX) return false;
|
||
if (direction < 0 && allyX >= currentX) return false;
|
||
const selfTargetX = selfMove.targetX;
|
||
const allyTargetX = allyMove.targetX;
|
||
if (Math.abs(selfTargetX) <= 0.01 || Math.abs(allyTargetX) <= 0.01) return false;
|
||
const selfNeedAdvance = direction > 0 ? selfTargetX > currentX + 2 : selfTargetX < currentX - 2;
|
||
if (!selfNeedAdvance) return false;
|
||
const allyCanAttackNow = allyAttrs.enemy_in_cast_range || Math.abs(allyTargetX - allyX) <= this.attackReadyLockX;
|
||
if (allyCanAttackNow) return false;
|
||
const allyStillAdvancing = direction > 0 ? allyTargetX > allyX + 2 : allyTargetX < allyX - 2;
|
||
if (!allyStillAdvancing) return false;
|
||
return true;
|
||
}
|
||
|
||
private resolveAllySpacing(
|
||
selfAttrs: HeroAttrsComp | null,
|
||
selfMove: MoveComp | null,
|
||
currentX: number,
|
||
direction: number,
|
||
allyMove: MoveComp | null,
|
||
allyX: number,
|
||
allyPriority: number,
|
||
selfPriority: number
|
||
): number {
|
||
/** 默认保持标准间距,仅在“需要抢位输出”时放宽 */
|
||
if (!selfAttrs || !selfMove || !allyMove) return this.allySpacingX;
|
||
if ((selfAttrs.type as HType) !== HType.Melee) return this.allySpacingX;
|
||
if (allyPriority !== selfPriority) return this.allySpacingX;
|
||
const selfTargetX = selfMove.targetX;
|
||
const allyTargetX = allyMove.targetX;
|
||
const selfHasTarget = Math.abs(selfTargetX) > 0.01;
|
||
const allyHasTarget = Math.abs(allyTargetX) > 0.01;
|
||
if (!selfHasTarget || !allyHasTarget) return this.allySpacingX;
|
||
const selfDistToAttack = Math.abs(selfTargetX - currentX);
|
||
const canAttackNow = selfAttrs.enemy_in_cast_range || selfDistToAttack <= this.attackReadyLockX;
|
||
if (canAttackNow) return this.allySpacingX;
|
||
const targetTooFar = selfDistToAttack >= this.attackPassThresholdX;
|
||
if (!targetTooFar) return this.allySpacingX;
|
||
const allyDisplaced = Math.abs(allyX - allyTargetX) >= this.displacementReleaseX;
|
||
const selfNeedAdvance = direction > 0 ? selfTargetX > currentX + 2 : selfTargetX < currentX - 2;
|
||
if (allyDisplaced && selfNeedAdvance) return this.allyOverlapSpacingX;
|
||
return this.allySpacingX;
|
||
}
|
||
|
||
private getCombatPriority(model: HeroAttrsComp): number {
|
||
/** 数值越大越靠前:近战 > 中程 > 远程 */
|
||
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
|
||
if (rangeType === HType.Melee) return 3;
|
||
if (rangeType === HType.Mid) return 2;
|
||
return 1;
|
||
}
|
||
|
||
private hasAnyActorTooClose(self: ecs.Entity, x: number, y: number): boolean {
|
||
const myAttrs = self.get(HeroAttrsComp);
|
||
if (!myAttrs) return false;
|
||
return ecs.query(this.getHeroViewMatcher()).some(e => {
|
||
if (e === self) return false;
|
||
const attrs = e.get(HeroAttrsComp);
|
||
if (!attrs || attrs.is_dead) return false;
|
||
if (attrs.fac !== myAttrs.fac) return false;
|
||
const view = e.get(HeroViewComp);
|
||
if (!view || !view.node) return false;
|
||
return Math.abs(view.node.position.x - x) < this.allySpacingX
|
||
&& Math.abs(view.node.position.y - y) < this.minSpacingY;
|
||
});
|
||
}
|
||
|
||
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];
|
||
}
|
||
|
||
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;
|
||
|
||
/** 一次遍历筛出最近敌人(仅比较 x 轴距离) */
|
||
ecs.query(this.getHeroViewMatcher()).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 updateRenderOrder(view: HeroViewComp) {
|
||
const scene = smc.map?.MapView?.scene;
|
||
const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO");
|
||
if (!actorRoot) return;
|
||
|
||
if (view.node.parent !== actorRoot) {
|
||
view.node.parent = actorRoot;
|
||
}
|
||
|
||
const now = Date.now() / 1000;
|
||
if (now - this.lastRenderSortAt < this.renderSortInterval) return;
|
||
this.lastRenderSortAt = now;
|
||
|
||
this.renderEntryCount = 0;
|
||
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
|
||
const attrs = e.get(HeroAttrsComp);
|
||
const actorView = e.get(HeroViewComp);
|
||
const actorMove = e.get(MoveComp);
|
||
if (!attrs || !actorView?.node || !actorMove || attrs.is_dead) return;
|
||
if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return;
|
||
if (actorView.node.parent !== actorRoot) {
|
||
actorView.node.parent = actorRoot;
|
||
}
|
||
const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
|
||
const entryIndex = this.renderEntryCount;
|
||
let entry = this.renderEntries[entryIndex];
|
||
if (!entry) {
|
||
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0 };
|
||
this.renderEntries.push(entry);
|
||
}
|
||
entry.node = actorView.node;
|
||
entry.bossPriority = attrs.is_boss ? 1 : 0;
|
||
entry.frontScore = frontScore;
|
||
entry.spawnOrder = actorMove.spawnOrder;
|
||
entry.eid = e.eid;
|
||
this.renderEntryCount += 1;
|
||
});
|
||
this.renderEntries.length = this.renderEntryCount;
|
||
|
||
/** 定时重排同层节点:Boss 优先级 -> 前后位置 -> 出生序 -> eid */
|
||
this.renderEntries.sort((a, b) => {
|
||
if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority;
|
||
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
|
||
if (a.spawnOrder !== b.spawnOrder) return a.spawnOrder - b.spawnOrder;
|
||
return a.eid - b.eid;
|
||
});
|
||
|
||
this.renderEntries.forEach((item, index) => {
|
||
item.node.setSiblingIndex(index);
|
||
});
|
||
}
|
||
}
|