refactor(mission): 优化肉鸽关卡及怪物生成逻辑

- 将出战英雄配置由数组改为单个英雄编号,简化相关接口和数据结构
- 统一出战英雄设置和获取方法,移除冗余多英雄管理逻辑
- 增加怪物生成时的强度倍率参数,支持怪物属性随关卡进度递增调整
- 扩展肉鸽模式配置,实现关卡类型区分及怪物数量动态计算
- 新增随机事件系统,支持事件关卡随机触发宝箱、陷阱、增益、减益等事件
- 优化怪物生成流程,整合怪物配置、等级和强度倍率信息,增强游戏体验
This commit is contained in:
2025-10-19 17:18:22 +08:00
parent 928f1dbe16
commit 3f6b94af0e
8 changed files with 240 additions and 217 deletions

View File

@@ -38,30 +38,18 @@ export class SingletonModuleComp extends ecs.Comp {
exp:0,
task:0,
}
shop:any={
daily:[1001,1004,1002,1005],
weekly:[],
monthly:[],
special:[],
goods_count:[1,1,3,3,10,10,10,10,10,10,10,10],
}
fight_heros:any={ 0:5001, 1:5005, 2:0, 3:0, 4:0, }
fight_hero: number = 5001; // 单个出战英雄
heros:any = {
5001:{uuid:5001,lv:1},
5005:{uuid:5005,lv:1},
};
items:any={
}
tals:any={
}
equips:any={
}
monsters:any = [];
sk_info:any = []
monsters_dead:any = []
heros_dead:any = []
enhancements:any=[]
items: any = {}; // 物品数据
vmdata: any = {
game_over:false,
game_pause:false,
@@ -121,57 +109,23 @@ export class SingletonModuleComp extends ecs.Comp {
return true
}
setFightHero(position:number,heroId:number,autoSave:boolean=true){
this.fight_heros[position] = heroId;
if(this.isWxClient()){
this.updateFightHeros()
// 设置单个出战英雄
setFightHero(heroId: number, autoSave: boolean = true) {
this.fight_hero = heroId;
if (this.isWxClient()) {
this.gameDataSyncManager.updateFightHeros({ 0: heroId }); // 适配原有接口
}
}
updateFightHeros(){
this.gameDataSyncManager.updateFightHeros(this.fight_heros);
}
resetFightHeros(){
this.gameDataSyncManager.resetFightHeros();
}
getHasHeroUUID(){
let heros=this.heros
let heros_uuid=[]
for(let key in heros){
heros_uuid.push(heros[key].uuid)
}
return heros_uuid
}
levelUpHero(heroId:number){
if(this.isWxClient()){
let result=this.gameDataSyncManager.levelUpHero(heroId);
if(result){
this.heros[heroId].lv++;
return true
}
return false
}
else{
this.heros[heroId].lv++;
return true
}
// 获取出战英雄
getFightHero(): number {
return this.fight_hero;
}
error(){
oops.gui.toast("数据处理异常,请重试或重新登录")
}
addExp(exp:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("exp",exp)){
this.data.exp+=exp
return true
}
return false
}
this.data.exp+=exp
return true
}
addGold(gold:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("gold",gold)){
@@ -187,45 +141,6 @@ export class SingletonModuleComp extends ecs.Comp {
return true
}
addDiamond(diamond:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("diamond",diamond)){
this.data.diamond+=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
return false
}
this.data.diamond+=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
addMission(mission:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addGameProperty("mission",mission)){
this.data.mission+=mission
oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
return true
}
return false
}
this.data.mission+=mission
oops.message.dispatchEvent(GameEvent.MISSION_UPDATE)
return true
}
spendExp(exp:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty("exp",exp)){
this.data.exp-=exp
return true
}
return false
}
this.data.exp-=exp
return true
}
spendGold(gold:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty("gold",gold)){
@@ -239,78 +154,6 @@ export class SingletonModuleComp extends ecs.Comp {
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
spendDiamond(diamond:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty("diamond",diamond)){
this.data.diamond-=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
return false
}
this.data.diamond-=diamond
oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
return true
}
/**
* 消耗游戏数据属性(统一接口)
* 处理多个字段spendGameProperty({ gold: 10, exp: 5 })
*/
async spendGameProperty(property: Record<string, number>, autoSave: boolean = true): Promise<boolean> {
if(this.isWxClient()){
if(this.gameDataSyncManager.spendGameProperty(property)){
return true
}
return false
}
// 多字段扣除(原子性:全部满足才扣)
const deductions = property as Record<string, number>;
// 1) 校验是否全部满足
for (const key in deductions) {
if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
const need = deductions[key] ?? 0;
const current = this.data[key] || 0;
if (current < need) {
console.warn(`[SMC]: ${key} 不足,当前: ${current}, 需要: ${need}`);
oops.gui.toast(`${key} 不足,当前: ${current}, 需要: ${need}`)
return false;
}
}
// 2) 统一扣减
for (const key in deductions) {
if (!Object.prototype.hasOwnProperty.call(deductions, key)) continue;
const need = deductions[key] ?? 0;
const current = this.data[key] || 0;
const next = current - need;
this.data[key] = next;
// console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
}
return true;
}
addItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.addItem(item_uuid,count)){
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
return true
}
return false
}
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
return true
}
spendItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
if(this.gameDataSyncManager.consumeItem(item_uuid,count)){
this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
return true
}
return false
}
this.items[item_uuid] = (this.items[item_uuid] || 0) - count;
return true
}
}