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:
@@ -18,7 +18,7 @@ export class HInfoComp extends Component {
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this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("ap").getChildByName("num")
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this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("hp").getChildByName("num")
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this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def").getChildByName("num")
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this.h_uuid=smc.fight_heros[0]
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this.h_uuid=smc.fight_hero
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this.update_data(this.h_uuid)
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}
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update(deltaTime: number) {
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@@ -42,8 +42,7 @@ export class MissionHeroCompComp extends CCComp {
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// this.current_hero_uuid=0
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smc.vmdata.mission_data.hero_num=0
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// console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
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let heros:any = smc.fight_heros
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this.addHero(heros[0],false)
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this.addHero(smc.fight_hero,false)
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// for(let i=0;i<Object.keys(heros).length;i++){
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// if(heros[i]!=0){
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// // console.log("[MissionHeroComp]:fight_ready",heros[i])
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@@ -9,7 +9,9 @@ import { GameEvent } from "../common/config/GameEvent";
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import {
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getStageMonsterConfigs,
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MonsterType,
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getStageType
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getStageType,
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EventType,
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getRandomEvent
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} from "./RogueConfig";
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import { MonModelComp } from "../hero/MonModelComp";
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@@ -24,7 +26,8 @@ export class MissionMonCompComp extends CCComp {
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uuid: number,
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position: number,
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type: MonsterType,
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level: number
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level: number,
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strengthMultiplier: number
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
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@@ -32,6 +35,8 @@ export class MissionMonCompComp extends CCComp {
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private spawnCount: number = 0; // 召唤计数器
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private pauseInterval: number = 5.0; // 暂停间隔时间(5秒)
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private isPausing: boolean = false; // 是否正在暂停
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private currentEvent: EventType | null = null; // 当前关卡的随机事件
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private eventProcessed: boolean = false; // 事件是否已处理
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onLoad(){
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@@ -54,6 +59,12 @@ export class MissionMonCompComp extends CCComp {
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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// 处理随机事件
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if (this.currentEvent && !this.eventProcessed) {
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this.processRandomEvent();
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this.eventProcessed = true;
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}
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// 处理刷怪队列
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if (this.monsterQueue.length > 0 && !this.isSpawning) {
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this.spawnTimer += dt;
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@@ -90,16 +101,51 @@ export class MissionMonCompComp extends CCComp {
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this.spawnCount = 0;
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this.isPausing = false;
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this.spawnTimer = 0;
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this.eventProcessed = false;
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const currentStage = smc.data.mission;
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// 使用新的肉鸽关卡配置
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let level=smc.vmdata.mission_data.level
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const stageType = getStageType(currentStage,level);
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// 检查是否为事件关卡
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if (stageType === "event") {
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this.currentEvent = getRandomEvent();
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} else {
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this.currentEvent = null;
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}
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const monsterConfigs = getStageMonsterConfigs(currentStage,level);
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// console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
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this.generateMonstersFromStageConfig(monsterConfigs);
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}
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// 处理随机事件
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private processRandomEvent() {
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if (!this.currentEvent) return;
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switch (this.currentEvent) {
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case EventType.TREASURE:
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// 发送获得奖励事件
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smc.vmdata.mission_data.gold += 50; // 增加50金币
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// 可以触发UI提示
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// oops.message.dispatchEvent("event_treasure");
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break;
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case EventType.TRAP:
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// 对玩家造成伤害
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// 这里可以实现对玩家英雄造成伤害的逻辑
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// oops.message.dispatchEvent("event_trap");
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break;
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case EventType.BUFF:
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// 给玩家增加临时增益效果
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// oops.message.dispatchEvent("event_buff");
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break;
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case EventType.DEBUFF:
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// 给玩家增加临时减益效果
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// oops.message.dispatchEvent("event_debuff");
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break;
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}
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}
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// 根据新的关卡配置生成怪物
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private generateMonstersFromStageConfig(monsterConfigs: any[]) {
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@@ -114,7 +160,7 @@ export class MissionMonCompComp extends CCComp {
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// 为每个怪物配置生成怪物
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monsterConfigs.forEach((monsterConfig: any, index: number) => {
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const { uuid, type } = monsterConfig;
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const { uuid, type, strengthMultiplier } = monsterConfig;
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// 位置循环使用 (0-4)
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const position = index % 5;
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@@ -123,7 +169,8 @@ export class MissionMonCompComp extends CCComp {
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uuid,
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position,
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type,
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1 // 默认等级1
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1, // 默认等级1
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strengthMultiplier // 强度倍率
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);
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});
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@@ -135,13 +182,15 @@ export class MissionMonCompComp extends CCComp {
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uuid: number,
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position: number,
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type: MonsterType,
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level: number = 1
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level: number = 1,
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strengthMultiplier: number = 1.0
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) {
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this.monsterQueue.push({
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uuid: uuid,
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position: position,
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type: type,
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level: level
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level: level,
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strengthMultiplier: strengthMultiplier
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});
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}
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@@ -158,7 +207,8 @@ export class MissionMonCompComp extends CCComp {
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monsterData.position,
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isBoss,
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false,
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monsterData.level
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monsterData.level,
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monsterData.strengthMultiplier
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);
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// 增加召唤计数
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@@ -172,14 +222,15 @@ export class MissionMonCompComp extends CCComp {
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i: number = 0,
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is_boss: boolean = false,
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is_call: boolean = false,
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lv: number = 1
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lv: number = 1,
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strengthMultiplier: number = 1.0
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物
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mon.load(pos,scale,uuid,is_boss,is_call);
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mon.load(pos,scale,uuid,is_boss,is_call,strengthMultiplier);
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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@@ -1,16 +1,33 @@
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/**
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* 肉鸽模式配置脚本 - 简化版
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* 肉鸽模式配置脚本 - 增强版
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*
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* 功能说明:
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* - 提供基础的刷怪配置:刷什么怪,刷多少怪
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* - 支持程序化关卡生成逻辑,每一关的怪物组合、数量和强度应随关卡进度递增而变化
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* - 支持随机事件系统
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*
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* @author 游戏开发团队
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* @version 1.0 简化版
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* @version 2.0 增强版
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* @date 2025-10-19
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*/
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import { QualitySet } from "../common/config/BoxSet";
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import { getMonList } from "../common/config/heroSet";
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import { getMonList, HeroInfo } from "../common/config/heroSet";
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import { Attrs } from "../common/config/SkillSet";
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// 精英怪物配置表
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export const EliteMonsterList = [
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5201, // 兽人战士
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5202, // 兽人刺客
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5203, // 兽人护卫
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// 可以添加更多精英怪物UUID
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];
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// Boss怪物配置表
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export const BossMonsterList = [
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5201, // 兽人战士
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5202, // 兽人刺客
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// 可以添加更多Boss怪物UUID
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];
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/**
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* 怪物类型枚举
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@@ -27,18 +44,29 @@ export enum MonsterType {
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export enum StageType {
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NORMAL = "normal", // 普通关卡
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ELITE = "elite", // 精英关卡
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BOSS = "boss" // Boss关卡
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BOSS = "boss", // Boss关卡
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EVENT = "event" // 事件关卡
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}
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/**
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* 关卡配置规则 - 只保留刷怪类型和数量
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* 随机事件类型枚举
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*/
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export enum EventType {
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TREASURE = "treasure", // 额外奖励
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TRAP = "trap", // 陷阱伤害
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BUFF = "buff", // 临时增益效果
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DEBUFF = "debuff" // 临时减益效果
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}
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/**
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* 关卡配置规则 - 增强版,支持怪物数量和强度随关卡递增
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*/
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export const StageConfigRules = {
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// 普通关卡
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[StageType.NORMAL]: {
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description: "普通关卡",
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monsters: [
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{ type: MonsterType.NORMAL, count: 1 } // 5个普通怪物
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{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 6 } // 普通怪物数量随关卡递增
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]
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},
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@@ -46,8 +74,8 @@ export const StageConfigRules = {
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[StageType.ELITE]: {
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description: "精英关卡",
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monsters: [
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{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
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{ type: MonsterType.NORMAL, count: 1 } // 3个普通怪物
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{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 4 }, // 精英怪物
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{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 5 } // 普通怪物
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]
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},
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@@ -55,10 +83,44 @@ export const StageConfigRules = {
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[StageType.BOSS]: {
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description: "Boss关卡",
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monsters: [
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{ type: MonsterType.BOSS, count: 1 }, // 1个Boss怪物
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{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
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{ type: MonsterType.NORMAL, count: 1 } // 2个普通怪物
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{ type: MonsterType.BOSS, count: 1, minCount: 1, maxCount: 1 }, // 1个Boss怪物
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{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 3 }, // 精英怪物
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{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 普通怪物
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]
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},
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// 事件关卡
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[StageType.EVENT]: {
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description: "事件关卡",
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monsters: [
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{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 少量普通怪物
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]
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}
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};
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/**
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* 随机事件配置
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*/
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export const EventConfig = {
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[EventType.TREASURE]: {
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description: "宝箱事件",
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probability: 0.3, // 30%概率触发
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effect: "获得额外奖励"
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},
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[EventType.TRAP]: {
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description: "陷阱事件",
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probability: 0.25, // 25%概率触发
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effect: "受到一定伤害"
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},
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[EventType.BUFF]: {
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description: "增益事件",
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probability: 0.25, // 25%概率触发
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effect: "获得临时增益效果"
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},
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[EventType.DEBUFF]: {
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description: "减益事件",
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probability: 0.2, // 20%概率触发
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effect: "受到临时减益效果"
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}
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};
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@@ -69,6 +131,11 @@ export const StageConfigRules = {
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* @returns 关卡类型
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*/
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export function getStageType(stageNumber: number, level: number = 1): StageType {
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// 每隔5关设置特殊事件关卡
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if (stageNumber % 5 === 0 && level === 3) {
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return StageType.EVENT;
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}
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// 第10关的特殊规则
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if (stageNumber % 10 === 0) {
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if (level === 5) {
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@@ -89,6 +156,39 @@ export function getStageType(stageNumber: number, level: number = 1): StageType
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}
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}
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/**
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* 计算怪物数量,随关卡进度递增
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* @param stageNumber 关卡号
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* @param baseCount 基础数量
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* @param minCount 最小数量
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* @param maxCount 最大数量
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* @returns 实际怪物数量
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*/
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export function calculateMonsterCount(stageNumber: number, baseCount: number, minCount: number, maxCount: number): number {
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// 随关卡递增,每5关增加1个怪物,最多不超过最大数量
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const increment = Math.floor(stageNumber / 5);
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let count = baseCount + increment;
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// 确保在最小和最大数量之间
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count = Math.max(minCount, Math.min(maxCount, count));
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return count;
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}
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/**
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* 计算怪物强度倍率,随关卡进度递增
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* @param stageNumber 关卡号
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* @param level 等级
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* @returns 强度倍率
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*/
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export function calculateMonsterStrengthMultiplier(stageNumber: number, level: number): number {
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// 基础倍率基于关卡号和等级
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const stageMultiplier = 1 + (stageNumber - 1) * 0.1; // 每关增加10%
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const levelMultiplier = 1 + (level - 1) * 0.05; // 每级增加5%
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return stageMultiplier * levelMultiplier;
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}
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/**
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* 生成关卡配置
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* @param stageNumber 关卡号(从1开始)
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@@ -102,7 +202,15 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
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// 根据配置生成怪物类型数组
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rule.monsters.forEach(monsterGroup => {
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for (let i = 0; i < monsterGroup.count; i++) {
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// 计算实际怪物数量
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const actualCount = calculateMonsterCount(
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stageNumber,
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monsterGroup.count,
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monsterGroup.minCount,
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monsterGroup.maxCount
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);
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for (let i = 0; i < actualCount; i++) {
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monsterArray.push(monsterGroup.type);
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}
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});
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@@ -111,21 +219,21 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
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}
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/**
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* 根据怪物类型获取对应品质的怪物UUID数组
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* 根据怪物类型获取对应配置表中的怪物UUID数组
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* @param monsterType 怪物类型
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* @returns 怪物UUID数组
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*/
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export function getMonsterUUIDsByType(monsterType: MonsterType): number[] {
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switch (monsterType) {
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case MonsterType.NORMAL:
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return getMonList(QualitySet.GREEN); // 绿色品质为普通怪物
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// 普通怪物使用原有的getMonList方法
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return getMonList();
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case MonsterType.ELITE:
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return getMonList(QualitySet.BLUE); // 蓝色品质为精英怪物
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// 精英怪物使用精英配置表
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return EliteMonsterList;
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case MonsterType.BOSS:
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// 紫色及以上品质为Boss怪物
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const purpleMonsters = getMonList(QualitySet.PURPLE);
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const orangeMonsters = getMonList(QualitySet.ORANGE);
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return [...purpleMonsters, ...orangeMonsters];
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// Boss怪物使用Boss配置表
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return BossMonsterList;
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default:
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return [];
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}
|
||||
@@ -154,7 +262,7 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取关卡怪物配置(只包含UUID)
|
||||
* 获取关卡怪物配置(包含UUID和强度信息)
|
||||
* @param stageNumber 关卡号
|
||||
* @param level 等级(1-5)
|
||||
* @returns 怪物配置数组
|
||||
@@ -163,6 +271,9 @@ export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
|
||||
const monsterTypes = generateStageConfig(stageNumber, level);
|
||||
const monsterConfigs = [];
|
||||
|
||||
// 计算强度倍率
|
||||
const strengthMultiplier = calculateMonsterStrengthMultiplier(stageNumber, level);
|
||||
|
||||
monsterTypes.forEach((monsterType, index) => {
|
||||
const availableUUIDs = getMonsterUUIDsByType(monsterType);
|
||||
if (availableUUIDs.length > 0) {
|
||||
@@ -172,10 +283,29 @@ export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
|
||||
uuid: randomUUID,
|
||||
type: monsterType,
|
||||
stageNumber: stageNumber,
|
||||
level: level
|
||||
level: level,
|
||||
strengthMultiplier: strengthMultiplier // 强度倍率
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return monsterConfigs;
|
||||
}
|
||||
|
||||
/**
|
||||
* 随机决定是否触发事件
|
||||
* @returns 事件类型或null
|
||||
*/
|
||||
export function getRandomEvent(): EventType | null {
|
||||
const random = Math.random();
|
||||
let cumulativeProbability = 0;
|
||||
|
||||
for (const eventType in EventConfig) {
|
||||
cumulativeProbability += EventConfig[eventType].probability;
|
||||
if (random <= cumulativeProbability) {
|
||||
return eventType as EventType;
|
||||
}
|
||||
}
|
||||
|
||||
return null; // 不触发事件
|
||||
}
|
||||
Reference in New Issue
Block a user