383 lines
12 KiB
TypeScript
383 lines
12 KiB
TypeScript
/**
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* 肉鸽模式配置脚本 - 简化版
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*
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* 功能说明:
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* - 提供基于怪物类型的属性加成配置
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* - 使用BuffAttr枚举定义属性增强
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* - 供游戏系统调用获取怪物增强数据
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*
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* @author 游戏开发团队
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* @version 3.0 简化版
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* @date 2025-07-12
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*/
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import { BuffAttr } from "../common/config/SkillSet";
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import { getMonList, HQuality } from "../common/config/heroSet";
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/**
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* 怪物类型枚举
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*/
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export enum MonsterType {
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NORMAL = "normal", // 普通怪物
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ELITE = "elite", // 精英怪物
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BOSS = "boss" // Boss怪物
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}
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/**
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* 怪物类型增强属性个数配置
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*/
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export const MonsterEnhancementCountConfig = {
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[MonsterType.NORMAL]: 0, // 普通怪物:0个增强属性
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[MonsterType.ELITE]: 1, // 精英怪物:1个增强属性
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[MonsterType.BOSS]: 2 // Boss怪物:2个增强属性
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};
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/**
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* 关卡类型枚举
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*/
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export enum StageType {
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NORMAL = "normal", // 普通关卡(1-4关)
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ELITE = "elite", // 精英关卡(5关)
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BOSS = "boss" // Boss关卡(10关)
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}
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/**
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* 关卡配置数据接口
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*/
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export interface StageConfig {
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stageNumber: number;
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stageType: StageType;
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description: string;
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monsters: Array<{
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type: MonsterType;
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count: number;
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}>;
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}
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/**
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* 关卡配置规则
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*/
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export const StageConfigRules = {
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// 普通关卡(1-4关)
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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: 5 } // 5个小怪
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]
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},
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// 精英关卡(5关)
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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: 2 }, // 2个精英
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{ type: MonsterType.NORMAL, count: 3 } // 3个小怪
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]
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},
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// Boss关卡(10关)
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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
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{ type: MonsterType.ELITE, count: 2 }, // 2个精英
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{ type: MonsterType.NORMAL, count: 2 } // 2个小怪
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]
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}
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};
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/**
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* 可用的增强属性池
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* 按权重排序,数值越大优先级越高
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*/
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export const AvailableEnhancementPool = [
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{ buffType: BuffAttr.HP, weight: 10, baseValue: 80, name: "生命值增强" },
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{ buffType: BuffAttr.ATK, weight: 9, baseValue: 50, name: "攻击力增强" },
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{ buffType: BuffAttr.CRITICAL, weight: 8, baseValue: 30, name: "暴击率增强" },
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{ buffType: BuffAttr.DEF, weight: 7, baseValue: 40, name: "防御增强" },
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{ buffType: BuffAttr.CRITICAL_DMG, weight: 6, baseValue: 60, name: "暴击伤害增强" },
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{ buffType: BuffAttr.DODGE, weight: 5, baseValue: 25, name: "闪避增强" },
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{ buffType: BuffAttr.ATK_CD, weight: 4, baseValue: 20, name: "攻击速度增强" },
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{ buffType: BuffAttr.LIFESTEAL, weight: 3, baseValue: 15, name: "吸血" },
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{ buffType: BuffAttr.DMG_RED, weight: 2, baseValue: 20, name: "免伤" },
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{ buffType: BuffAttr.PUNCTURE, weight: 1, baseValue: 2, name: "穿刺" }
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];
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/**
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* 基于怪物类型的基础配置
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*/
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export const MonsterTypeBaseConfig = {
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[MonsterType.NORMAL]: {
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name: "普通怪物",
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description: "基础属性无增强"
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},
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[MonsterType.ELITE]: {
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name: "精英怪物",
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description: "单一属性增强"
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},
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[MonsterType.BOSS]: {
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name: "Boss怪物",
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description: "双重属性增强"
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}
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};
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/**
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* 怪物增强数据接口
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*/
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export interface MonsterEnhancementData {
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name: string;
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description: string;
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buffs: { [key in BuffAttr]?: number };
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buffList: Array<{ buffType: BuffAttr; value: number; name: string }>;
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}
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/**
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* 根据权重随机选择增强属性
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* @param count 需要选择的属性个数
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* @param excludeTypes 排除的属性类型
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* @returns 选中的增强属性数组
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*/
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export function selectRandomEnhancements(count: number, excludeTypes: BuffAttr[] = []): Array<{buffType: BuffAttr, weight: number, baseValue: number, name: string}> {
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if (count <= 0) return [];
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// 过滤掉排除的属性类型
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const availablePool = AvailableEnhancementPool.filter(item => !excludeTypes.includes(item.buffType));
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if (availablePool.length === 0) return [];
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const selectedEnhancements = [];
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const usedTypes = new Set<BuffAttr>();
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for (let i = 0; i < count && i < availablePool.length; i++) {
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// 计算权重总和
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const totalWeight = availablePool
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.filter(item => !usedTypes.has(item.buffType))
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.reduce((sum, item) => sum + item.weight, 0);
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if (totalWeight === 0) break;
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// 随机选择
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let randomValue = Math.random() * totalWeight;
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for (const enhancement of availablePool) {
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if (usedTypes.has(enhancement.buffType)) continue;
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randomValue -= enhancement.weight;
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if (randomValue <= 0) {
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selectedEnhancements.push(enhancement);
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usedTypes.add(enhancement.buffType);
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break;
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}
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}
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}
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return selectedEnhancements;
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}
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/**
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* 获取怪物类型的属性加成配置
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* @param monsterType 怪物类型
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* @param useRandom 是否使用随机生成(默认true)
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* @returns 属性加成配置,包含buffs字段
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*/
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export function getMonsterEnhancement(monsterType: MonsterType, useRandom: boolean = true): MonsterEnhancementData {
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const baseConfig = MonsterTypeBaseConfig[monsterType];
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const enhancementCount = MonsterEnhancementCountConfig[monsterType];
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let selectedEnhancements: Array<{buffType: BuffAttr, weight: number, baseValue: number, name: string}> = [];
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if (useRandom) {
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// 随机生成增强属性
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selectedEnhancements = selectRandomEnhancements(enhancementCount);
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} else {
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// 使用固定的最高权重属性
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selectedEnhancements = AvailableEnhancementPool
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.slice(0, enhancementCount)
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.map(item => ({...item}));
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}
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// 构建buffs对象
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const buffs: { [key in BuffAttr]?: number } = {};
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const buffList: Array<{ buffType: BuffAttr; value: number; name: string }> = [];
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selectedEnhancements.forEach(enhancement => {
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buffs[enhancement.buffType] = enhancement.baseValue;
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buffList.push({
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buffType: enhancement.buffType,
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value: enhancement.baseValue,
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name: enhancement.name
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});
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});
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return {
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name: baseConfig.name,
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description: `${baseConfig.description} (${enhancementCount}个属性)`,
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buffs: buffs,
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buffList: buffList
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};
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}
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/**
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* 根据关卡号判断关卡类型
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* @param stageNumber 关卡号(从1开始)
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* @returns 关卡类型
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*/
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export function getStageType(stageNumber: number): StageType {
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if (stageNumber % 10 === 0) {
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return StageType.BOSS; // 每10关为Boss关
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} else if (stageNumber % 5 === 0) {
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return StageType.ELITE; // 每5关(非10的倍数)为精英关
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} else {
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return StageType.NORMAL; // 其他关卡为普通关
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}
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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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* @returns MonsterType数组格式
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*/
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export function generateStageConfig(stageNumber: number): MonsterType[] {
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const stageType = getStageType(stageNumber);
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const rule = StageConfigRules[stageType];
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const monsterArray: MonsterType[] = [];
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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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monsterArray.push(monsterGroup.type);
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}
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});
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return monsterArray;
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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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* @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(HQuality.GREEN); // 绿色品质为普通怪物
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case MonsterType.ELITE:
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return getMonList(HQuality.BLUE); // 蓝色品质为精英怪物
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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(HQuality.PURPLE);
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const orangeMonsters = getMonList(HQuality.ORANGE);
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return [...purpleMonsters, ...orangeMonsters];
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default:
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return [];
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}
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}
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/**
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* 获取当前关卡对应的所有怪物UUID数组
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* @param stageNumber 关卡号
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* @returns 怪物UUID数组,按关卡配置顺序排列
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*/
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export function getStageMonsterUUIDs(stageNumber: number): number[] {
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const monsterTypes = generateStageConfig(stageNumber);
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const monsterUUIDs: number[] = [];
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monsterTypes.forEach(monsterType => {
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const availableUUIDs = getMonsterUUIDsByType(monsterType);
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if (availableUUIDs.length > 0) {
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// 随机选择一个该类型的怪物
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const randomUUID = availableUUIDs[Math.floor(Math.random() * availableUUIDs.length)];
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monsterUUIDs.push(randomUUID);
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}
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});
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return monsterUUIDs;
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}
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/**
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* 获取关卡怪物配置(包含UUID和增强属性)
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* @param stageNumber 关卡号
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* @param useRandomBuff 是否使用随机buff
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* @returns 完整的怪物配置数组
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*/
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export function getStageMonsterConfigs(stageNumber: number, useRandomBuff: boolean = true) {
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const monsterTypes = generateStageConfig(stageNumber);
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const stageMultipliers = getStageAllMultipliers(stageNumber);
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const monsterConfigs = [];
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monsterTypes.forEach((monsterType, index) => {
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const availableUUIDs = getMonsterUUIDsByType(monsterType);
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if (availableUUIDs.length > 0) {
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const randomUUID = availableUUIDs[Math.floor(Math.random() * availableUUIDs.length)];
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const enhancement = getMonsterEnhancement(monsterType, useRandomBuff);
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monsterConfigs.push({
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id: `stage_${stageNumber}_${index}`,
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uuid: randomUUID,
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type: monsterType,
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stageNumber: stageNumber,
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enhancement: enhancement,
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stageMultipliers: stageMultipliers
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});
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}
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});
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return monsterConfigs;
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}
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/**
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* 关卡基础属性倍数配置
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*/
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export const StageMultiplierConfig = {
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// 每级提升的基础倍数
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baseMultiplierPerLevel: 0.05, // 每级基础属性提升5%
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// 每10级的大幅提升倍数
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bigBoostMultiplier: 0.3, // 每10级额外提升30%
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// 不同属性的提升权重
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attributeWeights: {
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hp: 1.2, // 生命值提升权重较高
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attack: 1.0, // 攻击力标准权重
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}
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};
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/**
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* 计算关卡的基础属性倍数
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* @param stageNumber 关卡号(从1开始)
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* @param attributeType 属性类型(hp, attack)
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* @returns 属性倍数
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*/
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export function calculateStageMultiplier(stageNumber: number, attributeType: 'hp' | 'attack'): number {
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const config = StageMultiplierConfig;
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// 基础倍数:1.0(第1关不变)
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let multiplier = 1.0;
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// 每级小提升:(关卡-1) * 每级提升率 * 属性权重
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const levelBoost = (stageNumber - 1) * config.baseMultiplierPerLevel * config.attributeWeights[attributeType];
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// 每10级大提升:向下取整(关卡/10) * 大幅提升率 * 属性权重
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const bigBoostCount = Math.floor(stageNumber / 10);
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const bigBoost = bigBoostCount * config.bigBoostMultiplier * config.attributeWeights[attributeType];
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multiplier += levelBoost + bigBoost;
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return multiplier;
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}
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/**
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* 获取关卡所有属性的倍数
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* @param stageNumber 关卡号
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* @returns 所有属性倍数对象
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*/
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export function getStageAllMultipliers(stageNumber: number) {
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return {
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stageNumber: stageNumber,
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hp: calculateStageMultiplier(stageNumber, 'hp'),
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attack: calculateStageMultiplier(stageNumber, 'attack'),
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description: `第${stageNumber}关基础属性倍数`
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};
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}
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