刷怪 未完成
This commit is contained in:
@@ -11,301 +11,161 @@
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* @date 2025-10-19
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*/
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import { isModuleNamespaceObject } from "util/types";
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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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import { NATIVE } from "cc/env";
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import { BuffConf } 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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export const EliteMonsterList = [ 5201, 5202, 5203,
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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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export const BossMonsterList = [ 5201, 5202,
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// 可以添加更多Boss怪物UUID
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];
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export enum IMons{
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ORC=1,
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NATIVE=2,
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ELF=3,
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}
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export const Mons={
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[IMons.ORC]:[5201,5202],
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[IMons.NATIVE]:[5201,5202],
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[IMons.ELF]:[5201,5202]
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}
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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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NORMAL = 0, // 普通怪物
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ELITE = 1, // 精英怪物
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BOSS = 2 // Boss怪物
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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
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ELITE = "elite", // 精英关卡
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BOSS = "boss", // Boss关卡
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EVENT = "event" // 事件关卡
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export const EliteStage:any =(wave:number) => {
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if(wave%5 == 0) return true
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return false
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}
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export const BossStage:any =(wave:number) => {
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if(wave%10 == 0) return true
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return false
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}
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/**
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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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TREASURE = 1, // 额外奖励
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TRAP =2, // 陷阱伤害
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BUFF = 3, // 临时增益效果
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DEBUFF = 4 // 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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* 关卡生怪物相关配置
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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: 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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export const StageRule = {
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MonsNum: 5, // 关卡中默认怪物数量
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/** 额外怪物出现概率(在固定5个怪物基础上,有概率多刷1个) */
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extraMonsterRate: 0.3, // 30%概率出现第6个怪物
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// 精英关卡
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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, 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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/** 事件怪物出现概率(5个怪物中有1个替换为事件怪) */
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eventMonsterRate: 0.25, // 25%概率出现事件怪物
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// Boss关卡
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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, 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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/** 特殊属性怪物出现概率(5个怪物中有怪物携带特殊属性) */
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specialAttributeRate: 0.4, // 40%概率出现特殊属性怪物
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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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/** 特殊属性怪物数量范围 */
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specialAttributeCount: { min: 1, max: 2 } // 出现时,1-2个怪物会有特殊属性
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};
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interface IMonsConfig {
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/** 怪物波次 */
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uuid: number; // 怪物ID
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/** 怪物数量 */
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buff: BuffConf[]; //附加属性
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}
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export enum MonAttrSet{
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HP_MAX=1.1,
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AP=1.05,
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MP=1.1,
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DEF=1.05,
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MDEF=1.05,
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MAP=1.05,
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}
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export const getMonAttr=(lv:number,uuid:number)=>{
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let mon=HeroInfo[uuid]
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let hp=mon.hp*lv*MonAttrSet.HP_MAX
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let mp=mon.mp*lv*MonAttrSet.MP
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let ap=mon.ap*lv*MonAttrSet.AP
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let map=mon.map*lv*MonAttrSet.MAP
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let def=mon.def*lv*MonAttrSet.DEF
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let mdef=mon.mdef*lv*MonAttrSet.MDEF
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return {hp:hp,mp:mp,ap:ap,map:map,def:def,mdef:mdef}
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}
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/**
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* 特殊属性类型枚举
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*/
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export enum SpecialAttribute {
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NONE = 0, // 无特殊属性
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FAST = 1, // 快速移动
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STRONG = 2, // 强力攻击
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TANKY = 3, // 高生命值
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REGENERATE = 4, // 生命恢复
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SHIELD = 5, // 护盾
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EXPLOSIVE = 6, // 爆炸伤害(死亡时)
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VAMPIRE = 7 // 吸血
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}
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/**
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* 特殊属性配置
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*/
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export const SpecialAttributeConfig = {
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[SpecialAttribute.FAST]: {
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name: "疾行",
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description: "移动速度提升50%",
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effect: { speedMultiplier: 1.5 }
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},
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[SpecialAttribute.STRONG]: {
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name: "强力",
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description: "攻击力提升30%",
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effect: { attackMultiplier: 1.3 }
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},
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[SpecialAttribute.TANKY]: {
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name: "坦克",
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description: "生命值提升50%",
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effect: { hpMultiplier: 1.5 }
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},
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[SpecialAttribute.REGENERATE]: {
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name: "再生",
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description: "每秒恢复最大生命值2%",
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effect: { regenRate: 0.02 }
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},
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[SpecialAttribute.SHIELD]: {
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name: "护盾",
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description: "拥有相当于30%最大生命值的护盾",
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effect: { shieldRatio: 0.3 }
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},
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[SpecialAttribute.EXPLOSIVE]: {
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name: "爆炸",
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description: "死亡时对周围造成范围伤害",
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effect: { explosionDamageRatio: 0.5 }
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},
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[SpecialAttribute.VAMPIRE]: {
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name: "吸血",
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description: "攻击时恢复造成伤害20%的生命值",
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effect: { vampireRatio: 0.2 }
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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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/**
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* 根据关卡号和等级判断关卡类型
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* @param stageNumber 关卡号(从1开始)
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* @param level 等级(1-5)
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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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return StageType.BOSS; // 第10关第5级为Boss关
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} else if (level === 4) {
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return StageType.ELITE; // 第10关第4级为精英关
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} else {
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return StageType.NORMAL; // 第10关1-3级为普通关
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}
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}
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// 1-9关的规则
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else {
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if (level === 5) {
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return StageType.ELITE; // 1-9关第5级为精英关
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} else {
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return StageType.NORMAL; // 1-9关1-4级为普通关
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}
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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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* @param level 等级(1-5)
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* @returns MonsterType数组格式
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*/
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export function generateStageConfig(stageNumber: number, level: number = 1): MonsterType[] {
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const stageType = getStageType(stageNumber, level);
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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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// 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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return monsterArray;
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}
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/**
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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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// 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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// 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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// 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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}
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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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* @param level 等级(1-5)
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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, level: number = 1): number[] {
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const monsterTypes = generateStageConfig(stageNumber, level);
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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和强度信息)
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* @param stageNumber 关卡号
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* @param level 等级(1-5)
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* @returns 怪物配置数组
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*/
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export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
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const monsterTypes = generateStageConfig(stageNumber, level);
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const monsterConfigs = [];
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// 计算强度倍率
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const strengthMultiplier = calculateMonsterStrengthMultiplier(stageNumber, level);
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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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monsterConfigs.push({
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uuid: randomUUID,
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type: monsterType,
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stageNumber: stageNumber,
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level: level,
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strengthMultiplier: strengthMultiplier // 强度倍率
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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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* 随机决定是否触发事件
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* @returns 事件类型或null
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*/
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export function getRandomEvent(): EventType | null {
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const random = Math.random();
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let cumulativeProbability = 0;
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for (const eventType in EventConfig) {
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cumulativeProbability += EventConfig[eventType].probability;
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if (random <= cumulativeProbability) {
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return eventType as EventType;
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}
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}
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return null; // 不触发事件
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}
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Block a user