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
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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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}
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@@ -154,7 +262,7 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
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}
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/**
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* 获取关卡怪物配置(只包含UUID)
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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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@@ -163,6 +271,9 @@ 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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@@ -172,10 +283,29 @@ export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
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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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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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