refactor(mission): 优化肉鸽关卡及怪物生成逻辑

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

View File

@@ -79,11 +79,11 @@ export class GameDataSyncManager {
* @param fightHeros 出战英雄配置对象
* @returns 是否成功
*/
async updateFightHeros(fightHeros: any): Promise<boolean> {
async updateFightHeros(fightHero: any): Promise<boolean> {
try {
// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
const result = await WxCloudApi.updateFightHeros(fightHeros);
const result = await WxCloudApi.updateFightHeros(fightHero);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据

View File

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

View File

@@ -1,5 +1,5 @@
import { v3 } from "cc"
import { FacSet, QualitySet } from "./BoxSet"
import { FacSet } from "./BoxSet"
import { smc } from "../SingletonModuleComp"
import { BuffConf, DbuffConf } from "./SkillSet"
import { debuff } from "../../skills/debuff"
@@ -37,7 +37,7 @@ export const getHeroList = (quality:number=0)=>{
return [...ownedHeros, ...unownedHeros].map(item => item.uuid);
}
//fac:FacSet.MON
export const getMonList = (quality:number=0)=>{
export const getMonList = ()=>{
return Object.values(HeroInfo).filter(item=>{
const facMatch = item.fac === FacSet.MON;
return facMatch ;
@@ -71,7 +71,7 @@ export enum HeroUpSet {
}
export interface heroInfo{
uuid:number, name:string, path:string,fac:FacSet,kind:QualitySet,type:HType, hp:number,mp:number,map:number, def:number, ap:number,dis:number, cd:number,speed:number,
uuid:number, name:string, path:string,fac:FacSet,kind:number,type:HType, hp:number,mp:number,map:number, def:number, ap:number,dis:number, cd:number,speed:number,
lv:number,skills:number[], buff:BuffConf[], debuff:DbuffConf[], info:string
}
@@ -176,4 +176,3 @@ export const HeroInfo: Record<number, heroInfo> = {
// buff:[],debuff:[],info:"精英怪物-战士型"},
};

View File

@@ -30,7 +30,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
scale=-1
let box_group=BoxSet.MONSTER
// console.log("mon load",uuid)
@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier)
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
@@ -62,7 +62,7 @@ export class Monster extends ecs.Entity {
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false) {
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
var hv = node.getComponent(HeroViewComp)!;
@@ -80,9 +80,10 @@ export class Monster extends ecs.Entity {
hv.hero_uuid= uuid;
hv.hero_name= hero.name;
// 初始化基础属性
const baseHp = hero.hp;
const baseAp = hero.ap;
// 初始化基础属性,并根据强度倍率调整
const baseHp = Math.floor(hero.hp * strengthMultiplier);
const baseAp = Math.floor(hero.ap * strengthMultiplier);
const baseDef = Math.floor(hero.def * strengthMultiplier);
for(let i=0;i<hero.skills.length;i++){
let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
@@ -90,7 +91,7 @@ export class Monster extends ecs.Entity {
}
hv.base_ap=baseAp
hv.base_map=hero.mp
hv.base_def=hero.def
hv.base_def=baseDef
hv.base_hp=baseHp
hv.base_mp=hero.mp
hv.hp=hv.base_hp

View File

@@ -18,7 +18,7 @@ export class HInfoComp extends Component {
this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("ap").getChildByName("num")
this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("hp").getChildByName("num")
this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def").getChildByName("num")
this.h_uuid=smc.fight_heros[0]
this.h_uuid=smc.fight_hero
this.update_data(this.h_uuid)
}
update(deltaTime: number) {

View File

@@ -42,8 +42,7 @@ export class MissionHeroCompComp extends CCComp {
// this.current_hero_uuid=0
smc.vmdata.mission_data.hero_num=0
// console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
let heros:any = smc.fight_heros
this.addHero(heros[0],false)
this.addHero(smc.fight_hero,false)
// for(let i=0;i<Object.keys(heros).length;i++){
// if(heros[i]!=0){
// // console.log("[MissionHeroComp]:fight_ready",heros[i])

View File

@@ -9,7 +9,9 @@ import { GameEvent } from "../common/config/GameEvent";
import {
getStageMonsterConfigs,
MonsterType,
getStageType
getStageType,
EventType,
getRandomEvent
} from "./RogueConfig";
import { MonModelComp } from "../hero/MonModelComp";
@@ -24,7 +26,8 @@ export class MissionMonCompComp extends CCComp {
uuid: number,
position: number,
type: MonsterType,
level: number
level: number,
strengthMultiplier: number
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
@@ -32,6 +35,8 @@ export class MissionMonCompComp extends CCComp {
private spawnCount: number = 0; // 召唤计数器
private pauseInterval: number = 5.0; // 暂停间隔时间5秒
private isPausing: boolean = false; // 是否正在暂停
private currentEvent: EventType | null = null; // 当前关卡的随机事件
private eventProcessed: boolean = false; // 事件是否已处理
onLoad(){
@@ -54,6 +59,12 @@ export class MissionMonCompComp extends CCComp {
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
// 处理随机事件
if (this.currentEvent && !this.eventProcessed) {
this.processRandomEvent();
this.eventProcessed = true;
}
// 处理刷怪队列
if (this.monsterQueue.length > 0 && !this.isSpawning) {
this.spawnTimer += dt;
@@ -90,16 +101,51 @@ export class MissionMonCompComp extends CCComp {
this.spawnCount = 0;
this.isPausing = false;
this.spawnTimer = 0;
this.eventProcessed = false;
const currentStage = smc.data.mission;
// 使用新的肉鸽关卡配置
let level=smc.vmdata.mission_data.level
const stageType = getStageType(currentStage,level);
// 检查是否为事件关卡
if (stageType === "event") {
this.currentEvent = getRandomEvent();
} else {
this.currentEvent = null;
}
const monsterConfigs = getStageMonsterConfigs(currentStage,level);
// console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
this.generateMonstersFromStageConfig(monsterConfigs);
}
// 处理随机事件
private processRandomEvent() {
if (!this.currentEvent) return;
switch (this.currentEvent) {
case EventType.TREASURE:
// 发送获得奖励事件
smc.vmdata.mission_data.gold += 50; // 增加50金币
// 可以触发UI提示
// oops.message.dispatchEvent("event_treasure");
break;
case EventType.TRAP:
// 对玩家造成伤害
// 这里可以实现对玩家英雄造成伤害的逻辑
// oops.message.dispatchEvent("event_trap");
break;
case EventType.BUFF:
// 给玩家增加临时增益效果
// oops.message.dispatchEvent("event_buff");
break;
case EventType.DEBUFF:
// 给玩家增加临时减益效果
// oops.message.dispatchEvent("event_debuff");
break;
}
}
// 根据新的关卡配置生成怪物
private generateMonstersFromStageConfig(monsterConfigs: any[]) {
@@ -114,7 +160,7 @@ export class MissionMonCompComp extends CCComp {
// 为每个怪物配置生成怪物
monsterConfigs.forEach((monsterConfig: any, index: number) => {
const { uuid, type } = monsterConfig;
const { uuid, type, strengthMultiplier } = monsterConfig;
// 位置循环使用 (0-4)
const position = index % 5;
@@ -123,7 +169,8 @@ export class MissionMonCompComp extends CCComp {
uuid,
position,
type,
1 // 默认等级1
1, // 默认等级1
strengthMultiplier // 强度倍率
);
});
@@ -135,13 +182,15 @@ export class MissionMonCompComp extends CCComp {
uuid: number,
position: number,
type: MonsterType,
level: number = 1
level: number = 1,
strengthMultiplier: number = 1.0
) {
this.monsterQueue.push({
uuid: uuid,
position: position,
type: type,
level: level
level: level,
strengthMultiplier: strengthMultiplier
});
}
@@ -158,7 +207,8 @@ export class MissionMonCompComp extends CCComp {
monsterData.position,
isBoss,
false,
monsterData.level
monsterData.level,
monsterData.strengthMultiplier
);
// 增加召唤计数
@@ -172,14 +222,15 @@ export class MissionMonCompComp extends CCComp {
i: number = 0,
is_boss: boolean = false,
is_call: boolean = false,
lv: number = 1
lv: number = 1,
strengthMultiplier: number = 1.0
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
let pos: Vec3 = v3(MonSet[i].pos);
// 生成怪物
mon.load(pos,scale,uuid,is_boss,is_call);
mon.load(pos,scale,uuid,is_boss,is_call,strengthMultiplier);
}
/** 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 */

View File

@@ -1,16 +1,33 @@
/**
* 肉鸽模式配置脚本 - 简化
* 肉鸽模式配置脚本 - 增强
*
* 功能说明:
* - 提供基础的刷怪配置:刷什么怪,刷多少怪
* - 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
* - 支持随机事件系统
*
* @author 游戏开发团队
* @version 1.0 简化
* @version 2.0 增强
* @date 2025-10-19
*/
import { QualitySet } from "../common/config/BoxSet";
import { getMonList } from "../common/config/heroSet";
import { getMonList, HeroInfo } from "../common/config/heroSet";
import { Attrs } from "../common/config/SkillSet";
// 精英怪物配置表
export const EliteMonsterList = [
5201, // 兽人战士
5202, // 兽人刺客
5203, // 兽人护卫
// 可以添加更多精英怪物UUID
];
// Boss怪物配置表
export const BossMonsterList = [
5201, // 兽人战士
5202, // 兽人刺客
// 可以添加更多Boss怪物UUID
];
/**
* 怪物类型枚举
@@ -27,18 +44,29 @@ export enum MonsterType {
export enum StageType {
NORMAL = "normal", // 普通关卡
ELITE = "elite", // 精英关卡
BOSS = "boss" // Boss关卡
BOSS = "boss", // Boss关卡
EVENT = "event" // 事件关卡
}
/**
* 关卡配置规则 - 只保留刷怪类型和数量
* 随机事件类型枚举
*/
export enum EventType {
TREASURE = "treasure", // 额外奖励
TRAP = "trap", // 陷阱伤害
BUFF = "buff", // 临时增益效果
DEBUFF = "debuff" // 临时减益效果
}
/**
* 关卡配置规则 - 增强版,支持怪物数量和强度随关卡递增
*/
export const StageConfigRules = {
// 普通关卡
[StageType.NORMAL]: {
description: "普通关卡",
monsters: [
{ type: MonsterType.NORMAL, count: 1 } // 5个普通怪物
{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 6 } // 普通怪物数量随关卡递增
]
},
@@ -46,8 +74,8 @@ export const StageConfigRules = {
[StageType.ELITE]: {
description: "精英关卡",
monsters: [
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
{ type: MonsterType.NORMAL, count: 1 } // 3个普通怪物
{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 4 }, // 精英怪物
{ type: MonsterType.NORMAL, count: 3, minCount: 2, maxCount: 5 } // 普通怪物
]
},
@@ -55,10 +83,44 @@ export const StageConfigRules = {
[StageType.BOSS]: {
description: "Boss关卡",
monsters: [
{ type: MonsterType.BOSS, count: 1 }, // 1个Boss怪物
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
{ type: MonsterType.NORMAL, count: 1 } // 2个普通怪物
{ type: MonsterType.BOSS, count: 1, minCount: 1, maxCount: 1 }, // 1个Boss怪物
{ type: MonsterType.ELITE, count: 2, minCount: 1, maxCount: 3 }, // 精英怪物
{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 普通怪物
]
},
// 事件关卡
[StageType.EVENT]: {
description: "事件关卡",
monsters: [
{ type: MonsterType.NORMAL, count: 2, minCount: 1, maxCount: 4 } // 少量普通怪物
]
}
};
/**
* 随机事件配置
*/
export const EventConfig = {
[EventType.TREASURE]: {
description: "宝箱事件",
probability: 0.3, // 30%概率触发
effect: "获得额外奖励"
},
[EventType.TRAP]: {
description: "陷阱事件",
probability: 0.25, // 25%概率触发
effect: "受到一定伤害"
},
[EventType.BUFF]: {
description: "增益事件",
probability: 0.25, // 25%概率触发
effect: "获得临时增益效果"
},
[EventType.DEBUFF]: {
description: "减益事件",
probability: 0.2, // 20%概率触发
effect: "受到临时减益效果"
}
};
@@ -69,6 +131,11 @@ export const StageConfigRules = {
* @returns 关卡类型
*/
export function getStageType(stageNumber: number, level: number = 1): StageType {
// 每隔5关设置特殊事件关卡
if (stageNumber % 5 === 0 && level === 3) {
return StageType.EVENT;
}
// 第10关的特殊规则
if (stageNumber % 10 === 0) {
if (level === 5) {
@@ -89,6 +156,39 @@ export function getStageType(stageNumber: number, level: number = 1): StageType
}
}
/**
* 计算怪物数量,随关卡进度递增
* @param stageNumber 关卡号
* @param baseCount 基础数量
* @param minCount 最小数量
* @param maxCount 最大数量
* @returns 实际怪物数量
*/
export function calculateMonsterCount(stageNumber: number, baseCount: number, minCount: number, maxCount: number): number {
// 随关卡递增每5关增加1个怪物最多不超过最大数量
const increment = Math.floor(stageNumber / 5);
let count = baseCount + increment;
// 确保在最小和最大数量之间
count = Math.max(minCount, Math.min(maxCount, count));
return count;
}
/**
* 计算怪物强度倍率,随关卡进度递增
* @param stageNumber 关卡号
* @param level 等级
* @returns 强度倍率
*/
export function calculateMonsterStrengthMultiplier(stageNumber: number, level: number): number {
// 基础倍率基于关卡号和等级
const stageMultiplier = 1 + (stageNumber - 1) * 0.1; // 每关增加10%
const levelMultiplier = 1 + (level - 1) * 0.05; // 每级增加5%
return stageMultiplier * levelMultiplier;
}
/**
* 生成关卡配置
* @param stageNumber 关卡号从1开始
@@ -102,7 +202,15 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
// 根据配置生成怪物类型数组
rule.monsters.forEach(monsterGroup => {
for (let i = 0; i < monsterGroup.count; i++) {
// 计算实际怪物数量
const actualCount = calculateMonsterCount(
stageNumber,
monsterGroup.count,
monsterGroup.minCount,
monsterGroup.maxCount
);
for (let i = 0; i < actualCount; i++) {
monsterArray.push(monsterGroup.type);
}
});
@@ -111,21 +219,21 @@ export function generateStageConfig(stageNumber: number, level: number = 1): Mon
}
/**
* 根据怪物类型获取对应品质的怪物UUID数组
* 根据怪物类型获取对应配置表中的怪物UUID数组
* @param monsterType 怪物类型
* @returns 怪物UUID数组
*/
export function getMonsterUUIDsByType(monsterType: MonsterType): number[] {
switch (monsterType) {
case MonsterType.NORMAL:
return getMonList(QualitySet.GREEN); // 绿色品质为普通怪物
// 普通怪物使用原有的getMonList方法
return getMonList();
case MonsterType.ELITE:
return getMonList(QualitySet.BLUE); // 蓝色品质为精英怪物
// 精英怪物使用精英配置表
return EliteMonsterList;
case MonsterType.BOSS:
// 紫色及以上品质为Boss怪物
const purpleMonsters = getMonList(QualitySet.PURPLE);
const orangeMonsters = getMonList(QualitySet.ORANGE);
return [...purpleMonsters, ...orangeMonsters];
// Boss怪物使用Boss配置表
return BossMonsterList;
default:
return [];
}
@@ -154,7 +262,7 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
}
/**
* 获取关卡怪物配置(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
}