怪物根据怪物等级 掉落石头和经验
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@@ -1,16 +1,4 @@
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export const MonsetList = {
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1:{
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1:[5001],
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}
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}
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export const BossList = {
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1:{
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1:[5001],
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}
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}
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import { HQuality } from "./heroSet";
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// 波次配置表 - 根据Design.md中的怪物波次系统设计
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export const WaveConfig = {
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@@ -226,22 +214,37 @@ export const getInfiniteWaveConfig = (waveNumber: number) => {
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};
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};
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// 获取怪物等级
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export const getMonsterLevel = (waveNumber: number): number => {
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return 1 + Math.floor(waveNumber / 1);
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};
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// 获取装备石掉落数量
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export const getEquipStoneDrops = (monsterType: string, level: number = 1): number => {
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export const getStoneDrops = (monsterType: number, level: number = 1): {type: string, count: number} => {
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const baseDrops = {
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"warrior": 2, // 普通怪物
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"remote": 3, // 远程怪物
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"mage": 4 // 法师怪物
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[HQuality.GREEN]: 2, // 普通怪物
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[HQuality.BLUE]: 4, // 精英怪物
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[HQuality.PURPLE]: 8 // Boss怪物
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};
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return Math.floor(baseDrops[monsterType] * (1 + (level - 1) * 0.2));
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// 50%概率掉落装备石,50%概率掉落技能石
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const dropType = Math.random() < 0.5 ? "equip" : "skill";
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const dropCount = Math.floor(baseDrops[monsterType] * (1 + (level - 1) * 0.2));
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return {
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type: dropType,
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count: dropCount
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};
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};
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export const getExpDrops = (monsterType: number, level: number = 1): number => {
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const baseDrops = {
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[HQuality.GREEN]: 10, // 普通怪物
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[HQuality.BLUE]: 20, // 精英怪物
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[HQuality.PURPLE]: 40 // Boss怪物
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};
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return Math.floor(baseDrops[monsterType] * (1 + (level - 1) * 0.2));
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}
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// 获取装备升级成本
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export const getEquipUpgradeCost = (equipLevel: number, quality: number): number => {
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const baseCosts = {
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