地图修改
This commit is contained in:
@@ -6,13 +6,14 @@
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* - 包含词条系统和怪物强化逻辑
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* - 供 MissionMonComp.ts 等组件调用
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*
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* 波次规则:
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* - 固定波次:5(商店)、10(Boss)、15(休息)、20(Boss)、25(商店)、30(Boss)
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* - 精英波次:个位数是4和9的波次(4、9、14、19、24、29...)
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* - 普通波次:其他所有波次
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* 波次规则(固定9波模式):
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* - 1-3波:普通波次
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* - 4-6波:怪物潮波次(大量低级怪物)
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* - 7-8波:精英波次
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* - 9波:最终Boss波次
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*
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* @author 游戏开发团队
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* @version 1.0
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* @version 2.0
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* @date 2025-07-12
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*/
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@@ -26,13 +27,57 @@ import { BuffAttr } from "../common/config/SkillSet";
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* 肉鸽模式波次类型枚举
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*/
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export enum RogueWaveType {
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NORMAL = "normal",
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ELITE = "elite",
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BOSS = "boss",
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SHOP = "shop",
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REST = "rest"
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NORMAL = "normal", // 普通波次(1-3波)
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HORDE = "horde", // 怪物潮波次(4-6波)
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ELITE = "elite", // 精英波次(7-8波)
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FINAL_BOSS = "final_boss" // 最终Boss波次(9波)
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}
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/**
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* 固定数值配置(根据波次固定血量和攻击力)
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*/
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export const RogueStatsConfig = {
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// 血量配置
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hp: {
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1: 10, // 波次1:小怪血量10
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2: 15, // 波次2:小怪血量15(插值)
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3: 25, // 波次3:小怪血量25
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4: 35, // 波次4:怪物潮血量35(插值)
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5: 60, // 波次5:怪物潮血量60
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6: 80, // 波次6:怪物潮血量80(插值)
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7: 100, // 波次7:精英血量100
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8: 150, // 波次8:精英血量150(插值)
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9: 500 // 波次9:boss血量500
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},
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// 攻击力配置
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attack: {
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1: 5, // 1-3波:攻击力5
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2: 5, // 1-3波:攻击力5
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3: 5, // 1-3波:攻击力5
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4: 8, // 4-6波:攻击力8
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5: 8, // 4-6波:攻击力8
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6: 8, // 4-6波:攻击力8
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7: 12, // 7-8波:攻击力12
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8: 12, // 7-8波:攻击力12
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9: 30 // 9波boss:攻击力30
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},
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/**
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* 获取指定波次的血量
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*/
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getHp(waveNumber: number): number {
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return this.hp[waveNumber] || this.hp[9]; // 默认返回boss血量
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},
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/**
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* 获取指定波次的攻击力
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*/
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getAttack(waveNumber: number): number {
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return this.attack[waveNumber] || this.attack[9]; // 默认返回boss攻击力
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}
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};
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/**
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* 怪物词条配置(直接使用BuffAttr作为词条类型)
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* 这样可以直接复用Mon.ts中的Buff处理逻辑
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@@ -111,21 +156,23 @@ export const MonsterAffixConfig = {
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};
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/**
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* 词条数量配置
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* 词条数量配置(9波固定模式)
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*/
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export const AffixCountConfig = {
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currentMode: "normal" as "normal" | "enhanced",
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modes: {
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normal: {
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[RogueWaveType.NORMAL]: 0,
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[RogueWaveType.ELITE]: 1,
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[RogueWaveType.BOSS]: 2,
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[RogueWaveType.NORMAL]: 0, // 1-3波:无词条
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[RogueWaveType.HORDE]: 0, // 4-6波:无词条(数量取胜)
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[RogueWaveType.ELITE]: 1, // 7-8波:1个词条
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[RogueWaveType.FINAL_BOSS]: 2, // 9波:2个词条
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},
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enhanced: {
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[RogueWaveType.NORMAL]: 1,
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[RogueWaveType.ELITE]: 2,
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[RogueWaveType.BOSS]: 3,
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[RogueWaveType.NORMAL]: 1, // 1-3波:1个词条
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[RogueWaveType.HORDE]: 1, // 4-6波:1个词条
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[RogueWaveType.ELITE]: 2, // 7-8波:2个词条
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[RogueWaveType.FINAL_BOSS]: 3, // 9波:3个词条
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}
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},
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@@ -147,22 +194,27 @@ export const AffixCountConfig = {
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};
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/**
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* 波次配置
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* 波次配置(固定9波模式)
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*/
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export const RogueWaveConfig = {
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fixedWaves: {
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5: RogueWaveType.SHOP,
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10: RogueWaveType.BOSS,
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15: RogueWaveType.REST,
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20: RogueWaveType.BOSS,
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25: RogueWaveType.SHOP,
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30: RogueWaveType.BOSS
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// 固定9波模式,每波类型固定
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getWaveType: (waveNumber: number): RogueWaveType => {
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if (waveNumber <= 3) {
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return RogueWaveType.NORMAL; // 1-3波:普通
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} else if (waveNumber <= 6) {
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return RogueWaveType.HORDE; // 4-6波:怪物潮
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} else if (waveNumber <= 8) {
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return RogueWaveType.ELITE; // 7-8波:精英
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} else if (waveNumber === 9) {
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return RogueWaveType.FINAL_BOSS; // 9波:最终Boss
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} else {
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// 超过9波的情况(如果需要循环)
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const cycleWave = ((waveNumber - 1) % 9) + 1;
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return RogueWaveConfig.getWaveType(cycleWave);
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}
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},
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isEliteWave: (waveNumber: number): boolean => {
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const lastDigit = waveNumber % 10;
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return lastDigit === 4 || lastDigit === 9;
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}
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maxWaves: 9 // 固定最大波数
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};
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// ==================== 肉鸽配置生成器 ====================
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@@ -176,44 +228,35 @@ export class RogueConfig {
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* 生成波次配置(主入口)
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*/
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static generateWaveConfig(waveNumber: number) {
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let waveType: RogueWaveType;
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const waveType = RogueWaveConfig.getWaveType(waveNumber);
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const fixedHp = RogueStatsConfig.getHp(waveNumber);
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const fixedAttack = RogueStatsConfig.getAttack(waveNumber);
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// 判断波次类型
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if (RogueWaveConfig.fixedWaves[waveNumber]) {
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waveType = RogueWaveConfig.fixedWaves[waveNumber];
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} else if (RogueWaveConfig.isEliteWave(waveNumber)) {
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waveType = RogueWaveType.ELITE;
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} else {
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waveType = RogueWaveType.NORMAL;
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}
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console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType}`);
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console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType} - 固定HP: ${fixedHp}, 固定攻击: ${fixedAttack} (固定9波模式)`);
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// 根据类型生成配置
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switch (waveType) {
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case RogueWaveType.NORMAL:
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return this.generateNormalWave(waveNumber);
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case RogueWaveType.HORDE:
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return this.generateHordeWave(waveNumber);
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case RogueWaveType.ELITE:
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return this.generateEliteWave(waveNumber);
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case RogueWaveType.BOSS:
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return this.generateBossWave(waveNumber);
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case RogueWaveType.SHOP:
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return this.generateShopWave(waveNumber);
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case RogueWaveType.REST:
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return this.generateRestWave(waveNumber);
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case RogueWaveType.FINAL_BOSS:
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return this.generateFinalBossWave(waveNumber);
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default:
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return this.generateNormalWave(waveNumber);
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}
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}
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/**
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* 生成普通波次
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* 生成普通波次(1-3波)
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*/
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static generateNormalWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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// 数量减少为原来的三分之一
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const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
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// 普通波次固定数量:10个怪物
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const baseCount = 10;
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const monsters = [];
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// 选择怪物类型
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@@ -245,36 +288,125 @@ export class RogueConfig {
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series: series,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData
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buffData: enhanced.buffData,
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// 肉鸽固定数值
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rogueHp: RogueStatsConfig.getHp(waveNumber),
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rogueAttack: RogueStatsConfig.getAttack(waveNumber)
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});
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}
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return {
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waveType: RogueWaveType.NORMAL,
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monsters: monsters,
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description: `普通波次 - ${seriesConfig.name}`,
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description: `第${waveNumber}波 - 普通波次 (10个怪物)`,
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waveNumber: waveNumber
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};
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}
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/**
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* 生成精英波次
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* 生成怪物潮波次(4-6波)
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*/
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static generateHordeWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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// 怪物潮固定数量:20个怪物
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const baseCount = 20;
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const monsters = [];
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// 怪物潮主要使用绿色品质的小怪
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const hordeMonsters = seriesConfig.allMonsters.filter(uuid => {
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return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.GREEN;
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});
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if (hordeMonsters.length > 0) {
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const hordeMonster = hordeMonsters[Math.floor(Math.random() * hordeMonsters.length)];
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const monsterInfo = HeroInfo[hordeMonster];
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// 生成词条(怪物潮通常没有词条,靠数量取胜)
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const affixes = this.generateMonsterAffixes(
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monsterInfo.quality,
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waveNumber,
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RogueWaveType.HORDE
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);
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const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
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monsters.push({
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uuid: hordeMonster,
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count: baseCount,
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type: "warrior",
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series: series,
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isHorde: true,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData,
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// 肉鸽固定数值
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rogueHp: RogueStatsConfig.getHp(waveNumber),
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rogueAttack: RogueStatsConfig.getAttack(waveNumber)
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});
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} else {
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// 如果没有绿色怪物,使用其他怪物
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const availableTypes = [];
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if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
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if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
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if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
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if (availableTypes.length > 0) {
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const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
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const typeMonsters = seriesConfig.monsters[randomType];
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const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
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const monsterInfo = HeroInfo[randomMonster];
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const affixes = this.generateMonsterAffixes(
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monsterInfo.quality,
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waveNumber,
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RogueWaveType.HORDE
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);
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const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
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monsters.push({
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uuid: randomMonster,
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count: baseCount,
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type: randomType,
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series: series,
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isHorde: true,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData,
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// 肉鸽固定数值
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rogueHp: RogueStatsConfig.getHp(waveNumber),
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rogueAttack: RogueStatsConfig.getAttack(waveNumber)
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});
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}
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}
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return {
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waveType: RogueWaveType.HORDE,
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monsters: monsters,
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description: `第${waveNumber}波 - 怪物潮 (20个怪物)`,
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waveNumber: waveNumber
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};
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}
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/**
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* 生成精英波次(7-8波)
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*/
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static generateEliteWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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// 查找精英怪物
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const monsters = [];
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// 1. 生成5个精英怪物
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const eliteMonsters = seriesConfig.allMonsters.filter(uuid => {
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return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.BLUE;
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});
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const monsters = [];
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if (eliteMonsters.length > 0) {
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const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
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// 数量减少为原来的三分之一
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const count = Math.max(1, Math.floor(2 + waveNumber / 8));
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const monsterInfo = HeroInfo[eliteMonster];
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// 生成精英词条
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@@ -288,27 +420,65 @@ export class RogueConfig {
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monsters.push({
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uuid: eliteMonster,
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count: count,
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type: "warrior",
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count: 5, // 固定5个精英
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type: "elite",
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series: series,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData
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buffData: enhanced.buffData,
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// 肉鸽固定数值
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rogueHp: RogueStatsConfig.getHp(waveNumber),
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rogueAttack: RogueStatsConfig.getAttack(waveNumber)
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});
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}
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// 2. 生成10个普通小怪
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const availableTypes = [];
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if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
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if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
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if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
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if (availableTypes.length > 0) {
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const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
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const typeMonsters = seriesConfig.monsters[randomType];
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const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
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const monsterInfo = HeroInfo[randomMonster];
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// 小怪没有词条
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const affixes = this.generateMonsterAffixes(
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monsterInfo.quality,
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waveNumber,
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RogueWaveType.NORMAL // 小怪使用普通词条规则
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);
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const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
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monsters.push({
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uuid: randomMonster,
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count: 10, // 固定10个小怪
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type: "normal",
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series: series,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData,
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// 肉鸽固定数值
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rogueHp: RogueStatsConfig.getHp(waveNumber),
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rogueAttack: RogueStatsConfig.getAttack(waveNumber)
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});
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}
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return {
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waveType: RogueWaveType.ELITE,
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monsters: monsters,
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description: `精英波次 - ${seriesConfig.name}精锐`,
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description: `第${waveNumber}波 - 精英波次 (5个精英+10个小怪)`,
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waveNumber: waveNumber
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};
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}
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/**
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* 生成Boss波次
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* 生成最终Boss波次(第9波)
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*/
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static generateBossWave(waveNumber: number) {
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static generateFinalBossWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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@@ -323,53 +493,72 @@ export class RogueConfig {
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const bossInfo = HeroInfo[bossMonster];
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// 生成Boss词条
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// 生成最终Boss词条
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const bossAffixes = this.generateMonsterAffixes(
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bossInfo.quality,
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waveNumber,
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RogueWaveType.BOSS
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RogueWaveType.FINAL_BOSS
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);
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const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
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// Boss数量减少为原来的三分之一(一般Boss只刷1只)
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const monsters = [{
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// 1个Boss + 5个小怪
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const monsters = [];
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// 1. 添加Boss
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monsters.push({
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uuid: bossMonster,
|
||||
count: 1,
|
||||
type: "boss",
|
||||
type: "final_boss",
|
||||
series: series,
|
||||
isBoss: true,
|
||||
isFinalBoss: true,
|
||||
affixes: bossAffixes,
|
||||
enhancedStats: enhancedBoss.stats,
|
||||
buffData: enhancedBoss.buffData
|
||||
}];
|
||||
buffData: enhancedBoss.buffData,
|
||||
// 肉鸽固定数值
|
||||
rogueHp: RogueStatsConfig.getHp(waveNumber),
|
||||
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
|
||||
});
|
||||
|
||||
// 2. 添加5个小怪
|
||||
const availableTypes = [];
|
||||
if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
|
||||
if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
|
||||
if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
|
||||
|
||||
if (availableTypes.length > 0) {
|
||||
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
|
||||
const typeMonsters = seriesConfig.monsters[randomType];
|
||||
const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
|
||||
const monsterInfo = HeroInfo[randomMonster];
|
||||
|
||||
// 小怪没有词条
|
||||
const affixes = this.generateMonsterAffixes(
|
||||
monsterInfo.quality,
|
||||
waveNumber,
|
||||
RogueWaveType.NORMAL // 小怪使用普通词条规则
|
||||
);
|
||||
|
||||
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
|
||||
|
||||
monsters.push({
|
||||
uuid: randomMonster,
|
||||
count: 5, // 固定5个小怪
|
||||
type: "normal",
|
||||
series: series,
|
||||
affixes: affixes,
|
||||
enhancedStats: enhanced.stats,
|
||||
buffData: enhanced.buffData,
|
||||
// 肉鸽固定数值
|
||||
rogueHp: RogueStatsConfig.getHp(waveNumber),
|
||||
rogueAttack: RogueStatsConfig.getAttack(waveNumber)
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
waveType: RogueWaveType.BOSS,
|
||||
waveType: RogueWaveType.FINAL_BOSS,
|
||||
monsters: monsters,
|
||||
description: `Boss战 - ${seriesConfig.name}首领`,
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成商店波次
|
||||
*/
|
||||
static generateShopWave(waveNumber: number) {
|
||||
return {
|
||||
waveType: RogueWaveType.SHOP,
|
||||
description: "商店波次",
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成休息波次
|
||||
*/
|
||||
static generateRestWave(waveNumber: number) {
|
||||
return {
|
||||
waveType: RogueWaveType.REST,
|
||||
description: "休息波次",
|
||||
description: `第${waveNumber}波 - 最终Boss战 (1个Boss+5个小怪)`,
|
||||
waveNumber: waveNumber
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user