refactor(game): 精简肉鸽模式关卡配置并优化怪物加载逻辑

- 调整SkillSet基础攻击技能参数,降低CD时间和技能消耗
- 更新HeroInfo中英雄和怪物的技能组合,替换为更合理的技能ID
- 注释掉部分法师及精英怪物的定义,简化怪物列表
- 优化Monster类load和hero_init方法,移除不再使用的增强属性和关卡倍数参数
- 精简MissionMonComp刷怪队列逻辑,移除增强属性和关卡倍数支持
- 调整RogueConfig,去除怪物增强属性相关代码,仅保留基础刷怪类型和数量配置
- 修正SkillCom中使用属性枚举的地方,使用统一Attrs枚举
- 清理代码注释和多余空行,提升代码规范性和可读性
This commit is contained in:
2025-10-19 12:06:18 +08:00
parent faae0f8005
commit 6d5c768a30
6 changed files with 89 additions and 351 deletions

View File

@@ -2,17 +2,14 @@
* 肉鸽模式配置脚本 - 简化版
*
* 功能说明:
* - 提供基于怪物类型的属性加成配置
* - 使用Attrs枚举定义属性增强
* - 供游戏系统调用获取怪物增强数据
* - 提供基础的刷怪配置:刷什么怪,刷多少怪
*
* @author 游戏开发团队
* @version 3.0 简化版
* @date 2025-07-12
* @version 1.0 简化版
* @date 2025-10-19
*/
import { QualitySet } from "../common/config/BoxSet";
import { Attrs } from "../common/config/SkillSet";
import { getMonList } from "../common/config/heroSet";
/**
@@ -24,199 +21,48 @@ export enum MonsterType {
BOSS = "boss" // Boss怪物
}
/**
* 怪物类型增强属性个数配置
*/
export const MonsterEnhancementCountConfig = {
[MonsterType.NORMAL]: 0, // 普通怪物0个增强属性
[MonsterType.ELITE]: 1, // 精英怪物1个增强属性
[MonsterType.BOSS]: 2 // Boss怪物2个增强属性
};
/**
* 关卡类型枚举
*/
export enum StageType {
NORMAL = "normal", // 普通关卡1-4关
ELITE = "elite", // 精英关卡5关
BOSS = "boss" // Boss关卡10关
NORMAL = "normal", // 普通关卡
ELITE = "elite", // 精英关卡
BOSS = "boss" // Boss关卡
}
/**
* 关卡配置数据接口
*/
export interface StageConfig {
stageNumber: number;
stageType: StageType;
description: string;
monsters: Array<{
type: MonsterType;
count: number;
}>;
}
/**
* 关卡配置规则
* 关卡配置规则 - 只保留刷怪类型和数量
*/
export const StageConfigRules = {
// 普通关卡1-4关
// 普通关卡
[StageType.NORMAL]: {
description: "普通关卡",
monsters: [
{ type: MonsterType.NORMAL, count: 5 } // 5个小怪
{ type: MonsterType.NORMAL, count: 1 } // 5个普通怪物
]
},
// 精英关卡5关
// 精英关卡
[StageType.ELITE]: {
description: "精英关卡",
monsters: [
{ type: MonsterType.ELITE, count: 2 }, // 2个精英
{ type: MonsterType.NORMAL, count: 3 } // 3个小怪
{ type: MonsterType.ELITE, count: 1 }, // 2个精英怪物
{ type: MonsterType.NORMAL, count: 1 } // 3个普通怪物
]
},
// Boss关卡10关
// Boss关卡
[StageType.BOSS]: {
description: "Boss关卡",
monsters: [
{ type: MonsterType.BOSS, count: 1 }, // 1个Boss
{ type: MonsterType.ELITE, count: 2 }, // 2个精英
{ type: MonsterType.NORMAL, count: 2 } // 2个小怪
{ 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
]
}
};
/**
* 可用的增强属性池
* 按权重排序,数值越大优先级越高
*/
export const AvailableEnhancementPool = [
{ buffType: Attrs.HP_MAX, weight: 10, baseValue: 80, name: "生命值增强" },
{ buffType: Attrs.AP, weight: 9, baseValue: 50, name: "攻击力增强" },
{ buffType: Attrs.CRITICAL, weight: 8, baseValue: 30, name: "暴击率增强" },
{ buffType: Attrs.DEF, weight: 7, baseValue: 40, name: "防御增强" },
{ buffType: Attrs.CRITICAL_DMG, weight: 6, baseValue: 60, name: "暴击伤害增强" },
{ buffType: Attrs.DODGE, weight: 5, baseValue: 25, name: "闪避增强" },
{ buffType: Attrs.AS, weight: 4, baseValue: 20, name: "攻击速度增强" },
{ buffType: Attrs.LIFESTEAL, weight: 3, baseValue: 15, name: "吸血" },
];
/**
* 基于怪物类型的基础配置
*/
export const MonsterTypeBaseConfig = {
[MonsterType.NORMAL]: {
name: "普通怪物",
description: "基础属性无增强"
},
[MonsterType.ELITE]: {
name: "精英怪物",
description: "单一属性增强"
},
[MonsterType.BOSS]: {
name: "Boss怪物",
description: "双重属性增强"
}
};
/**
* 怪物增强数据接口
*/
export interface MonsterEnhancementData {
name: string;
description: string;
buffs: { [key in Attrs]?: number };
buffList: Array<{ buffType: Attrs; value: number; name: string }>;
}
/**
* 根据权重随机选择增强属性
* @param count 需要选择的属性个数
* @param excludeTypes 排除的属性类型
* @returns 选中的增强属性数组
*/
export function selectRandomEnhancements(count: number, excludeTypes: Attrs[] = []): Array<{buffType: Attrs, weight: number, baseValue: number, name: string}> {
if (count <= 0) return [];
// 过滤掉排除的属性类型
const availablePool = AvailableEnhancementPool.filter(item => !excludeTypes.includes(item.buffType));
if (availablePool.length === 0) return [];
const selectedEnhancements = [];
const usedTypes = new Set<Attrs>();
for (let i = 0; i < count && i < availablePool.length; i++) {
// 计算权重总和
const totalWeight = availablePool
.filter(item => !usedTypes.has(item.buffType))
.reduce((sum, item) => sum + item.weight, 0);
if (totalWeight === 0) break;
// 随机选择
let randomValue = Math.random() * totalWeight;
for (const enhancement of availablePool) {
if (usedTypes.has(enhancement.buffType)) continue;
randomValue -= enhancement.weight;
if (randomValue <= 0) {
selectedEnhancements.push(enhancement);
usedTypes.add(enhancement.buffType);
break;
}
}
}
return selectedEnhancements;
}
/**
* 获取怪物类型的属性加成配置
* @param monsterType 怪物类型
* @param useRandom 是否使用随机生成默认true
* @returns 属性加成配置包含buffs字段
*/
export function getMonsterEnhancement(monsterType: MonsterType, useRandom: boolean = true): MonsterEnhancementData {
const baseConfig = MonsterTypeBaseConfig[monsterType];
const enhancementCount = MonsterEnhancementCountConfig[monsterType];
let selectedEnhancements: Array<{buffType: Attrs, weight: number, baseValue: number, name: string}> = [];
if (useRandom) {
// 随机生成增强属性
selectedEnhancements = selectRandomEnhancements(enhancementCount);
} else {
// 使用固定的最高权重属性
selectedEnhancements = AvailableEnhancementPool
.slice(0, enhancementCount)
.map(item => ({...item}));
}
// 构建buffs对象
const buffs: { [key in Attrs]?: number } = {};
const buffList: Array<{ buffType: Attrs; value: number; name: string }> = [];
selectedEnhancements.forEach(enhancement => {
buffs[enhancement.buffType] = enhancement.baseValue;
buffList.push({
buffType: enhancement.buffType,
value: enhancement.baseValue,
name: enhancement.name
});
});
return {
name: baseConfig.name,
description: `${baseConfig.description} (${enhancementCount}个属性)`,
buffs: buffs,
buffList: buffList
};
}
/**
* 根据关卡号和等级判断关卡类型
* @param stageNumber 关卡号从1开始
* @param level 等级1-5
@@ -308,90 +154,28 @@ export function getStageMonsterUUIDs(stageNumber: number, level: number = 1): nu
}
/**
* 获取关卡怪物配置包含UUID和增强属性
* 获取关卡怪物配置(包含UUID
* @param stageNumber 关卡号
* @param level 等级1-5
* @param useRandomBuff 是否使用随机buff
* @returns 完整的怪物配置数组
* @returns 怪物配置数组
*/
export function getStageMonsterConfigs(stageNumber: number, level: number = 1, useRandomBuff: boolean = true) {
export function getStageMonsterConfigs(stageNumber: number, level: number = 1) {
const monsterTypes = generateStageConfig(stageNumber, level);
const stageMultipliers = getStageAllMultipliers(stageNumber);
const monsterConfigs = [];
monsterTypes.forEach((monsterType, index) => {
const availableUUIDs = getMonsterUUIDsByType(monsterType);
if (availableUUIDs.length > 0) {
const randomUUID = availableUUIDs[Math.floor(Math.random() * availableUUIDs.length)];
const enhancement = getMonsterEnhancement(monsterType, useRandomBuff);
monsterConfigs.push({
id: `stage_${stageNumber}_level_${level}_${index}`,
uuid: randomUUID,
type: monsterType,
stageNumber: stageNumber,
level: level,
enhancement: enhancement,
stageMultipliers: stageMultipliers
level: level
});
}
});
return monsterConfigs;
}
/**
* 关卡基础属性倍数配置
*/
export const StageMultiplierConfig = {
// 每级提升的基础倍数
baseMultiplierPerLevel: 0.05, // 每级基础属性提升5%
// 每10级的大幅提升倍数
bigBoostMultiplier: 0.3, // 每10级额外提升30%
// 不同属性的提升权重
attributeWeights: {
hp: 1.2, // 生命值提升权重较高
attack: 1.0, // 攻击力标准权重
}
};
/**
* 计算关卡的基础属性倍数
* @param stageNumber 关卡号从1开始
* @param attributeType 属性类型hp, attack
* @returns 属性倍数
*/
export function calculateStageMultiplier(stageNumber: number, attributeType: 'hp' | 'attack'): number {
const config = StageMultiplierConfig;
// 基础倍数1.0第1关不变
let multiplier = 1.0;
// 每级小提升:(关卡-1) * 每级提升率 * 属性权重
const levelBoost = (stageNumber - 1) * config.baseMultiplierPerLevel * config.attributeWeights[attributeType];
// 每10级大提升向下取整(关卡/10) * 大幅提升率 * 属性权重
const bigBoostCount = Math.floor(stageNumber / 10);
const bigBoost = bigBoostCount * config.bigBoostMultiplier * config.attributeWeights[attributeType];
multiplier += levelBoost + bigBoost;
return multiplier;
}
/**
* 获取关卡所有属性的倍数
* @param stageNumber 关卡号
* @returns 所有属性倍数对象
*/
export function getStageAllMultipliers(stageNumber: number) {
return {
stageNumber: stageNumber,
hp: calculateStageMultiplier(stageNumber, 'hp'),
attack: calculateStageMultiplier(stageNumber, 'attack'),
description: `${stageNumber}关基础属性倍数`
};
}