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