diff --git a/assets/script/game/common/config/Mission.ts b/assets/script/game/common/config/Mission.ts index cdd41933..6cf3b875 100644 --- a/assets/script/game/common/config/Mission.ts +++ b/assets/script/game/common/config/Mission.ts @@ -1,227 +1,4 @@ import { HQuality } from "./heroSet"; - -// 波次配置表 - 根据Design.md中的怪物波次系统设计 -export const WaveConfig = { - // 第1-5波(新手期) - 1: { - monsters: [ - { uuid: 5201, count: 3, type: "warrior" }, // 3只普通怪物 - ], - totalHp: 75, - totalAp: 24, - description: "新手期-基础威胁" - }, - 2: { - monsters: [ - { uuid: 5202, count: 4, type: "warrior" }, // 4只普通怪物 - ], - totalHp: 100, - totalAp: 32, - description: "新手期-数量增加" - }, - 3: { - monsters: [ - { uuid: 5204, count: 2, type: "warrior" }, // 2只普通 - { uuid: 5203, count: 1, type: "remote" }, // 1只远程 - ], - totalHp: 70, - totalAp: 28, - description: "新手期-引入远程威胁" - }, - 4: { - monsters: [ - { uuid: 5205, count: 5, type: "warrior" }, // 5只普通怪物 - ], - totalHp: 125, - totalAp: 40, - description: "新手期-数量挑战" - }, - 5: { - monsters: [ - { uuid: 5206, count: 3, type: "warrior" }, // 3只普通 - { uuid: 5220, count: 1, type: "remote" }, // 1只远程 - ], - totalHp: 95, - totalAp: 36, - description: "新手期-混合威胁" - }, - - // 第6-10波(成长期) - 6: { - monsters: [ - { uuid: 5219, count: 2, type: "warrior" }, // 2只普通 - { uuid: 5224, count: 2, type: "remote" }, // 2只远程 - ], - totalHp: 90, - totalAp: 40, - description: "成长期-远程威胁增加" - }, - 7: { - monsters: [ - { uuid: 5221, count: 4, type: "warrior" }, // 4只普通 - { uuid: 5216, count: 1, type: "mage" }, // 1只法师 - ], - totalHp: 118, - totalAp: 47, - description: "成长期-引入法师威胁" - }, - 8: { - monsters: [ - { uuid: 5222, count: 1, type: "warrior" }, // 1只普通 - { uuid: 5223, count: 3, type: "remote" }, // 3只远程 - ], - totalHp: 85, - totalAp: 44, - description: "成长期-远程主导" - }, - 9: { - monsters: [ - { uuid: 5225, count: 3, type: "warrior" }, // 3只普通 - { uuid: 5226, count: 1, type: "remote" }, // 1只远程 - { uuid: 5217, count: 1, type: "mage" }, // 1只法师 - ], - totalHp: 113, - totalAp: 51, - description: "成长期-三类型混合" - }, - 10: { - monsters: [ - { uuid: 5227, count: 2, type: "warrior" }, // 2只普通 - { uuid: 5218, count: 2, type: "remote" }, // 2只远程 - { uuid: 5225, count: 1, type: "mage" }, // 1只法师 - ], - totalHp: 108, - totalAp: 56, - description: "成长期-平衡挑战" - }, - - // 第11-15波(挑战期) - 11: { - monsters: [ - { uuid: 5201, count: 6, type: "warrior" }, // 6只普通怪物 - ], - totalHp: 150, - totalAp: 48, - description: "挑战期-数量压力" - }, - 12: { - monsters: [ - { uuid: 5202, count: 2, type: "warrior" }, // 2只普通 - { uuid: 5203, count: 3, type: "remote" }, // 3只远程 - ], - totalHp: 110, - totalAp: 52, - description: "挑战期-远程威胁" - }, - 13: { - monsters: [ - { uuid: 5204, count: 5, type: "warrior" }, // 5只普通 - { uuid: 5216, count: 2, type: "mage" }, // 2只法师 - ], - totalHp: 161, - totalAp: 70, - description: "挑战期-法师威胁" - }, - 14: { - monsters: [ - { uuid: 5205, count: 3, type: "warrior" }, // 3只普通 - { uuid: 5220, count: 2, type: "remote" }, // 2只远程 - { uuid: 5217, count: 2, type: "mage" }, // 2只法师 - ], - totalHp: 151, - totalAp: 74, - description: "挑战期-全面威胁" - }, - 15: { - monsters: [ - { uuid: 5206, count: 1, type: "warrior" }, // 1只普通 - { uuid: 5224, count: 4, type: "remote" }, // 4只远程 - { uuid: 5218, count: 2, type: "mage" }, // 2只法师 - ], - totalHp: 141, - totalAp: 78, - description: "挑战期-远程法师主导" - } -}; - -// 无限模式波次生成函数 -export const getInfiniteWaveConfig = (waveNumber: number) => { - if (waveNumber <= 15) { - return WaveConfig[waveNumber]; - } - - // 第16波+ (无限模式) - const baseWarriorCount = 3 + Math.floor(waveNumber / 5); - const baseRemoteCount = 1 + Math.floor(waveNumber / 8); - const baseMageCount = Math.floor(waveNumber / 10); - - // 最大单波总数限制: 12只 - const totalMonsters = baseWarriorCount + baseRemoteCount + baseMageCount; - const maxMonsters = 12; - - let warriorCount = baseWarriorCount; - let remoteCount = baseRemoteCount; - let mageCount = baseMageCount; - - // 如果超过最大数量,按优先级削减 - if (totalMonsters > maxMonsters) { - const excess = totalMonsters - maxMonsters; - // 优先削减普通怪物,保留远程和法师 - warriorCount = Math.max(1, warriorCount - excess); - } - - const monsters = []; - - // 添加普通怪物 - if (warriorCount > 0) { - const warriorIds = [5201, 5202, 5204, 5205, 5206, 5219, 5221, 5222, 5223]; - const randomWarriorId = warriorIds[Math.floor(Math.random() * warriorIds.length)]; - monsters.push({ uuid: randomWarriorId, count: warriorCount, type: "warrior" }); - } - - // 添加远程怪物 - if (remoteCount > 0) { - const remoteIds = [5203, 5220, 5224]; - const randomRemoteId = remoteIds[Math.floor(Math.random() * remoteIds.length)]; - monsters.push({ uuid: randomRemoteId, count: remoteCount, type: "remote" }); - } - - // 添加法师怪物 - if (mageCount > 0) { - const mageIds = [5216, 5217, 5218, 5225, 5226, 5227]; - const randomMageId = mageIds[Math.floor(Math.random() * mageIds.length)]; - monsters.push({ uuid: randomMageId, count: mageCount, type: "mage" }); - } - - // 计算总属性 - let totalHp = 0; - let totalAp = 0; - monsters.forEach(monster => { - const baseHp = monster.type === "warrior" ? 25 : monster.type === "remote" ? 20 : 18; - const baseAp = monster.type === "warrior" ? 8 : monster.type === "remote" ? 12 : 15; - const level = 1 + Math.floor(waveNumber / 10); - const levelHp = Math.floor(baseHp * (1 + (level - 1) * 0.3)); - const levelAp = Math.floor(baseAp * (1 + (level - 1) * 0.25)); - totalHp += levelHp * monster.count; - totalAp += levelAp * monster.count; - }); - - return { - monsters: monsters, - totalHp: totalHp, - totalAp: totalAp, - description: `无限模式-第${waveNumber}波` - }; -}; - - - -// 获取怪物等级 -export const getMonsterLevel = (waveNumber: number): number => { - return 1 + Math.floor(waveNumber / 1); -}; - - // 获取装备石掉落数量 export const getStoneDrops = (monsterType: number, level: number = 1): {type: string, count: number} => { const baseDrops = { diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index b11c1344..758cd8de 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { Monster } from "../hero/Mon"; import { MonSet } from "../common/config/heroSet"; -import { FightSet, WaveConfig, getInfiniteWaveConfig, getMonsterLevel } from "../common/config/Mission"; +import { FightSet } from "../common/config/Mission"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { smc } from "../common/SingletonModuleComp"; @@ -33,9 +33,7 @@ export class MissionMonCompComp extends CCComp { private spawnTimer: number = 0; // 生成计时器 private is_fight:boolean = false; - // 肉鸽模式开关 - @property - useRogueMode: boolean = true; + onLoad(){ this.on(GameEvent.FightStart,this.to_fight,this) } @@ -75,50 +73,14 @@ export class MissionMonCompComp extends CCComp { do_mon_wave(){ oops.message.dispatchEvent(GameEvent.WaveUpdate) console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave) - const currentWave = smc.vmdata.mission_data.current_wave; - - if (this.useRogueMode) { - // 使用肉鸽模式配置 - const rogueWaveConfig = getRogueWaveConfig(currentWave); - console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description); - this.generateRogueMonstersFromConfig(rogueWaveConfig); - } else { - // 使用原有的波次配置系统 - const waveConfig = this.getWaveConfig(currentWave); - console.log(`[MissionMonComp]:普通模式第${currentWave}波配置:`, waveConfig.description); - console.log(`[MissionMonComp]:总HP: ${waveConfig.totalHp}, 总AP: ${waveConfig.totalAp}`); - this.generateMonstersFromConfig(waveConfig); - } + // 使用肉鸽模式配置 + const rogueWaveConfig = getRogueWaveConfig(currentWave); + console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description); + this.generateRogueMonstersFromConfig(rogueWaveConfig); + } - // 获取波次配置 - private getWaveConfig(waveNumber: number) { - if (waveNumber <= 15) { - return WaveConfig[waveNumber]; - } else { - return getInfiniteWaveConfig(waveNumber); - } - } - - // 根据配置生成怪物(普通模式) - private generateMonstersFromConfig(waveConfig: any) { - const { monsters } = waveConfig; - const currentWave = smc.vmdata.mission_data.current_wave; - const monsterLevel = getMonsterLevel(currentWave); - - monsters.forEach((monsterGroup: any) => { - const { uuid, count, type } = monsterGroup; - - // 为每个怪物组生成指定数量的怪物 - for (let i = 0; i < count; i++) { - // 随机选择位置 (0-9) - this.addToSpawnQueue(uuid, i, false, monsterLevel); - } - }); - - console.log(`[MissionMonComp]:本波次将生成 ${monsters.reduce((total: number, group: any) => total + group.count, 0)} 只怪物,等级: ${monsterLevel}`); - } // 根据肉鸽配置生成怪物(肉鸽模式) private generateRogueMonstersFromConfig(rogueWaveConfig: any) { diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index 56d23f53..bbb93238 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -212,7 +212,8 @@ export class RogueConfig { static generateNormalWave(waveNumber: number) { const series = getRandomSeries(); const seriesConfig = MonsterSeriesConfig[series]; - const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8); + // 数量提升为原来的3倍,最大数量也提升 + const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24); const monsters = []; // 选择怪物类型 @@ -272,7 +273,8 @@ export class RogueConfig { if (eliteMonsters.length > 0) { const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)]; - const count = Math.max(1, Math.floor(2 + waveNumber / 8)); + // 数量提升为原来的3倍 + const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3)); const monsterInfo = HeroInfo[eliteMonster]; // 生成精英词条 @@ -330,9 +332,10 @@ export class RogueConfig { const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo); + // Boss数量提升为3倍(一般Boss只刷1只,这里最多刷3只) const monsters = [{ uuid: bossMonster, - count: 1, + count: 3, type: "boss", series: series, isBoss: true, @@ -418,10 +421,12 @@ export class RogueConfig { // 预览属性变化(实际应用在Mon.ts中) switch (affix) { case BuffAttr.ATK: - modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100)); + // 攻击力提升幅度加大,每波提升额外增加10% + modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100 + baseStats.lv * 0.1)); break; case BuffAttr.HP: - modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100)); + // 生命值提升幅度加大,每波提升额外增加15% + modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100 + baseStats.lv * 0.15)); break; case BuffAttr.ATK_CD: modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));