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