feat(怪物系统): 重构怪物生成逻辑并添加多种怪物类型
重构怪物生成系统,使用MonType枚举替代原有布尔标记 添加6种怪物类型配置和属性计算规则 修改关卡配置生成逻辑,支持精英/Boss波次 新增多种怪物配置并调整原有怪物属性
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@@ -8,9 +8,10 @@ import { HeroInfo } from "../common/config/heroSet";
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import { MonModelComp } from "./MonModelComp";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { SkillConComp } from "./SkillConComp";
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import { SkillSet } from "../common/config/SkillSet";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
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import { TalComp } from "./TalComp";
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import { getMonAttr, MonType } from "../map/RogueConfig";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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@@ -34,7 +35,7 @@ export class Monster extends ecs.Entity {
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false) {
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scale=-1
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let box_group=BoxSet.MONSTER
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// console.log("mon load",uuid)
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@@ -48,7 +49,7 @@ export class Monster extends ecs.Entity {
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier)
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this.hero_init(uuid,node,scale,box_group,lv,monType, buffs,is_call)
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数
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@@ -59,7 +60,7 @@ export class Monster extends ecs.Entity {
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// console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,lv:number=1,monType:MonType=MonType.NORMAL,buffs: BuffConf[] = [],is_call=false) {
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var hv = node.getComponent(HeroViewComp)!;
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@@ -69,31 +70,28 @@ export class Monster extends ecs.Entity {
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hv.scale = scale;
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hv.fac = FacSet.MON;
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hv.type = hero.type;
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hv.is_boss = is_boss;
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if(!is_boss){
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hv.is_boss = monType==MonType.BOSS;
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if(!hv.is_boss){
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hv.is_kalami=true
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}
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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const {hp,mp,ap,map,def,mdef}=getMonAttr(lv,uuid,monType)
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// 初始化基础属性,并根据强度倍率调整
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const baseHp = Math.floor(hero.hp * strengthMultiplier);
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const baseAp = Math.floor(hero.ap * strengthMultiplier);
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const baseDef = Math.floor(hero.def * strengthMultiplier);
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for(let i=0;i<hero.skills.length;i++){
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let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
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hv.skills.push(skill)
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}
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hv.base_ap=baseAp
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hv.base_map=hero.mp
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hv.base_def=baseDef
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hv.base_hp=baseHp
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hv.base_mp=hero.mp
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hv.base_ap=ap
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hv.base_map=map
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hv.base_def=def
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hv.base_hp=hp
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hv.base_mp=mp
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hv.hp=hv.base_hp
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hv.mp=hv.base_mp
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hv.Attrs=getAttrs()
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hv.Attrs=getAttrs()
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hv.NeAttrs=getNeAttrs()
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hv.Attrs[Attrs.HP_MAX]=hv.base_hp
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hv.Attrs[Attrs.MP_MAX]=hv.base_mp
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