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
This commit is contained in:
2025-10-29 16:41:08 +08:00
parent 68b9c1924b
commit 9dc1126dfe
4 changed files with 161 additions and 215 deletions

View File

@@ -8,9 +8,10 @@ import { HeroInfo } from "../common/config/heroSet";
import { MonModelComp } from "./MonModelComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { SkillConComp } from "./SkillConComp";
import { SkillSet } from "../common/config/SkillSet";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { getMonAttr, MonType } from "../map/RogueConfig";
/** 角色实体 */
@ecs.register(`Monster`)
export class Monster extends ecs.Entity {
@@ -34,7 +35,7 @@ export class Monster extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false) {
scale=-1
let box_group=BoxSet.MONSTER
// console.log("mon load",uuid)
@@ -48,7 +49,7 @@ export class Monster extends ecs.Entity {
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier)
this.hero_init(uuid,node,scale,box_group,lv,monType, buffs,is_call)
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
@@ -59,7 +60,7 @@ export class Monster extends ecs.Entity {
// console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
}
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) {
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) {
var hv = node.getComponent(HeroViewComp)!;
@@ -69,31 +70,28 @@ export class Monster extends ecs.Entity {
hv.scale = scale;
hv.fac = FacSet.MON;
hv.type = hero.type;
hv.is_boss = is_boss;
if(!is_boss){
hv.is_boss = monType==MonType.BOSS;
if(!hv.is_boss){
hv.is_kalami=true
}
hv.box_group = box_group;
hv.hero_uuid= uuid;
hv.hero_name= hero.name;
const {hp,mp,ap,map,def,mdef}=getMonAttr(lv,uuid,monType)
// 初始化基础属性,并根据强度倍率调整
const baseHp = Math.floor(hero.hp * strengthMultiplier);
const baseAp = Math.floor(hero.ap * strengthMultiplier);
const baseDef = Math.floor(hero.def * strengthMultiplier);
for(let i=0;i<hero.skills.length;i++){
let skill={ uuid:SkillSet[hero.skills[i]].uuid, cd_max:SkillSet[hero.skills[i]].cd,cost:SkillSet[hero.skills[i]].cost,cd:0 }
hv.skills.push(skill)
}
hv.base_ap=baseAp
hv.base_map=hero.mp
hv.base_def=baseDef
hv.base_hp=baseHp
hv.base_mp=hero.mp
hv.base_ap=ap
hv.base_map=map
hv.base_def=def
hv.base_hp=hp
hv.base_mp=mp
hv.hp=hv.base_hp
hv.mp=hv.base_mp
hv.Attrs=getAttrs()
hv.Attrs=getAttrs()
hv.NeAttrs=getNeAttrs()
hv.Attrs[Attrs.HP_MAX]=hv.base_hp
hv.Attrs[Attrs.MP_MAX]=hv.base_mp