金币经验掉落

This commit is contained in:
2025-08-19 22:30:59 +08:00
parent 854affeaae
commit c47ecc21e6
12 changed files with 1809 additions and 462 deletions

View File

@@ -1,6 +1,7 @@
import { oops } from "db://oops-framework/core/Oops";
import { WxCloudApi ,UserGameData} from "../wx_clound_client_api/WxCloudApi";
import { smc } from "./SingletonModuleComp";
import { GameData } from "../wx_clound_client_api/WxCloudApi";
/**
* 游戏数据同步管理器
@@ -296,7 +297,7 @@ export class GameDataSyncManager {
}
/**
* 增加天赋点
* @param talId 天赋ID
@@ -351,33 +352,6 @@ export class GameDataSyncManager {
}
}
/**
* 设置天赋点数量
* @param talId 天赋ID
* @param count 数量
* @returns 是否成功
*/
async setTalent(talId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 设置天赋点数量 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.setInventoryItem('tals', talId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.tals[talId] = count;
console.log(`[GameDataSyncManager]: 天赋点数量设置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 天赋点数量设置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 设置天赋点数量异常:`, error);
return false;
}
}
/**
* 增加装备
* @param equipId 装备ID
@@ -432,34 +406,37 @@ export class GameDataSyncManager {
}
}
/**
* 设置装备数量
* @param equipId 装备ID
* @param count 数量
* @returns 是否成功
*/
async setEquipment(equipId: number, count: number): Promise<boolean> {
async addGameProperty(property: string, value: any): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 设置装备数量 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.setInventoryItem('equips', equipId, count);
console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
const result = await WxCloudApi.addGameDataField(property, value);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.equips[equipId] = count;
console.log(`[GameDataSyncManager]: 装备数量设置成功,本地数据已同步`);
console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 装备数量设置失败: ${result.result.msg}`);
console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 设置装备数量异常:`, error);
console.error(`[GameDataSyncManager]: 增加游戏数据异常:`, error);
return false;
}
}
async spendGameProperty(property: string, value: any): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`);
const result = await WxCloudApi.spendGameDataField(property, value);
if (result.result.code === 200) {
console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
return true;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗游戏数据异常:`, error);
return false;
}
}
/**
* 从云端加载所有游戏数据并同步到本地

View File

@@ -4,7 +4,7 @@ import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap";
import { HeroUI, VmInfo } from "./config/Mission";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { GameData, WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { gameDataSyncManager } from "./GameDataSyncManager";
import { GameSet } from "./config/BoxSet";
import { Test } from "./Test";
@@ -166,17 +166,63 @@ export class SingletonModuleComp extends ecs.Comp {
* @param autoSave 是否自动保存 (默认true)
* @returns 操作结果
*/
async addGameProperty(property: string, value: any, autoSave: boolean = true): Promise<any> {
const currentValue = this.data[property] || 0;
const newValue = currentValue + value;
this.data[property] = newValue;
this.vmdata.data[property] = newValue;
console.log(`[SMC]: 增加游戏数据 ${property} = ${value}, 当前值: ${newValue}`);
return newValue;
addExp(exp:number,autoSave:boolean=true){
this.data.exp+=exp
this.vmdata.data.exp+=exp
if(this.isWxClient()){
this.gameDataSyncManager.addGameProperty("exp",exp)
}
}
addGold(gold:number,autoSave:boolean=true){
this.data.gold+=gold
this.vmdata.data.gold+=gold
if(this.isWxClient()){
this.gameDataSyncManager.addGameProperty("gold",gold)
}
}
addDiamond(diamond:number,autoSave:boolean=true){
this.data.diamond+=diamond
this.vmdata.data.diamond+=diamond
if(this.isWxClient()){
this.gameDataSyncManager.addGameProperty("diamond",diamond)
}
}
addMission(mission:number,autoSave:boolean=true){
this.data.mission+=mission
this.vmdata.data.mission+=mission
if(this.isWxClient()){
this.gameDataSyncManager.addGameProperty("mission",mission)
}
}
spendMission(mission:number,autoSave:boolean=true){
this.data.mission-=mission
this.vmdata.data.mission-=mission
if(this.isWxClient()){
this.gameDataSyncManager.spendGameProperty("mission",mission)
}
}
spendExp(exp:number,autoSave:boolean=true){
this.data.exp-=exp
this.vmdata.data.exp-=exp
if(this.isWxClient()){
this.gameDataSyncManager.spendGameProperty("exp",exp)
}
}
spendGold(gold:number,autoSave:boolean=true){
this.data.gold-=gold
this.vmdata.data.gold-=gold
if(this.isWxClient()){
this.gameDataSyncManager.spendGameProperty("gold",gold)
}
}
spendDiamond(diamond:number,autoSave:boolean=true){
this.data.diamond-=diamond
this.vmdata.data.diamond-=diamond
if(this.isWxClient()){
this.gameDataSyncManager.spendGameProperty("diamond",diamond)
}
}
/**
* 消耗游戏数据属性(统一接口)
* - 支持单个字段spendGameProperty('gold', 10)
@@ -228,6 +274,7 @@ export class SingletonModuleComp extends ecs.Comp {
return true;
}
addItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
this.gameDataSyncManager.addItem(item_uuid,count);

View File

@@ -116,6 +116,93 @@ export const MonsterDropTable: { [monsterId: number]: [number, number, number, n
]
};
// 基础资源掉落配置表 - 以普通怪为基础值
export const BaseResourceDropConfig = {
// 经验值配置
exp: {
baseValue: 100, // 普通怪基础经验值
stageMultiplier: 1.15, // 关卡倍数 (降低增长)
randomRange: 0.2, // 随机范围 (±20%)
baseProbability: 1.0 // 基础掉落概率 (100%)
},
// 金币配置
gold: {
baseValue: 50, // 普通怪基础金币值
stageMultiplier: 1.12, // 关卡倍数 (降低增长)
randomRange: 0.25, // 随机范围 (±25%)
baseProbability: 0.7 // 基础掉落概率 (70%)
},
// 钻石配置
diamond: {
baseValue: 2, // 基础钻石值
stageMultiplier: 1.05, // 关卡倍数 (大幅降低增长)
randomRange: 0.2, // 随机范围 (±20%)
baseProbability: 0.0 // 基础掉落概率 (0%,需要品质加成)
}
};
// 怪物品质加成配置表 - 使用加法权重
export const QualityBonusConfig = {
[QualitySet.GREEN]: {
// 绿色品质:基础值 + 加成
expBonus: 0, // 经验值加成
goldBonus: 0, // 金币加成
diamondBonus: 0, // 钻石加成
expProbabilityBonus: 0, // 经验掉落概率加成
goldProbabilityBonus: 0, // 金币掉落概率加成
diamondProbabilityBonus: 0 // 钻石掉落概率加成
},
[QualitySet.BLUE]: {
// 蓝色品质:基础值 + 加成
expBonus: 50, // 经验值 +50
goldBonus: 25, // 金币 +25
diamondBonus: 0, // 钻石加成 0
expProbabilityBonus: 0, // 经验掉落概率加成
goldProbabilityBonus: 0.1, // 金币掉落概率 +10%
diamondProbabilityBonus: 0.2 // 钻石掉落概率 +20%
},
[QualitySet.PURPLE]: {
// 紫色品质:基础值 + 加成
expBonus: 100, // 经验值 +100
goldBonus: 50, // 金币 +50
diamondBonus: 1, // 钻石 +1
expProbabilityBonus: 0, // 经验掉落概率加成
goldProbabilityBonus: 0.2, // 金币掉落概率 +20%
diamondProbabilityBonus: 0.1 // 钻石掉落概率 +10%精英10%
},
[QualitySet.ORANGE]: {
// 橙色品质:基础值 + 加成
expBonus: 200, // 经验值 +200
goldBonus: 100, // 金币 +100
diamondBonus: 3, // 钻石 +3
expProbabilityBonus: 0, // 经验掉落概率加成
goldProbabilityBonus: 0.3, // 金币掉落概率 +30%
diamondProbabilityBonus: 1.0 // 钻石掉落概率 +100%BOSS必掉
}
};
// 关卡和buff加成配置表 - 使用加法权重
export const StageBuffBonusConfig = {
// 关卡加成配置
stage: {
expBonusPerStage: 5, // 每关经验值加成
goldBonusPerStage: 2, // 每关金币加成
diamondBonusPerStage: 0.1, // 每关钻石加成
expProbabilityBonusPerStage: 0, // 每关经验掉落概率加成
goldProbabilityBonusPerStage: 0, // 每关金币掉落概率加成
diamondProbabilityBonusPerStage: 0 // 每关钻石掉落概率加成
},
// buff数量加成配置
buff: {
expBonusPerBuff: 10, // 每个buff经验值加成
goldBonusPerBuff: 5, // 每个buff金币加成
diamondBonusPerBuff: 0.5, // 每个buff钻石加成
expProbabilityBonusPerBuff: 0, // 每个buff经验掉落概率加成
goldProbabilityBonusPerBuff: 0.01, // 每个buff金币掉落概率加成
diamondProbabilityBonusPerBuff: 0.005 // 每个buff钻石掉落概率加成
}
};
// 怪物掉落管理器
export class MonsterDropManager {
@@ -213,5 +300,68 @@ export class MonsterDropManager {
return result;
}
/**
* 计算怪物基础资源掉落(经验、金币、钻石)
* @param monsterQuality 怪物品质
* @param stageNumber 关卡数
* @param buffCount buff数量
* @returns 基础资源掉落结果
*/
static calculateBaseResourceDrops(monsterQuality: QualitySet, stageNumber: number, buffCount: number = 0): {exp: number, gold?: number, diamond?: number} {
const result: {exp: number, gold?: number, diamond?: number} = {exp: 0};
// 获取品质加成
const qualityBonus = QualityBonusConfig[monsterQuality];
// 计算经验值(必出)
const expConfig = BaseResourceDropConfig.exp;
const expValue = (expConfig.baseValue +
qualityBonus.expBonus +
StageBuffBonusConfig.stage.expBonusPerStage * stageNumber +
StageBuffBonusConfig.buff.expBonusPerBuff * buffCount) *
Math.pow(expConfig.stageMultiplier, stageNumber - 1);
// 添加随机范围
const expRandomFactor = 1 + (Math.random() - 0.5) * 2 * expConfig.randomRange;
result.exp = Math.floor(expValue * expRandomFactor);
// 金币与钻石独立判定,可同时掉落:
// 使用加法权重系统:基础值 + 品质加成 + 关卡加成 + buff加成 + 关卡增长
// 金币判定
const goldProbability = BaseResourceDropConfig.gold.baseProbability +
qualityBonus.goldProbabilityBonus +
StageBuffBonusConfig.stage.goldProbabilityBonusPerStage * stageNumber +
StageBuffBonusConfig.buff.goldProbabilityBonusPerBuff * buffCount;
if (Math.random() < goldProbability) {
const goldConfig = BaseResourceDropConfig.gold;
const goldValue = (goldConfig.baseValue +
qualityBonus.goldBonus +
StageBuffBonusConfig.stage.goldBonusPerStage * stageNumber +
StageBuffBonusConfig.buff.goldBonusPerBuff * buffCount) *
Math.pow(goldConfig.stageMultiplier, stageNumber - 1);
const goldRandomFactor = 1 + (Math.random() - 0.5) * 2 * goldConfig.randomRange;
result.gold = Math.floor(goldValue * goldRandomFactor);
}
// 钻石判定
const diamondProbability = BaseResourceDropConfig.diamond.baseProbability +
qualityBonus.diamondProbabilityBonus +
StageBuffBonusConfig.stage.diamondProbabilityBonusPerStage * stageNumber +
StageBuffBonusConfig.buff.diamondProbabilityBonusPerBuff * buffCount;
if (Math.random() < diamondProbability) {
const diamondConfig = BaseResourceDropConfig.diamond;
const diamondValue = (diamondConfig.baseValue +
qualityBonus.diamondBonus +
StageBuffBonusConfig.stage.diamondBonusPerStage * stageNumber +
StageBuffBonusConfig.buff.diamondBonusPerBuff * buffCount) *
Math.pow(diamondConfig.stageMultiplier, stageNumber - 1);
const diamondRandomFactor = 1 + (Math.random() - 0.5) * 2 * diamondConfig.randomRange;
result.diamond = Math.floor(diamondValue * diamondRandomFactor);
}
return result;
}
}