+肉鸽模式,接下来做boss 动画

This commit is contained in:
2025-07-12 21:40:54 +08:00
parent 37610439a6
commit ffc51c10a3
10 changed files with 837 additions and 138 deletions

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@@ -84788,8 +84788,6 @@
"__id__": 0
},
"fileId": "f7/N7i8SZFDZ/cm3Iro3X8",
"instance": null,
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{

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@@ -438,3 +438,5 @@ mermaid图片代码merm复制graph TD
→ 避免无限分膨胀,让休闲玩家主线分也能竞争
远征10波 送一张免广告券,最多1张,仅远征中使用
普通小怪冲锋或暂停的微小随机行为(不影响总路线时间和击杀策略)。避免视觉单调

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@@ -55,4 +55,6 @@ export enum GameEvent {
EXPUP = "EXPUP",
EQUIP_STONE_UP = "EQUIP_STONE_UP",
SKILL_STONE_UP = "SKILL_STONE_UP",
ShopOpen = "ShopOpen",
RestOpen = "RestOpen",
}

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@@ -321,112 +321,210 @@ export const HeroInfo = {
//怪物
5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.warrior,hp:25,ap:8,dis:200,cd:2,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.remote,hp:20,ap:8,dis:350,cd:1.5,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,ap:12,dis:200,cd:1.5,speed:50,skills:[6007],
buff:[
],info:"远程怪物-高伤害"},
type:HType.warrior,hp:25,ap:8,dis:200,cd:2,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5204:{uuid:5204,name:"石卫", path:"mgem1",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.mage,hp:18,ap:15,dis:350,cd:2.5,speed:45,skills:[6007],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5205:{uuid:5205,name:"土卫", path:"mgem2",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
type:HType.mage,hp:18,ap:15,dis:350,cd:2.5,speed:45,skills:[6007],
buff:[ ],info:"法师怪物-高伤害脆弱"},
],info:"普通怪物-战士型"},
5206:{uuid:5206,name:"树人", path:"mgem3",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
5206:{uuid:5206,name:"树卫", path:"mgem3",quality:HQuality.GREEN,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:350,cd:2.5,speed:45,skills:[6007],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5216:{uuid:5216,name:"元素1", path:"my1", quality:HQuality.GREEN,lv:2,kind:1,
type:HType.mage,hp:18,ap:15,dis:350,cd:1.2,speed:40,skills:[6007],
buff:[
],info:"法师怪物-高伤害脆弱"},
type:HType.mage,hp:18,ap:15,dis:350,cd:2.5,speed:40,skills:[6007],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5217:{uuid:5217,name:"元素2", path:"my2", quality:HQuality.GREEN,lv:2,kind:1,
type:HType.mage,hp:18,ap:15,dis:350,cd:1.2,speed:40,skills:[6007],
buff:[
],info:"法师怪物-高伤害脆弱"},
type:HType.mage,hp:18,ap:15,dis:350,cd:2.5,speed:40,skills:[6007],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5218:{uuid:5218,name:"元素3", path:"my3", quality:HQuality.GREEN,lv:2,kind:1,
type:HType.mage,hp:18,ap:15,dis:350,cd:1.2,speed:40,skills:[6007],
buff:[
],info:"法师怪物-高伤害脆弱"},
type:HType.mage,hp:18,ap:15,dis:350,cd:2.5,speed:40,skills:[6007],
buff:[ ],info:"法师怪物-高伤害脆弱"},
5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:HQuality.GREEN,lv:2,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.warrior,hp:25,ap:8,dis:200,cd:2,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,ap:12,dis:200,cd:1.5,speed:50,skills:[6007],
buff:[
],info:"远程怪物-高伤害"},
type:HType.warrior,hp:25,ap:8,dis:200,cd:2,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.remote,hp:20,ap:8,dis:350,cd:1.5,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.warrior,hp:25,ap:8,dis:200,cd:2,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.warrior,hp:25,ap:8,dis:200,cd:1.5,speed:45,skills:[6007],
buff:[
],info:"普通怪物-战士型"},
type:HType.warrior,hp:25,ap:8,dis:200,cd:2,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:HQuality.GREEN,lv:1,kind:1,
type:HType.remote,hp:20,ap:12,dis:200,cd:1.5,speed:50,skills:[6007],
buff:[
],info:"远程怪物-高伤害"},
type:HType.remote,hp:20,ap:8,dis:350,cd:1.5,speed:45,skills:[6007],
buff:[ ],info:"普通怪物-战士型"},
5225:{uuid:5225,name:"精英独眼",path:"md4", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:400,cd:1.2,speed:40,skills:[6007],
buff:[
],info:"法师怪物-高伤害脆弱"},
type:HType.warrior,hp:45,ap:12,dis:200,cd:2,speed:25,skills:[6007],
buff:[ ],info:"精英怪物-战士型"},
5226:{uuid:5226,name:"精英牛头",path:"mn4", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:400,cd:1.2,speed:40,skills:[6007],
buff:[
],info:"法师怪物-高伤害脆弱"},
type:HType.warrior,hp:45,ap:12,dis:200,cd:2,speed:25,skills:[6007],
buff:[ ],info:"精英怪物-战士型"},
5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:HQuality.BLUE,lv:1,kind:1,
type:HType.mage,hp:18,ap:15,dis:400,cd:1.2,speed:40,skills:[6007],
buff:[
type:HType.warrior,hp:45,ap:12,dis:200,cd:2,speed:25,skills:[6007],
buff:[ ],info:"精英怪物-战士型"}
};
],info:"法师怪物-高伤害脆弱"}
// ==================== 怪物系列分类配置 ====================
// 怪物系列枚举
export enum MonsterSeriesType {
ORC = "ORC", // 兽人系列
CYCLOPS = "CYCLOPS", // 独眼系列
MINOTAUR = "MINOTAUR", // 牛头系列
NATURE = "NATURE", // 自然系列
ELEMENTAL = "ELEMENTAL" // 元素系列
}
// 怪物系列配置
export const MonsterSeriesConfig = {
// 兽人系列 (mor开头)
[MonsterSeriesType.ORC]: {
name: "兽人系列",
description: "来自荒野的兽人族群",
monsters: {
warrior: [5201, 5203, 5227], // 兽人战士、兽人护卫、精英兽人
remote: [5202], // 兽人刺客
mage: [] // 无法师
},
allMonsters: [5201, 5202, 5203, 5227]
},
// 独眼系列 (md开头)
[MonsterSeriesType.CYCLOPS]: {
name: "独眼系列",
description: "古老的独眼巨人族群",
monsters: {
warrior: [5222, 5223, 5225], // 独眼巨人x2、精英独眼
remote: [5224], // 独眼巨人(远程)
mage: [] // 无法师
},
allMonsters: [5222, 5223, 5224, 5225]
},
// 牛头系列 (mn开头)
[MonsterSeriesType.MINOTAUR]: {
name: "牛头系列",
description: "迷宫中的牛头怪族群",
monsters: {
warrior: [5219, 5220, 5226], // 牛头战士x2、精英牛头
remote: [5221], // 牛头战士(远程)
mage: [] // 无法师
},
allMonsters: [5219, 5220, 5221, 5226]
},
// 自然系列 (mgem开头)
[MonsterSeriesType.NATURE]: {
name: "自然系列",
description: "大地与自然的守护者",
monsters: {
warrior: [], // 无战士
remote: [], // 无远程
mage: [5204, 5205, 5206] // 石卫、土卫、树卫
},
allMonsters: [5204, 5205, 5206]
},
// 元素系列 (my开头)
[MonsterSeriesType.ELEMENTAL]: {
name: "元素系列",
description: "纯粹的元素力量化身",
monsters: {
warrior: [], // 无战士
remote: [], // 无远程
mage: [5216, 5217, 5218] // 元素1、元素2、元素3
},
allMonsters: [5216, 5217, 5218]
}
};
// 获取指定系列的怪物列表
export const getMonstersBySeries = (series: MonsterSeriesType, type?: keyof typeof HType): number[] => {
const seriesConfig = MonsterSeriesConfig[series];
if (!seriesConfig) {
console.warn(`[MonsterSeries]: 未找到系列 ${series}`);
return [];
}
if (type !== undefined) {
const typeKey = HType[type] === HType.warrior ? "warrior" :
HType[type] === HType.remote ? "remote" : "mage";
return seriesConfig.monsters[typeKey] || [];
}
return seriesConfig.allMonsters;
};
// 根据怪物UUID获取所属系列
export const getMonsterSeries = (uuid: number): MonsterSeriesType | null => {
for (const [seriesKey, config] of Object.entries(MonsterSeriesConfig)) {
if (config.allMonsters.includes(uuid)) {
return seriesKey as MonsterSeriesType;
}
}
return null;
};
// 获取系列信息
export const getSeriesInfo = (series: MonsterSeriesType) => {
return MonsterSeriesConfig[series] || null;
};
// 获取所有系列列表
export const getAllMonsterSeries = (): MonsterSeriesType[] => {
return Object.values(MonsterSeriesType);
};
// 按类型分组的怪物列表
export const MonstersByType = {
warrior: [5201, 5203, 5219, 5220, 5222, 5223, 5225, 5226, 5227], // 所有战士类型怪物
remote: [5202, 5221, 5224], // 所有远程类型怪物
mage: [5204, 5205, 5206, 5216, 5217, 5218] // 所有法师类型怪物
};
// 随机从指定系列获取怪物
export const getRandomMonsterFromSeries = (series: MonsterSeriesType, type?: keyof typeof HType): number => {
const monsters = getMonstersBySeries(series, type);
if (monsters.length === 0) {
console.warn(`[MonsterSeries]: 系列 ${series} 中没有${type ? HType[type] : ''}类型怪物`);
return 5201; // 返回默认怪物
}
return monsters[Math.floor(Math.random() * monsters.length)];
};
// 随机选择一个系列
export const getRandomSeries = (): MonsterSeriesType => {
const allSeries = getAllMonsterSeries();
return allSeries[Math.floor(Math.random() * allSeries.length)];
};

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@@ -30,7 +30,7 @@ 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,lv:number=1) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
scale=-1
let box_group=BoxSet.MONSTER
console.log("mon load",uuid)
@@ -42,7 +42,7 @@ export class Monster extends ecs.Entity {
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv)
this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,rogueBuffData)
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
@@ -51,7 +51,7 @@ export class Monster extends ecs.Entity {
move.targetX = -800; // 左边界
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1) {
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
var hv = node.getComponent(HeroViewComp)!;
hv.hide_info()
// console.log("hero_init",buff)
@@ -86,50 +86,74 @@ export class Monster extends ecs.Entity {
hv.cd = hero.cd
hv.atk_skill=hero.skills[0]
// 处理原有Buff
hero.buff.forEach((buff:any)=>{
this.applyBuffToMonster(hv, buff);
})
// 处理肉鸽模式的词条Buff
if (rogueBuffData && rogueBuffData.length > 0) {
console.log(`[Monster]: 怪物${hero.name}应用肉鸽词条:`, rogueBuffData);
rogueBuffData.forEach((buff:any)=>{
this.applyBuffToMonster(hv, buff);
})
}
// 重新计算最终HP因为buff可能修改了hp_max
hv.hp = hv.hp_max;
this.add(hv);
}
/**
* 应用Buff到怪物的通用方法
*/
private applyBuffToMonster(hv: any, buff: any) {
switch(buff.buff_type){
case BuffAttr.CRITICAL:
hv.crit=buff.value
hv.crit+=buff.value
break
case BuffAttr.CRITICAL_DMG:
hv.crit_d=buff.value
hv.crit_d+=buff.value
break
case BuffAttr.DODGE:
hv.dod=buff.value
hv.dod+=buff.value
break
case BuffAttr.DODGE_NO:
hv.dod_no=buff.value
hv.dod_no+=buff.value
break
case BuffAttr.CRITICAL_NO:
hv.crit_no=buff.value
hv.crit_no+=buff.value
break
case BuffAttr.BURN_COUNT:
hv.burn_count=buff.value
hv.burn_count+=buff.value
break
case BuffAttr.PUNCTURE:
hv.puncture=buff.value
hv.puncture+=buff.value
break
case BuffAttr.PUNCTURE_DMG:
hv.puncture_damage=buff.value
hv.puncture_damage+=buff.value
break
case BuffAttr.WFUNY:
hv.wfuny=buff.value
hv.wfuny+=buff.value
break
case BuffAttr.ATK_CD:
hv.cd=hv.cd*(100-buff.value)/100
hv.cd=hv.cd*(100+buff.value)/100
break
case BuffAttr.HP:
hv.hp_max=hv.hp_max*(100+buff.value)/100
break
case BuffAttr.DEF:
hv.def=buff.value
hv.def+=buff.value
break
case BuffAttr.ATK:
hv.ap=hv.ap*(100+buff.value)/100
break
case BuffAttr.FROST_RATIO:
hv.frost_ratto+=buff.value
break
}
})
this.add(hv);
}
}

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@@ -9,6 +9,8 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops";
// 导入肉鸽配置
import { getRogueWaveConfig, RogueConfig, RogueWaveType, AffixCountConfig, MonsterAffixConfig } from "./RogueConfig";
const { ccclass, property } = _decorator;
@@ -17,12 +19,23 @@ const { ccclass, property } = _decorator;
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
timer:Timer=new Timer(1)
// 添加刷怪队列 - 增加level字段
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean, level: number}> = [];
// 添加刷怪队列 - 扩展支持词条
private monsterQueue: Array<{
uuid: number,
position: number,
isBoss: boolean,
level: number,
affixes?: any[],
buffData?: any[] // 使用BuffAttr格式的buff数据
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
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)
}
@@ -63,16 +76,21 @@ export class MissionMonCompComp extends CCComp {
oops.message.dispatchEvent(GameEvent.WaveUpdate)
console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
// 使用新的波次配置系统
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${currentWave}波配置:`, rogueWaveConfig.description);
this.generateRogueMonstersFromConfig(rogueWaveConfig);
} else {
// 使用原有的波次配置系统
const waveConfig = this.getWaveConfig(currentWave);
console.log(`[MissionMonComp]:第${currentWave}波配置:`, waveConfig.description);
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}`);
// 根据波次配置生成怪物
this.generateMonstersFromConfig(waveConfig);
}
}
// 获取波次配置
private getWaveConfig(waveNumber: number) {
@@ -83,7 +101,7 @@ export class MissionMonCompComp extends CCComp {
}
}
// 根据配置生成怪物
// 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;
@@ -102,7 +120,60 @@ export class MissionMonCompComp extends CCComp {
console.log(`[MissionMonComp]:本波次将生成 ${monsters.reduce((total: number, group: any) => total + group.count, 0)} 只怪物,等级: ${monsterLevel}`);
}
// 新增:添加到刷怪队列 - 增加level参数
// 根据肉鸽配置生成怪物(肉鸽模式)
private generateRogueMonstersFromConfig(rogueWaveConfig: any) {
const { monsters, waveType } = rogueWaveConfig;
const currentWave = smc.vmdata.mission_data.current_wave;
const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
// 处理非战斗波次
if (waveType === RogueWaveType.SHOP || waveType === RogueWaveType.REST) {
console.log(`[MissionMonComp]:${waveType}波次,无需生成怪物`);
// 可以在这里触发商店或休息事件
return;
}
if (!monsters || monsters.length === 0) {
console.warn(`[MissionMonComp]:肉鸽波次配置中没有怪物信息`);
return;
}
monsters.forEach((monsterGroup: any) => {
const { uuid, count, affixes, enhancedStats, buffData, isBoss } = 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.addToSpawnQueueWithAffixes(
uuid,
i,
isBoss || false,
monsterLevel,
affixes,
buffData // 现在传递buffData而不是enhancedStats和specialEffects
);
}
});
const totalMonsters = monsters.reduce((total: number, group: any) => total + group.count, 0);
console.log(`[MissionMonComp]:肉鸽模式本波次将生成 ${totalMonsters} 只怪物,等级: ${monsterLevel}`);
// 输出词条信息
monsters.forEach((monsterGroup: any) => {
if (monsterGroup.buffData && monsterGroup.buffData.length > 0) {
console.log(`[MissionMonComp]:怪物 ${monsterGroup.uuid} 拥有词条:`, monsterGroup.buffData);
// 输出词条名称
monsterGroup.buffData.forEach((buff: any) => {
const config = MonsterAffixConfig[buff.buff_type];
if (config) {
console.log(`[MissionMonComp]: - ${config.name}: ${config.description}`);
}
});
}
});
}
// 新增:添加到刷怪队列 - 增加level参数普通模式
private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false, level: number = 1) {
this.monsterQueue.push({
uuid: uuid,
@@ -112,21 +183,61 @@ export class MissionMonCompComp extends CCComp {
});
}
// 新增:从队列中生成下一个怪物 - 传递level参数
// 新增:添加到刷怪队列 - 支持词条(肉鸽模式)
private addToSpawnQueueWithAffixes(
uuid: number,
position: number,
isBoss: boolean = false,
level: number = 1,
affixes?: any[],
buffData?: any[]
) {
this.monsterQueue.push({
uuid: uuid,
position: position,
isBoss: isBoss,
level: level,
affixes: affixes,
buffData: buffData
});
}
// 新增:从队列中生成下一个怪物 - 传递词条参数
private spawnNextMonster() {
if (this.monsterQueue.length === 0) return;
const monsterData = this.monsterQueue.shift();
if (monsterData) {
this.addMonster(monsterData.uuid, monsterData.position, monsterData.isBoss, false, monsterData.level);
this.addMonster(
monsterData.uuid,
monsterData.position,
monsterData.isBoss,
false,
monsterData.level,
monsterData.buffData
);
}
}
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false,is_call:boolean=false,lv:number=1) {
private addMonster(
uuid: number = 1001,
i: number = 0,
is_boss: boolean = false,
is_call: boolean = false,
lv: number = 1,
buffData?: any[]
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1
let scale = -1;
let pos: Vec3 = v3(MonSet[i].pos);
mon.load(pos,scale,uuid,is_boss,is_call,lv);
// 生成怪物传递词条buff数据
mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData);
// 如果有词条buff数据记录到控制台
if (buffData && buffData.length > 0) {
console.log(`[MissionMonComp]: 怪物 ${uuid} 获得肉鸽词条Buff:`, buffData);
}
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {

View File

@@ -0,0 +1,455 @@
/**
* 肉鸽模式配置脚本
*
* 功能说明:
* - 提供肉鸽模式的波次生成配置
* - 包含词条系统和怪物强化逻辑
* - 供 MissionMonComp.ts 等组件调用
*
* 波次规则:
* - 固定波次5(商店)、10(Boss)、15(休息)、20(Boss)、25(商店)、30(Boss)
* - 精英波次个位数是4和9的波次(4、9、14、19、24、29...)
* - 普通波次:其他所有波次
*
* @author 游戏开发团队
* @version 1.0
* @date 2025-07-12
*/
// 导入配置
import { HQuality, HeroInfo, MonsterSeriesConfig, getRandomSeries } from "../common/config/heroSet";
import { BuffAttr } from "../common/config/SkillSet";
// ==================== 核心配置 ====================
/**
* 肉鸽模式波次类型枚举
*/
export enum RogueWaveType {
NORMAL = "normal",
ELITE = "elite",
BOSS = "boss",
SHOP = "shop",
REST = "rest"
}
/**
* 怪物词条配置直接使用BuffAttr作为词条类型
* 这样可以直接复用Mon.ts中的Buff处理逻辑
*/
export const MonsterAffixConfig = {
[BuffAttr.ATK]: {
name: "狂暴",
description: "攻击力提升50%",
value: 50,
rarity: "common",
applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.ATK_CD]: {
name: "迅捷",
description: "攻击速度提升30%",
value: 30, // 正值表示提升Mon.ts中会转换为负值
rarity: "common",
applicableQualities: [HQuality.GREEN, HQuality.BLUE]
},
[BuffAttr.CRITICAL]: {
name: "致命",
description: "暴击率提升25%",
value: 25,
rarity: "uncommon",
applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.DEF]: {
name: "装甲",
description: "减少受到的伤害30%",
value: 30,
rarity: "common",
applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.HP]: {
name: "坚韧",
description: "生命值提升50%",
value: 50,
rarity: "common",
applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.CRITICAL_DMG]: {
name: "嗜血",
description: "暴击伤害提升40%",
value: 40,
rarity: "uncommon",
applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.DODGE]: {
name: "敏捷",
description: "闪避率提升25%",
value: 25,
rarity: "uncommon",
applicableQualities: [HQuality.GREEN, HQuality.BLUE]
},
[BuffAttr.BURN_COUNT]: {
name: "燃烧",
description: "攻击附带易伤效果额外持续3次",
value: 3,
rarity: "uncommon",
applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.PUNCTURE]: {
name: "穿刺",
description: "攻击穿透1个敌人",
value: 1,
rarity: "uncommon",
applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
},
[BuffAttr.FROST_RATIO]: {
name: "冰冻",
description: "攻击有20%概率冰冻敌人",
value: 20,
rarity: "rare",
applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
}
};
/**
* 词条数量配置
*/
export const AffixCountConfig = {
currentMode: "normal" as "normal" | "enhanced",
modes: {
normal: {
[RogueWaveType.NORMAL]: 0,
[RogueWaveType.ELITE]: 1,
[RogueWaveType.BOSS]: 2,
},
enhanced: {
[RogueWaveType.NORMAL]: 1,
[RogueWaveType.ELITE]: 2,
[RogueWaveType.BOSS]: 3,
}
},
setMode(mode: "normal" | "enhanced") {
this.currentMode = mode;
},
getAffixCount(waveType: RogueWaveType): number {
return this.modes[this.currentMode][waveType] || 0;
},
enableNormalMode() {
this.setMode("normal");
},
enableEnhancedMode() {
this.setMode("enhanced");
}
};
/**
* 波次配置
*/
export const RogueWaveConfig = {
fixedWaves: {
5: RogueWaveType.SHOP,
10: RogueWaveType.BOSS,
15: RogueWaveType.REST,
20: RogueWaveType.BOSS,
25: RogueWaveType.SHOP,
30: RogueWaveType.BOSS
},
isEliteWave: (waveNumber: number): boolean => {
const lastDigit = waveNumber % 10;
return lastDigit === 4 || lastDigit === 9;
}
};
// ==================== 肉鸽配置生成器 ====================
/**
* 肉鸽配置生成器
*/
export class RogueConfig {
/**
* 生成波次配置(主入口)
*/
static generateWaveConfig(waveNumber: number) {
let waveType: RogueWaveType;
// 判断波次类型
if (RogueWaveConfig.fixedWaves[waveNumber]) {
waveType = RogueWaveConfig.fixedWaves[waveNumber];
} else if (RogueWaveConfig.isEliteWave(waveNumber)) {
waveType = RogueWaveType.ELITE;
} else {
waveType = RogueWaveType.NORMAL;
}
console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType}`);
// 根据类型生成配置
switch (waveType) {
case RogueWaveType.NORMAL:
return this.generateNormalWave(waveNumber);
case RogueWaveType.ELITE:
return this.generateEliteWave(waveNumber);
case RogueWaveType.BOSS:
return this.generateBossWave(waveNumber);
case RogueWaveType.SHOP:
return this.generateShopWave(waveNumber);
case RogueWaveType.REST:
return this.generateRestWave(waveNumber);
default:
return this.generateNormalWave(waveNumber);
}
}
/**
* 生成普通波次
*/
static generateNormalWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
const monsters = [];
// 选择怪物类型
const availableTypes = [];
if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
if (availableTypes.length > 0) {
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
const typeMonsters = seriesConfig.monsters[randomType];
const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
const monsterInfo = HeroInfo[randomMonster];
// 生成词条
const affixes = this.generateMonsterAffixes(
monsterInfo.quality,
waveNumber,
RogueWaveType.NORMAL
);
// 应用强化
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
monsters.push({
uuid: randomMonster,
count: baseCount,
type: randomType,
series: series,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData
});
}
return {
waveType: RogueWaveType.NORMAL,
monsters: monsters,
description: `普通波次 - ${seriesConfig.name}`,
waveNumber: waveNumber
};
}
/**
* 生成精英波次
*/
static generateEliteWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
// 查找精英怪物
const eliteMonsters = seriesConfig.allMonsters.filter(uuid => {
return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.BLUE;
});
const monsters = [];
if (eliteMonsters.length > 0) {
const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
const count = Math.max(1, Math.floor(2 + waveNumber / 8));
const monsterInfo = HeroInfo[eliteMonster];
// 生成精英词条
const affixes = this.generateMonsterAffixes(
monsterInfo.quality,
waveNumber,
RogueWaveType.ELITE
);
const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
monsters.push({
uuid: eliteMonster,
count: count,
type: "warrior",
series: series,
affixes: affixes,
enhancedStats: enhanced.stats,
buffData: enhanced.buffData
});
}
return {
waveType: RogueWaveType.ELITE,
monsters: monsters,
description: `精英波次 - ${seriesConfig.name}精锐`,
waveNumber: waveNumber
};
}
/**
* 生成Boss波次
*/
static generateBossWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
// 查找Boss怪物
const bossMonsters = seriesConfig.allMonsters.filter(uuid => {
return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.PURPLE;
});
const bossMonster = bossMonsters.length > 0 ?
bossMonsters[Math.floor(Math.random() * bossMonsters.length)] :
seriesConfig.allMonsters[Math.floor(Math.random() * seriesConfig.allMonsters.length)];
const bossInfo = HeroInfo[bossMonster];
// 生成Boss词条
const bossAffixes = this.generateMonsterAffixes(
bossInfo.quality,
waveNumber,
RogueWaveType.BOSS
);
const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
const monsters = [{
uuid: bossMonster,
count: 1,
type: "boss",
series: series,
isBoss: true,
affixes: bossAffixes,
enhancedStats: enhancedBoss.stats,
buffData: enhancedBoss.buffData
}];
return {
waveType: RogueWaveType.BOSS,
monsters: monsters,
description: `Boss战 - ${seriesConfig.name}首领`,
waveNumber: waveNumber
};
}
/**
* 生成商店波次
*/
static generateShopWave(waveNumber: number) {
return {
waveType: RogueWaveType.SHOP,
description: "商店波次",
waveNumber: waveNumber
};
}
/**
* 生成休息波次
*/
static generateRestWave(waveNumber: number) {
return {
waveType: RogueWaveType.REST,
description: "休息波次",
waveNumber: waveNumber
};
}
/**
* 生成怪物词条现在直接返回BuffAttr数组
*/
static generateMonsterAffixes(
monsterQuality: number,
waveNumber: number,
waveType: RogueWaveType
): BuffAttr[] {
const affixCount = AffixCountConfig.getAffixCount(waveType);
if (affixCount === 0) return [];
const availableAffixes = Object.keys(MonsterAffixConfig).filter(affixType => {
const buffAttr = parseInt(affixType) as BuffAttr;
const config = MonsterAffixConfig[buffAttr];
return config.applicableQualities.includes(monsterQuality);
}).map(key => parseInt(key) as BuffAttr);
const selectedAffixes: BuffAttr[] = [];
for (let i = 0; i < affixCount && availableAffixes.length > 0; i++) {
const randomIndex = Math.floor(Math.random() * availableAffixes.length);
const selectedAffix = availableAffixes[randomIndex];
selectedAffixes.push(selectedAffix);
availableAffixes.splice(randomIndex, 1);
}
return selectedAffixes;
}
/**
* 应用词条到怪物(简化版本,主要用于日志显示)
*/
static applyAffixesToMonster(affixes: BuffAttr[], baseStats: any) {
const modifiedStats = { ...baseStats };
const buffData = [];
for (const affix of affixes) {
const config = MonsterAffixConfig[affix];
if (config) {
buffData.push({
buff_type: affix,
value: config.value
});
// 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));
break;
case BuffAttr.HP:
modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100));
break;
case BuffAttr.ATK_CD:
modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));
break;
}
}
}
return {
stats: modifiedStats,
buffData: buffData, // 返回Buff数据格式与Mon.ts兼容
affixes: affixes
};
}
/**
* 获取怪物等级
*/
static getMonsterLevel(waveNumber: number): number {
return Math.max(1, Math.floor(waveNumber / 5) + 1);
}
}
// ==================== 导出接口 ====================
/**
* 外部调用接口 - 获取波次配置
*/
export const getRogueWaveConfig = (waveNumber: number) => {
return RogueConfig.generateWaveConfig(waveNumber);
};

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "f432a03f-6b3c-43a9-bdd8-845aeec7a019",
"files": [],
"subMetas": {},
"userData": {}
}