258 lines
7.2 KiB
TypeScript
258 lines
7.2 KiB
TypeScript
/**
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* 肉鸽模式配置脚本 - 增强版
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*
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* 功能说明:
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* - 提供基础的刷怪配置:刷什么怪,刷多少怪
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* - 支持程序化关卡生成逻辑,每一关的怪物组合、数量和强度应随关卡进度递增而变化
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* - 支持随机事件系统
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*
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* @author 游戏开发团队
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* @version 2.0 增强版
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* @date 2025-10-19
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*/
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import { isModuleNamespaceObject } from "util/types";
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import { getMonList, HeroInfo } from "../common/config/heroSet";
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import { NATIVE } from "cc/env";
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import { BuffConf } from "../common/config/SkillSet";
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// 精英怪物配置表
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export const EliteMons = [ 5201, 5202, 5203,
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// 可以添加更多精英怪物UUID
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];
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// Boss怪物配置表
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export const BossMons = [ 5201, 5202,
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// 可以添加更多Boss怪物UUID
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];
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export enum IMons{
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ORC=1,
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NATIVE=2,
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ELF=3,
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}
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export const Mons={
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[IMons.ORC]:[5201,5202],
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[IMons.NATIVE]:[5201,5202],
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[IMons.ELF]:[5201,5202]
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}
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/**
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* 怪物类型枚举
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*/
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export enum MonType {
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NORMAL = 0, // 普通怪物
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ELITE = 1, // 精英怪物
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BOSS = 2 // Boss怪物
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}
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/**
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* 关卡类型枚举
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*/
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export const EliteStage:any =(wave:number) => {
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if(wave%5 == 0) return true
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return false
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}
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export const BossStage:any =(wave:number) => {
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if(wave%10 == 0) return true
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return false
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}
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/**
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* 随机事件类型枚举
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*/
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export enum EventType {
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TREASURE = 1, // 额外奖励
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TRAP =2, // 陷阱伤害
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BUFF = 3, // 临时增益效果
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DEBUFF = 4 // 临时减益效果
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}
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/**
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* 关卡生怪物相关配置
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*/
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export const StageRule = {
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MonsNum: 5, // 关卡中默认怪物数量
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/** 额外怪物出现概率(在固定5个怪物基础上,有概率多刷1个) */
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extraMonsterRate: 0.3, // 30%概率出现第6个怪物
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/** 事件怪物出现概率(5个怪物中有1个替换为事件怪) */
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eventMonsterRate: 0.25, // 25%概率出现事件怪物
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/** 特殊属性怪物出现概率(5个怪物中有怪物携带特殊属性) */
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specialAttributeRate: 0.4, // 40%概率出现特殊属性怪物
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/** 特殊属性怪物数量范围 */
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specialAttributeCount: { min: 1, max: 2 } // 出现时,1-2个怪物会有特殊属性
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};
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interface IMonsConfig {
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/** 怪物波次 */
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uuid: number; // 怪物ID
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/** 怪物数量 */
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buff: BuffConf[]; //附加属性
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/** 怪物等级 */
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level: number; // 怪物等级
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/** 是否为精英怪物 */
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isElite?: boolean; // 是否为精英怪物
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/** 是否为Boss怪物 */
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isBoss?: boolean; // 是否为Boss怪物
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}
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export enum MonAttrSet{
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HP_MAX=1.1,
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AP=1.05,
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MP=1.1,
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DEF=1.05,
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MDEF=1.05,
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MAP=1.05,
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}
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export const getMonAttr=(lv:number,uuid:number)=>{
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let mon=HeroInfo[uuid]
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let hp=mon.hp*lv*MonAttrSet.HP_MAX
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let mp=mon.mp*lv*MonAttrSet.MP
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let ap=mon.ap*lv*MonAttrSet.AP
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let map=mon.map*lv*MonAttrSet.MAP
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let def=mon.def*lv*MonAttrSet.DEF
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let mdef=mon.mdef*lv*MonAttrSet.MDEF
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return {hp:hp,mp:mp,ap:ap,map:map,def:def,mdef:mdef}
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}
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/**
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* 根据波次生成怪物配置
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* @param wave 当前波次
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* @returns IMonsConfig数组
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*/
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export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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const monsterConfigs: IMonsConfig[] = [];
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// 确定基础怪物数量
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let baseMonsterCount = StageRule.MonsNum;
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// 判断是否为Boss波次
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const isBossWave = BossStage(wave);
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// 判断是否为精英波次
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const isEliteWave = EliteStage(wave);
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// 如果是Boss波次,增加一个Boss怪物
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if (isBossWave) {
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// 从Boss怪物列表中随机选择一个
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const bossUUID = BossMons[Math.floor(Math.random() * BossMons.length)] || 5201;
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monsterConfigs.push({
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uuid: bossUUID,
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buff: [],
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level: wave, // Boss等级等于波次
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isBoss: true
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});
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// Boss波次减少普通怪物数量
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baseMonsterCount = Math.max(1, baseMonsterCount - 2);
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}
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// 如果是精英波次,增加精英怪物
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if (isEliteWave) {
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// 添加1-2个精英怪物
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const eliteCount = isBossWave ? 1 : Math.floor(Math.random() * 2) + 1;
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for (let i = 0; i < eliteCount; i++) {
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const eliteUUID = EliteMons[Math.floor(Math.random() * EliteMons.length)] || 5201;
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monsterConfigs.push({
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uuid: eliteUUID,
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buff: [],
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level: wave, // 精英等级等于波次
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isElite: true
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});
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}
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// 精英波次减少普通怪物数量
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baseMonsterCount = Math.max(1, baseMonsterCount - eliteCount);
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}
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// 添加普通怪物
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const remainingCount = baseMonsterCount;
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for (let i = 0; i < remainingCount; i++) {
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// 从普通怪物列表中随机选择一个
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const normalMonsters = getMonList();
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const normalUUID = normalMonsters.length > 0
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? normalMonsters[Math.floor(Math.random() * normalMonsters.length)]
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: 5201;
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monsterConfigs.push({
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uuid: normalUUID,
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buff: [],
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level: wave // 普通怪物等级等于波次
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});
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}
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// 判断是否生成额外怪物
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if (Math.random() < StageRule.extraMonsterRate) {
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const normalMonsters = getMonList();
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const extraUUID = normalMonsters.length > 0
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? normalMonsters[Math.floor(Math.random() * normalMonsters.length)]
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: 5201;
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monsterConfigs.push({
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uuid: extraUUID,
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buff: [],
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level: wave
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});
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}
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return monsterConfigs;
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}
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/**
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* 特殊属性类型枚举
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*/
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export enum SpecialAttribute {
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NONE = 0, // 无特殊属性
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FAST = 1, // 快速移动
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STRONG = 2, // 强力攻击
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TANKY = 3, // 高生命值
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REGENERATE = 4, // 生命恢复
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SHIELD = 5, // 护盾
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EXPLOSIVE = 6, // 爆炸伤害(死亡时)
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VAMPIRE = 7 // 吸血
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}
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/**
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* 特殊属性配置
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*/
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export const SpecialAttributeConfig = {
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[SpecialAttribute.FAST]: {
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name: "疾行",
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description: "移动速度提升50%",
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effect: { speedMultiplier: 1.5 }
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},
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[SpecialAttribute.STRONG]: {
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name: "强力",
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description: "攻击力提升30%",
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effect: { attackMultiplier: 1.3 }
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},
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[SpecialAttribute.TANKY]: {
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name: "坦克",
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description: "生命值提升50%",
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effect: { hpMultiplier: 1.5 }
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},
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[SpecialAttribute.REGENERATE]: {
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name: "再生",
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description: "每秒恢复最大生命值2%",
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effect: { regenRate: 0.02 }
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},
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[SpecialAttribute.SHIELD]: {
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name: "护盾",
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description: "拥有相当于30%最大生命值的护盾",
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effect: { shieldRatio: 0.3 }
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},
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[SpecialAttribute.EXPLOSIVE]: {
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name: "爆炸",
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description: "死亡时对周围造成范围伤害",
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effect: { explosionDamageRatio: 0.5 }
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},
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[SpecialAttribute.VAMPIRE]: {
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name: "吸血",
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description: "攻击时恢复造成伤害20%的生命值",
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effect: { vampireRatio: 0.2 }
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}
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};
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