460 lines
14 KiB
TypeScript
460 lines
14 KiB
TypeScript
/**
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* 肉鸽模式配置脚本
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*
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* 功能说明:
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* - 提供肉鸽模式的波次生成配置
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* - 包含词条系统和怪物强化逻辑
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* - 供 MissionMonComp.ts 等组件调用
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*
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* 波次规则:
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* - 固定波次:5(商店)、10(Boss)、15(休息)、20(Boss)、25(商店)、30(Boss)
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* - 精英波次:个位数是4和9的波次(4、9、14、19、24、29...)
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* - 普通波次:其他所有波次
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*
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* @author 游戏开发团队
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* @version 1.0
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* @date 2025-07-12
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*/
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// 导入配置
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import { HQuality, HeroInfo, MonsterSeriesConfig, getRandomSeries } from "../common/config/heroSet";
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import { BuffAttr } from "../common/config/SkillSet";
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// ==================== 核心配置 ====================
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/**
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* 肉鸽模式波次类型枚举
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*/
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export enum RogueWaveType {
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NORMAL = "normal",
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ELITE = "elite",
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BOSS = "boss",
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SHOP = "shop",
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REST = "rest"
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}
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/**
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* 怪物词条配置(直接使用BuffAttr作为词条类型)
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* 这样可以直接复用Mon.ts中的Buff处理逻辑
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*/
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export const MonsterAffixConfig = {
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[BuffAttr.ATK]: {
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name: "狂暴",
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description: "攻击力提升50%",
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value: 50,
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.ATK_CD]: {
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name: "迅捷",
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description: "攻击速度提升30%",
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value: 30, // 正值表示提升,Mon.ts中会转换为负值
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE]
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},
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[BuffAttr.CRITICAL]: {
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name: "致命",
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description: "暴击率提升25%",
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value: 25,
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rarity: "uncommon",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.DEF]: {
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name: "装甲",
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description: "减少受到的伤害30%",
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value: 30,
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.HP]: {
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name: "坚韧",
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description: "生命值提升50%",
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value: 50,
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rarity: "common",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.CRITICAL_DMG]: {
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name: "嗜血",
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description: "暴击伤害提升40%",
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value: 40,
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rarity: "uncommon",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.DODGE]: {
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name: "敏捷",
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description: "闪避率提升25%",
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value: 25,
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rarity: "uncommon",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE]
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},
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[BuffAttr.BURN_COUNT]: {
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name: "燃烧",
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description: "攻击附带易伤效果,额外持续3次",
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value: 3,
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rarity: "uncommon",
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applicableQualities: [HQuality.GREEN, HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.PUNCTURE]: {
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name: "穿刺",
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description: "攻击穿透1个敌人",
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value: 1,
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rarity: "uncommon",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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},
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[BuffAttr.FROST_RATIO]: {
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name: "冰冻",
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description: "攻击有20%概率冰冻敌人",
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value: 20,
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rarity: "rare",
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applicableQualities: [HQuality.BLUE, HQuality.PURPLE]
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}
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};
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/**
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* 词条数量配置
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*/
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export const AffixCountConfig = {
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currentMode: "normal" as "normal" | "enhanced",
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modes: {
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normal: {
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[RogueWaveType.NORMAL]: 0,
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[RogueWaveType.ELITE]: 1,
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[RogueWaveType.BOSS]: 2,
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},
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enhanced: {
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[RogueWaveType.NORMAL]: 1,
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[RogueWaveType.ELITE]: 2,
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[RogueWaveType.BOSS]: 3,
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}
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},
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setMode(mode: "normal" | "enhanced") {
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this.currentMode = mode;
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},
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getAffixCount(waveType: RogueWaveType): number {
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return this.modes[this.currentMode][waveType] || 0;
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},
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enableNormalMode() {
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this.setMode("normal");
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},
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enableEnhancedMode() {
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this.setMode("enhanced");
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}
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};
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/**
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* 波次配置
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*/
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export const RogueWaveConfig = {
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fixedWaves: {
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5: RogueWaveType.SHOP,
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10: RogueWaveType.BOSS,
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15: RogueWaveType.REST,
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20: RogueWaveType.BOSS,
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25: RogueWaveType.SHOP,
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30: RogueWaveType.BOSS
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},
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isEliteWave: (waveNumber: number): boolean => {
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const lastDigit = waveNumber % 10;
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return lastDigit === 4 || lastDigit === 9;
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}
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};
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// ==================== 肉鸽配置生成器 ====================
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/**
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* 肉鸽配置生成器
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*/
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export class RogueConfig {
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/**
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* 生成波次配置(主入口)
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*/
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static generateWaveConfig(waveNumber: number) {
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let waveType: RogueWaveType;
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// 判断波次类型
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if (RogueWaveConfig.fixedWaves[waveNumber]) {
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waveType = RogueWaveConfig.fixedWaves[waveNumber];
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} else if (RogueWaveConfig.isEliteWave(waveNumber)) {
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waveType = RogueWaveType.ELITE;
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} else {
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waveType = RogueWaveType.NORMAL;
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}
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console.log(`[RogueConfig]: 第${waveNumber}波 - 类型: ${waveType}`);
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// 根据类型生成配置
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switch (waveType) {
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case RogueWaveType.NORMAL:
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return this.generateNormalWave(waveNumber);
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case RogueWaveType.ELITE:
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return this.generateEliteWave(waveNumber);
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case RogueWaveType.BOSS:
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return this.generateBossWave(waveNumber);
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case RogueWaveType.SHOP:
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return this.generateShopWave(waveNumber);
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case RogueWaveType.REST:
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return this.generateRestWave(waveNumber);
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default:
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return this.generateNormalWave(waveNumber);
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}
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}
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/**
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* 生成普通波次
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*/
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static generateNormalWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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// 数量提升为原来的3倍,最大数量也提升
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const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24);
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const monsters = [];
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// 选择怪物类型
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const availableTypes = [];
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if (seriesConfig.monsters.warrior.length > 0) availableTypes.push("warrior");
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if (seriesConfig.monsters.remote.length > 0) availableTypes.push("remote");
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if (seriesConfig.monsters.mage.length > 0) availableTypes.push("mage");
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if (availableTypes.length > 0) {
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const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
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const typeMonsters = seriesConfig.monsters[randomType];
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const randomMonster = typeMonsters[Math.floor(Math.random() * typeMonsters.length)];
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const monsterInfo = HeroInfo[randomMonster];
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// 生成词条
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const affixes = this.generateMonsterAffixes(
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monsterInfo.quality,
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waveNumber,
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RogueWaveType.NORMAL
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);
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// 应用强化
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const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
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monsters.push({
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uuid: randomMonster,
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count: baseCount,
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type: randomType,
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series: series,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData
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});
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}
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return {
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waveType: RogueWaveType.NORMAL,
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monsters: monsters,
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description: `普通波次 - ${seriesConfig.name}`,
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waveNumber: waveNumber
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};
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}
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/**
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* 生成精英波次
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*/
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static generateEliteWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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// 查找精英怪物
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const eliteMonsters = seriesConfig.allMonsters.filter(uuid => {
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return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.BLUE;
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});
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const monsters = [];
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if (eliteMonsters.length > 0) {
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const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
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// 数量提升为原来的3倍
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const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3));
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const monsterInfo = HeroInfo[eliteMonster];
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// 生成精英词条
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const affixes = this.generateMonsterAffixes(
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monsterInfo.quality,
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waveNumber,
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RogueWaveType.ELITE
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);
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const enhanced = this.applyAffixesToMonster(affixes, monsterInfo);
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monsters.push({
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uuid: eliteMonster,
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count: count,
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type: "warrior",
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series: series,
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affixes: affixes,
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enhancedStats: enhanced.stats,
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buffData: enhanced.buffData
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});
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}
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return {
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waveType: RogueWaveType.ELITE,
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monsters: monsters,
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description: `精英波次 - ${seriesConfig.name}精锐`,
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waveNumber: waveNumber
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};
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}
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/**
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* 生成Boss波次
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*/
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static generateBossWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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// 查找Boss怪物
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const bossMonsters = seriesConfig.allMonsters.filter(uuid => {
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return HeroInfo[uuid] && HeroInfo[uuid].quality === HQuality.PURPLE;
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});
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const bossMonster = bossMonsters.length > 0 ?
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bossMonsters[Math.floor(Math.random() * bossMonsters.length)] :
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seriesConfig.allMonsters[Math.floor(Math.random() * seriesConfig.allMonsters.length)];
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const bossInfo = HeroInfo[bossMonster];
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// 生成Boss词条
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const bossAffixes = this.generateMonsterAffixes(
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bossInfo.quality,
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waveNumber,
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RogueWaveType.BOSS
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);
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const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
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// Boss数量提升为3倍(一般Boss只刷1只,这里最多刷3只)
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const monsters = [{
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uuid: bossMonster,
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count: 3,
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type: "boss",
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series: series,
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isBoss: true,
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affixes: bossAffixes,
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enhancedStats: enhancedBoss.stats,
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buffData: enhancedBoss.buffData
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}];
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return {
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waveType: RogueWaveType.BOSS,
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monsters: monsters,
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description: `Boss战 - ${seriesConfig.name}首领`,
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waveNumber: waveNumber
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};
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}
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/**
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* 生成商店波次
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*/
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static generateShopWave(waveNumber: number) {
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return {
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waveType: RogueWaveType.SHOP,
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description: "商店波次",
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waveNumber: waveNumber
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};
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}
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/**
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* 生成休息波次
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*/
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static generateRestWave(waveNumber: number) {
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return {
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waveType: RogueWaveType.REST,
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description: "休息波次",
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waveNumber: waveNumber
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};
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}
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/**
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* 生成怪物词条(现在直接返回BuffAttr数组)
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*/
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static generateMonsterAffixes(
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monsterQuality: number,
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waveNumber: number,
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waveType: RogueWaveType
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): BuffAttr[] {
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const affixCount = AffixCountConfig.getAffixCount(waveType);
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if (affixCount === 0) return [];
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const availableAffixes = Object.keys(MonsterAffixConfig).filter(affixType => {
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const buffAttr = parseInt(affixType) as BuffAttr;
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const config = MonsterAffixConfig[buffAttr];
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return config.applicableQualities.includes(monsterQuality);
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}).map(key => parseInt(key) as BuffAttr);
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const selectedAffixes: BuffAttr[] = [];
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for (let i = 0; i < affixCount && availableAffixes.length > 0; i++) {
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const randomIndex = Math.floor(Math.random() * availableAffixes.length);
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const selectedAffix = availableAffixes[randomIndex];
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selectedAffixes.push(selectedAffix);
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availableAffixes.splice(randomIndex, 1);
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}
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return selectedAffixes;
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}
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/**
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* 应用词条到怪物(简化版本,主要用于日志显示)
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*/
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static applyAffixesToMonster(affixes: BuffAttr[], baseStats: any) {
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const modifiedStats = { ...baseStats };
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const buffData = [];
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for (const affix of affixes) {
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const config = MonsterAffixConfig[affix];
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if (config) {
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buffData.push({
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buff_type: affix,
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value: config.value
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});
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// 预览属性变化(实际应用在Mon.ts中)
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switch (affix) {
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case BuffAttr.ATK:
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// 攻击力提升幅度加大,每波提升额外增加10%
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modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100 + baseStats.lv * 0.1));
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break;
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case BuffAttr.HP:
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// 生命值提升幅度加大,每波提升额外增加15%
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modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100 + baseStats.lv * 0.15));
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break;
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case BuffAttr.ATK_CD:
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modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));
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break;
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}
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}
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}
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return {
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stats: modifiedStats,
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buffData: buffData, // 返回Buff数据格式,与Mon.ts兼容
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affixes: affixes
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};
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}
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/**
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* 获取怪物等级
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*/
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static getMonsterLevel(waveNumber: number): number {
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return Math.max(1, Math.floor(waveNumber / 5) + 1);
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}
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}
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// ==================== 导出接口 ====================
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/**
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* 外部调用接口 - 获取波次配置
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*/
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export const getRogueWaveConfig = (waveNumber: number) => {
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return RogueConfig.generateWaveConfig(waveNumber);
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};
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