refactor(怪物生成): 重构波次配置与生成逻辑
- 将波次配置从属性迁移至配置文件,增强可维护性 - 重构怪物生成逻辑,使用基于槽位的排队机制 - 移除旧的计时生成方式,改为配置驱动
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@@ -37,36 +37,51 @@ export const SpawnPowerBias = 1
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export interface IWaveSlot {
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type: number; // 对应 MonType
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count: number; // 怪物数量
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count: number; // 占位数量
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slotsPerMon?: number; // 每个怪占用几个位置,默认 1
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monCount: number; // 这个占位排队的怪物总数(每个坑位要刷多少个怪)
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}
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// 每波怪物占位数量配置:数组顺序即为占位从左到右的排列顺序
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// =========================================================================================
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// 【每波怪物占位与刷怪配置说明】
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// 1. 数组顺序:数组中的元素顺序即为战场上怪物从左到右占位的物理顺序。
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// 2. 字段说明:
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// - type: 怪物类型 (参考 MonType,如近战 0,远程 1,Boss 3 等)。
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// - count: 该类型在场上同时存在几个并排的占位坑。
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// - monCount: 每个占位坑需要刷出的怪物总数(即每个坑排队的怪物数量)。当场上该坑位的怪死亡后,排队的下一只才会生成。
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// - slotsPerMon: (可选) 单个怪物体积占用几个占位坑,默认为 1。如果是大型 Boss 可设为 2 或更多,它会跨占位降落。
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//
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// 举例:
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// { type: MonType.Melee, count: 2, monCount: 3 }
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// 表示:在对应的位置开启 2 个近战占位坑,每个坑要排队刷出 3 只怪,总计该行配置会刷出 6 只近战怪。
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//
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// 【注意】:波次怪物的总数将由所有坑位的 count * monCount 自动累加计算得出。
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// =========================================================================================
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export const WaveSlotConfig: { [wave: number]: IWaveSlot[] } = {
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1: [
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{ type: MonType.Melee, count: 2 },
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{ type: MonType.Long, count: 2 }
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{ type: MonType.Melee, count: 2, monCount: 3 },
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{ type: MonType.Long, count: 2, monCount: 2 }
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],
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2: [
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{ type: MonType.Melee, count: 2 },
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{ type: MonType.Long, count: 2 },
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{ type: MonType.Support, count: 1 }
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{ type: MonType.Melee, count: 2, monCount: 4 },
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{ type: MonType.Long, count: 2, monCount: 3 },
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{ type: MonType.Support, count: 1, monCount: 2 }
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],
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3: [
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{ type: MonType.Melee, count: 1 },
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{ type: MonType.MeleeBoss, count: 1, slotsPerMon: 2 },
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{ type: MonType.Long, count: 2 }
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{ type: MonType.Melee, count: 1, monCount: 5 },
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{ type: MonType.MeleeBoss, count: 1, slotsPerMon: 2, monCount: 1 },
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{ type: MonType.Long, count: 2, monCount: 4 }
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],
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4: [
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{ type: MonType.Melee, count: 1 },
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{ type: MonType.Long, count: 1 },
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{ type: MonType.LongBoss, count: 1, slotsPerMon: 2 }
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{ type: MonType.Melee, count: 1, monCount: 5 },
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{ type: MonType.Long, count: 1, monCount: 5 },
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{ type: MonType.LongBoss, count: 1, slotsPerMon: 2, monCount: 1 }
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],
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}
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// 默认占位配置 (如果在 WaveSlotConfig 中找不到波次,则使用此配置)
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export const DefaultWaveSlot: IWaveSlot[] = [
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{ type: MonType.Melee, count: 2 },
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{ type: MonType.Long, count: 3 }
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{ type: MonType.Melee, count: 2, monCount: 3 },
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{ type: MonType.Long, count: 3, monCount: 3 }
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]
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