feat(肉鸽): 重构为基于波次的刷怪系统

- 废弃动态威胁预算算法,改用确定性的15波配置(每分钟1波)
- 引入三阶段节奏设计:构筑期、磨合期、极限期,每波有独立怪物权重池
- 简化刷怪逻辑,移除复杂的预算计算和英雄血量响应机制
- 特殊事件怪物改为队列处理,与波次系统并行运行
- 优化代码结构,移除冗余状态变量和未使用的方法
This commit is contained in:
walkpan
2026-01-31 11:27:04 +08:00
parent 26b463048f
commit 1b1102c542
2 changed files with 267 additions and 454 deletions

View File

@@ -5,8 +5,8 @@ import { Monster } from "../hero/Mon";
import { MonStart } from "../common/config/heroSet";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
// 导入肉鸽配置
import { getStageMonConfigs, MonType, generateMonstersFromBudget, getRogueConfig } from "./RogueConfig";
// 导入新的肉鸽配置
import { getCurrentWave, MonType, WaveConfig } from "./RogueConfig";
import { BuffConf } from "../common/config/SkillSet";
import { IndexSet, FacSet, BoxSet } from "../common/config/GameSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
@@ -17,7 +17,7 @@ const { ccclass, property } = _decorator;
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
// 添加刷怪队列 - 使用新的RogueConfig格式
// 刷怪队列 (主要用于特殊事件插队)
private MonQueue: Array<{
uuid: number,
position: number,
@@ -25,20 +25,20 @@ export class MissionMonCompComp extends CCComp {
level: number,
buffs: BuffConf[]
}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.6; // 每个怪物生成间隔时间(减半速度)
private spawnTimer: number = 0; // 生成计时器
private spawnCount: number = 0; // 召唤计数器
// private pauseInterval: number = 5.0; // 暂停间隔时间5秒
// private isPausing: boolean = false; // 是否正在暂停
private eventProcessed: boolean = false; // 事件是否已处理
/** 全局生成顺序计数器,用于层级管理 */
private globalSpawnOrder: number = 0;
/** 游戏进行时间(秒) */
private gameTime: number = 0;
/** 刷怪逻辑计时器(每秒执行一次) */
private spawnLogicTimer: number = 0;
/** 波次刷怪计时器 */
private waveTimer: number = 0;
/** 队列处理计时器 */
private queueTimer: number = 0;
onLoad(){
this.on(GameEvent.FightReady,this.fight_ready,this)
@@ -56,8 +56,8 @@ export class MissionMonCompComp extends CCComp {
if (!args) return;
console.log(`[MissionMonComp] 收到特殊刷怪指令:`, args);
// 插入队列头部,优先生成
this.MonQueue.unshift({
// 插入队列
this.MonQueue.push({
uuid: args.uuid,
position: args.position !== undefined ? args.position : 2, // 默认中间
type: args.type,
@@ -65,27 +65,24 @@ export class MissionMonCompComp extends CCComp {
buffs: args.buffs || []
});
// 让刷怪计时器立即满足条件,以便尽快生成
// 注意:不直接调用 spawnNextMonster 是为了保持 update 循环的一致性
const config = getRogueConfig();
this.spawnTimer = config.spawnInterval + 0.1;
// 立即触发一次队列检查 (可选,让 update 尽快处理)
this.queueTimer = 1.0;
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
}
fight_ready(){
// console.log("[MissionMonComp]:fight_ready")
smc.vmdata.mission_data.mon_num=0
// 重置生成顺序计数器
this.globalSpawnOrder = 0
this.gameTime = 0
this.spawnLogicTimer = 0
this.waveTimer = 0
this.queueTimer = 0
this.MonQueue = []
this.do_mon_wave()
this.spawnCount = 0
console.log("[MissionMonComp] Starting Wave System (15-min Cycle)");
}
protected update(dt: number): void {
@@ -96,137 +93,75 @@ export class MissionMonCompComp extends CCComp {
// 累加游戏时间
this.gameTime += dt;
const config = getRogueConfig();
// ==========================================
// 新增:每秒执行一次刷怪逻辑 (Threat Budget)
// ==========================================
this.spawnLogicTimer += dt;
if (this.spawnLogicTimer >= config.spawnLogicInterval) {
this.spawnLogicTimer = 0;
// 检查最大怪物数量限制
if (smc.vmdata.mission_data.mon_num < config.maxMonsterCount) {
// 获取英雄血量比例
const hpRatio = this.getHeroHpRatio();
// 生成怪物
const newMonsters = generateMonstersFromBudget(this.gameTime, hpRatio);
// 添加到队列
newMonsters.forEach(mon => {
this.addToStageSpawnQueue(
mon.uuid,
mon.position !== undefined ? mon.position : 0,
mon.type,
mon.level,
mon.buffs || []
);
});
// 获取当前波次配置
const currentWave = getCurrentWave(this.gameTime);
// 1. 优先处理特殊怪队列
if (this.MonQueue.length > 0) {
this.queueTimer += dt;
// 队列出怪速度快于普通波次 (0.5秒一只)
if (this.queueTimer >= 0.5) {
this.spawnNextFromQueue();
this.queueTimer = 0;
}
}
// 处理随机事件
// 处理刷怪队列
if (this.MonQueue.length > 0 && !this.isSpawning) {
this.spawnTimer += dt;
// 2. 处理波次自然刷怪
this.waveTimer += dt;
if (this.waveTimer >= currentWave.spawnInterval) {
this.waveTimer = 0;
// 正常召唤间隔
if (this.spawnTimer >= config.spawnInterval) {
this.spawnNextMonster();
this.spawnTimer = 0;
// 检查同屏数量限制
if (smc.vmdata.mission_data.mon_num < currentWave.maxActive) {
this.spawnWaveMonster(currentWave);
}
}
}
do_mon_wave(){
// 重置召唤相关状态
this.spawnCount = 0;
// this.isPausing = false;
this.spawnTimer = 0;
this.eventProcessed = false;
// const cStage = smc.data.mission;
// // 使用新的肉鸽关卡配置
// let level=smc.vmdata.mission_data.level
// const monsConf = getStageMonConfigs(cStage);
// // console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
// const monsConfFiltered = monsConf.filter((mon: any, index) => index === 0);
// this.generateMonsters(monsConfFiltered);
console.log("[MissionMonComp] Starting Threat Budget Wave System");
}
/**
* 获取英雄血量比例
* 从当前波次配置生成并生成怪物
*/
private getHeroHpRatio(): number {
// 查询带有 HeroAttrsComp 的实体
// 注意:这里假设只有一个英雄,且性能允许每秒查询一次
const entities = ecs.query(ecs.allOf(HeroAttrsComp));
for (const e of entities) {
const attrs = e.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.HERO) {
const maxHp = attrs.Attrs[Attrs.HP_MAX] || 1;
return attrs.hp / maxHp;
private spawnWaveMonster(wave: WaveConfig) {
if (!wave.weights || wave.weights.length === 0) return;
// 权重随机算法
const totalWeight = wave.weights.reduce((sum, item) => sum + item.weight, 0);
let random = Math.random() * totalWeight;
let selectedUuid = wave.weights[0].uuid;
let selectedType = wave.weights[0].type || MonType.NORMAL;
for (const item of wave.weights) {
random -= item.weight;
if (random <= 0) {
selectedUuid = item.uuid;
selectedType = item.type || MonType.NORMAL;
break;
}
}
return 1.0; // 默认满血
// 随机位置 (0-4)
const position = Math.floor(Math.random() * 5);
// 等级随时间增长 (每分钟+1级)
const level = Math.floor(this.gameTime / 60) + 1;
this.addMonster(
selectedUuid,
position,
selectedType,
level,
[],
this.gameTime
);
this.spawnCount++;
}
// 根据新的关卡配置生成怪物
private generateMonsters(monsConf: any[]) {
const cStage = smc.data.mission;
// 设置怪物总数
// console.log("[MissionMonComp] generateMonsters",monsConf)
if (!monsConf || monsConf.length === 0) {
console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`);
return;
}
// 为每个怪物配置生成怪物
monsConf.forEach((mon: any, index: number) => {
const { uuid, type, level, buffs, position } = mon;
// 使用配置中的位置,如果没有则使用索引
const spawnPosition = position !== undefined ? position : (index % 5);
this.addToStageSpawnQueue(
uuid,
spawnPosition,
type,
level,
buffs
);
});
// console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`);
}
// 添加到关卡刷怪队列 - 使用新的配置格式
private addToStageSpawnQueue(
uuid: number,
position: number,
type: MonType = MonType.NORMAL,
level: number = 1,
buffs: BuffConf[] = []
) {
this.MonQueue.push({
uuid: uuid,
position: position,
type: type,
level: level,
buffs: buffs
});
}
// 从队列中生成下一个怪物 - 使用新的配置格式
private spawnNextMonster() {
/**
* 从队列中生成下一个怪物
*/
private spawnNextFromQueue() {
if (this.MonQueue.length === 0) return;
const monsterData = this.MonQueue.shift();
@@ -239,9 +174,7 @@ export class MissionMonCompComp extends CCComp {
monsterData.buffs,
this.gameTime
);
// 增加召唤计数
this.spawnCount++;
// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`);
}
}
@@ -255,46 +188,22 @@ export class MissionMonCompComp extends CCComp {
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
// 使用 MonStart 计算怪物出生位置:
// x 从 START_X 开始,按 START_I 的间隔递增;
// y 在线路之间交替0->SLINE_1, 1->SLINE_2, 2->SLINE_3, 3->SLINE_4
const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
let y = BoxSet.GAME_LINE;
let lane = 0;
// switch (i % 4) {
// case 0:
// y = MonStart.SLINE_1;
// lane = 0;
// break;
// case 1:
// y = MonStart.SLINE_2;
// lane = 1;
// break;
// case 2:
// y = MonStart.SLINE_3;
// lane = 2;
// break;
// case 3:
// y = MonStart.SLINE_4;
// lane = 3;
// break;
// }
let pos: Vec3 = v3(x, y, 0);
// 递增全局生成顺序 - 🔥 添加溢出保护
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; // 防止无限增长在999处循环重置
// 递增全局生成顺序 - 溢出保护
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
// 生成怪物,传递线路和生成顺序
// 生成怪物
mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder, gameTime);
}
/** 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() {
// this.node.destroy();
}
}
}

View File

@@ -1,30 +1,18 @@
/**
* 肉鸽模式配置脚本 - 增强版
* 肉鸽模式配置脚本 - 增强版 (Wave System)
*
* 功能说明:
* - 提供基础的刷怪配置:刷什么怪,刷多少怪
* - 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
* - 支持随机事件系统
*
*
* 3. 全局动态 Scaling 算法既然是 15 分钟单局,属性不应一成不变。
* 建议引入 Wave_Factor (波次因子)
* 公式建议: Current_Stat = Base_Stat * (1 + (time / 60) * 0.15) ^ Growth_Type
* •HP 成长: 设为指数级 (Growth_Type = 1.2)。后期怪物血量会呈几何倍数增加,适配『神装英雄』。
* •AP 成长: 设为线性 (Growth_Type = 1.0)。保证怪物能击穿后期护盾,但不会一击必杀。
* •Speed 成长: 设为对数级 (Growth_Type = 0.5)。防止后期怪物速度过快导致画面瞬移。
* - 采用 15 个小波次(每分钟 1 波)
* - 整合进 3 个大的节奏阶段:构筑期、磨合期、极限期
* - 废弃动态预算,使用确定性波次配置
*
* @author 游戏开发团队
* @version 2.0 增强
* @version 3.0 波次重构
* @date 2025-10-19
*/
import { HeroInfo } from "../common/config/heroSet";
/**
* 怪物类型枚举
*/
@@ -35,7 +23,7 @@ export enum MonType {
}
/**
* 怪物配置接口
* 怪物配置接口 (用于生成实例)
*/
export interface IMonsConfig {
uuid: number; // 怪物ID
@@ -54,6 +42,8 @@ export interface MonAttrs {
ap: number;
def: number;
speed: number;
exp?: number;
gold?: number;
}
/**
@@ -65,176 +55,218 @@ enum GrowthType {
LOGARITHMIC = 0.3 // 对数级 - Speed
}
/**
* 全局刷怪配置接口
* 刷怪权重接口
*/
export interface IRogueGlobalConfig {
/** 场上最大怪物数量限制 */
maxMonsterCount: number;
/** 刷怪逻辑执行间隔(秒) - 决定多久计算一次生成 */
spawnLogicInterval: number;
/** 单个怪物生成间隔(秒) - 队列中怪物的实际生成频率 */
spawnInterval: number;
/** 基础威胁预算 - 每秒产生的基础点数 */
baseBudget: number;
/** 时间难度因子 - 每分钟增加的预算比例 (0.2 = 20%) */
timeDifficultyFactor: number;
/** 绝地求生阈值 - 英雄血量低于此比例时触发减缓刷怪 */
survivalHpThreshold: number;
/** 绝地求生预算乘数 - 触发阈值时的预算折扣 */
survivalBudgetMultiplier: number;
/** 单次逻辑最大生成怪物数限制 - 防止瞬间生成过多 */
maxSpawnPerLogic: number;
export interface SpawnWeight {
uuid: number;
weight: number;
type?: MonType; // 默认为 NORMAL
}
/**
* 默认配置
* 波次配置接口
*/
export const DefaultRogueConfig: IRogueGlobalConfig = {
maxMonsterCount: 5, // 默认同屏5只 - 降低数量,提高单体质量
spawnLogicInterval: 1.0, // 每秒计算一次
spawnInterval: 2.0, // 队列出怪间隔
baseBudget: 1.0, // 基础预算
timeDifficultyFactor: 0.5, // 每分钟增加50%预算
survivalHpThreshold: 0.4, // 40%血量触发保护
survivalBudgetMultiplier: 0.7, // 保护时预算打7折
maxSpawnPerLogic: 2 // 单次最多生成2只
export interface WaveConfig {
waveId: number; // 波次ID (1-15)
name: string; // 波次名称
duration: number; // 持续时间 (秒)通常为60
spawnInterval: number; // 刷怪间隔 (秒)
maxActive: number; // 同屏最大怪物数
weights: SpawnWeight[]; // 怪物权重池
}
// 怪物ID映射 (方便阅读)
const MON_IDS = {
WARRIOR: 5201, // 战士
ASSASSIN: 5301, // 斥候
TANK: 5401, // 卫士
ARCHER: 5501, // 射手
BOMBER: 5601, // 自爆兵
SUMMONER: 5602, // 召唤师
HEALER: 5603, // 祭司
TOTEM: 5604, // 图腾师
BOSS: 5701 // 首领
};
// 精英怪和Boss刷新时间配置 (时间单位: 秒)
export const SpecialMonsterSchedule = [
{ time: 60, uuid: 5601, type: MonType.ELITE, level: 5, desc: "1分钟: 精英自爆兵" },
{ time: 180, uuid: 5601, type: MonType.ELITE, level: 10, desc: "3分钟: 精英自爆兵" },
{ time: 300, uuid: 5701, type: MonType.BOSS, level: 15, desc: "5分钟: 兽人首领" },
{ time: 600, uuid: 5701, type: MonType.BOSS, level: 25, desc: "10分钟: 兽人首领" },
{ time: 900, uuid: 5701, type: MonType.BOSS, level: 30, desc: "15分钟: 最终Boss" }
/**
* 全局波次配置表 (15波)
*/
export const RogueWaves: WaveConfig[] = [
// --- 第一阶段:构筑期 (0-5min) ---
{
waveId: 1, name: "热身", duration: 60, spawnInterval: 2.0, maxActive: 5,
weights: [{ uuid: MON_IDS.WARRIOR, weight: 100 }]
},
{
waveId: 2, name: "加速", duration: 60, spawnInterval: 1.8, maxActive: 6,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 80 },
{ uuid: MON_IDS.ASSASSIN, weight: 20 }
]
},
{
waveId: 3, name: "堆叠", duration: 60, spawnInterval: 1.6, maxActive: 7,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 60 },
{ uuid: MON_IDS.ASSASSIN, weight: 40 }
]
},
{
waveId: 4, name: "硬度测试", duration: 60, spawnInterval: 1.5, maxActive: 8,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 50 },
{ uuid: MON_IDS.ASSASSIN, weight: 30 },
{ uuid: MON_IDS.TANK, weight: 20 }
]
},
{
waveId: 5, name: "精英首秀", duration: 60, spawnInterval: 1.5, maxActive: 8,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 40 },
{ uuid: MON_IDS.ASSASSIN, weight: 40 },
{ uuid: MON_IDS.TANK, weight: 20 }
// 注意第5分钟会触发固定事件刷精英怪这里只配普通怪
]
},
// --- 第二阶段:磨合期 (5-10min) ---
{
waveId: 6, name: "远程威胁", duration: 60, spawnInterval: 1.4, maxActive: 10,
weights: [
{ uuid: MON_IDS.TANK, weight: 30 },
{ uuid: MON_IDS.ARCHER, weight: 40 },
{ uuid: MON_IDS.WARRIOR, weight: 30 }
]
},
{
waveId: 7, name: "铁桶阵", duration: 60, spawnInterval: 1.3, maxActive: 10,
weights: [
{ uuid: MON_IDS.TANK, weight: 50 },
{ uuid: MON_IDS.ARCHER, weight: 50 }
]
},
{
waveId: 8, name: "续航干扰", duration: 60, spawnInterval: 1.2, maxActive: 12,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 30 },
{ uuid: MON_IDS.TANK, weight: 20 },
{ uuid: MON_IDS.ARCHER, weight: 30 },
{ uuid: MON_IDS.HEALER, weight: 20 }
]
},
{
waveId: 9, name: "走位测试", duration: 60, spawnInterval: 1.2, maxActive: 12,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 40 },
{ uuid: MON_IDS.BOMBER, weight: 30 }, // 自爆兵
{ uuid: MON_IDS.ARCHER, weight: 30 }
]
},
{
waveId: 10, name: "中场Boss", duration: 60, spawnInterval: 5.0, maxActive: 3,
// Boss战期间只刷少量护卫Boss由事件触发
weights: [
{ uuid: MON_IDS.TANK, weight: 100 }
]
},
// --- 第三阶段:极限期 (10-15min) ---
{
waveId: 11, name: "混乱开端", duration: 60, spawnInterval: 1.0, maxActive: 15,
weights: [
{ uuid: MON_IDS.SUMMONER, weight: 20 },
{ uuid: MON_IDS.TOTEM, weight: 20 },
{ uuid: MON_IDS.WARRIOR, weight: 30 },
{ uuid: MON_IDS.ARCHER, weight: 30 }
]
},
{
waveId: 12, name: "全家桶", duration: 60, spawnInterval: 0.9, maxActive: 18,
weights: [
{ uuid: MON_IDS.WARRIOR, weight: 15 },
{ uuid: MON_IDS.ASSASSIN, weight: 15 },
{ uuid: MON_IDS.TANK, weight: 15 },
{ uuid: MON_IDS.ARCHER, weight: 15 },
{ uuid: MON_IDS.BOMBER, weight: 15 },
{ uuid: MON_IDS.HEALER, weight: 10 },
{ uuid: MON_IDS.SUMMONER, weight: 15 }
]
},
{
waveId: 13, name: "精英小队", duration: 60, spawnInterval: 1.0, maxActive: 15,
weights: [
{ uuid: MON_IDS.TANK, weight: 40 },
{ uuid: MON_IDS.ARCHER, weight: 40 },
{ uuid: MON_IDS.WARRIOR, weight: 20, type: MonType.ELITE } // 尝试混入精英
]
},
{
waveId: 14, name: "绝地求生", duration: 60, spawnInterval: 0.6, maxActive: 20,
weights: [
{ uuid: MON_IDS.ASSASSIN, weight: 50 },
{ uuid: MON_IDS.BOMBER, weight: 50 }
]
},
{
waveId: 15, name: "终局", duration: 60, spawnInterval: 3.0, maxActive: 5,
// 最终Boss战只刷少量精英护卫
weights: [
{ uuid: MON_IDS.TANK, weight: 100, type: MonType.ELITE }
]
}
];
// 当前配置实例
let currentConfig: IRogueGlobalConfig = { ...DefaultRogueConfig };
// 精英怪和Boss刷新时间配置 (时间单位: 秒)
// 注意:这里的时间点应与波次结束/开始对应
export const SpecialMonsterSchedule = [
{ time: 4 * 60 + 50, uuid: MON_IDS.WARRIOR, type: MonType.ELITE, level: 5, desc: "5分钟前夕: 精英战士" },
{ time: 9 * 60 + 55, uuid: MON_IDS.BOSS, type: MonType.BOSS, level: 15, desc: "10分钟: 兽人首领" },
{ time: 14 * 60 + 55, uuid: MON_IDS.BOSS, type: MonType.BOSS, level: 30, desc: "15分钟: 最终Boss" }
];
/**
* 获取当前全局配置
* 获取当前时间的波次配置
* @param timeInSeconds 游戏时间 (秒)
*/
export function getRogueConfig(): IRogueGlobalConfig {
return currentConfig;
export function getCurrentWave(timeInSeconds: number): WaveConfig {
const waveIndex = Math.min(Math.floor(timeInSeconds / 60), 14);
return RogueWaves[waveIndex];
}
/**
* 更新全局配置
* @param config 部分或全部配置
* 怪物消耗点数配置 (用于经验/金币计算)
*/
export function updateRogueConfig(config: Partial<IRogueGlobalConfig>) {
currentConfig = {
...currentConfig,
...config
};
console.log("[RogueConfig] Configuration updated:", currentConfig);
}
/**
* 计算当前威胁点数预算
* @param timeInSeconds 游戏时间(秒)
* @param heroHpRatio 英雄血量比例 (0-1)
*/
export function calculateBudget(timeInSeconds: number, heroHpRatio: number = 1.0): number {
const config = getRogueConfig();
// 基础预算
const Base_Budget = config.baseBudget;
// 时间因子:随时间增加难度
const timeFactor = 1 + (timeInSeconds / 60) * config.timeDifficultyFactor;
// 强度乘数 (DDA):根据英雄状态调整
let intensityMultiplier = 1.0;
if (heroHpRatio < config.survivalHpThreshold) {
// 绝地求生:血量低于阈值时预算缩减
intensityMultiplier = config.survivalBudgetMultiplier;
}
// 公式: Budget(t) = Base_Budget * (1 + t/60 * Factor) * Intensity_Multiplier
return Math.floor(Base_Budget * timeFactor * intensityMultiplier);
}
/**
* 根据预算生成怪物列表
* @param timeInSeconds 游戏时间(秒)
* @param heroHpRatio 英雄血量比例
*/
export function generateMonstersFromBudget(timeInSeconds: number, heroHpRatio: number = 1.0): IMonsConfig[] {
const config = getRogueConfig();
const budget = calculateBudget(timeInSeconds, heroHpRatio);
const weights = getSpawnWeights(timeInSeconds);
const monsters: IMonsConfig[] = [];
let currentBudget = budget;
// 构建权重池
const pool: number[] = [];
weights.forEach(w => {
for(let i=0; i<w.weight; i++) pool.push(w.uuid);
});
if (pool.length === 0) return [];
let attempts = 0;
const minCost = Math.min(...weights.map(w => MonsterCost[w.uuid] || 1));
// 限制单次生成最大数量
while (currentBudget >= minCost && attempts < 50 && monsters.length < config.maxSpawnPerLogic) {
attempts++;
const uuid = pool[Math.floor(Math.random() * pool.length)];
const cost = MonsterCost[uuid] || 1;
if (currentBudget >= cost) {
currentBudget -= cost;
// 随机刷怪只生成普通怪精英和Boss由固定时间控制
let type = MonType.NORMAL;
// 即使随机到了高Cost怪在这里也只按普通怪处理或者在配置中彻底移除高Cost怪
monsters.push({
uuid: uuid,
type: type,
level: Math.floor(timeInSeconds / 60) + 1,
position: Math.floor(Math.random() * 5)
});
}
}
return monsters;
}
export const MonsterCost: Record<number, number> = {
5201: 1, // 兽人战士 (Warrior)
5301: 3, // 兽人斥候 (Assassin)
5401: 5, // 兽人卫士 (Tank)
5501: 4, // 兽人射手 (Remote)
5601: 10, // 兽人自爆兵 (Mechanic)
5602: 8, // 兽人召唤师
5603: 6, // 兽人祭司 (Healer)
5604: 6, // 兽人图腾师
5701: 50, // 兽人首领 (Elite/Boss)
};
/**
* 计算波次因子
* @param stage 当前波次
* @param timeInSeconds 游戏进行时间(秒)
* @returns 波次因子 (0-1之间15分钟时达到最大)
* @returns 波次因子 (0-1之间15分钟时达到最大)
*/
function calculateWaveFactor(stage: number, timeInSeconds: number = 0): number {
const MAX_GAME_TIME = 15 * 60; // 15分钟 = 900秒
const effectiveTime = timeInSeconds || (stage * 30); // 如果没有时间数据用波次估算每波30秒
const effectiveTime = timeInSeconds || (stage * 60);
const factor = Math.min(effectiveTime / MAX_GAME_TIME, 1.0);
return factor;
}
/**
* 应用成长公式到基础属性
* @param baseStat 基础属性值
* @param waveFactor 波次因子 (0-1)
* @param growthType 成长类型
* @returns 成长后的属性值
*/
function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: GrowthType): number {
// 基础倍率15分钟成长约 16 倍 (1 + 1.0 * 15)
// waveFactor 是 0-1 (基于15分钟)
const TIME_SCALING = 15;
const growthMultiplier = Math.pow(1 + waveFactor * TIME_SCALING, growthType);
return Math.floor(baseStat * growthMultiplier);
@@ -242,7 +274,7 @@ function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: Gr
/**
* 获取怪物动态成长属性
* @param stage 当前波次
* @param stage 当前波次 (这里复用为等级或忽略)
* @param uuid 怪物ID
* @param monType 怪物类型
* @param timeInSeconds 游戏进行时间(秒)
@@ -256,7 +288,7 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
}
// 计算波次因子
const waveFactor = calculateWaveFactor(stage, timeInSeconds);
const waveFactor = calculateWaveFactor(0, timeInSeconds);
// 质量系数数量减至10(原50的1/5)质量x5
const qualityRatio = 5.0;
@@ -287,163 +319,35 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
};
}
/**
* 根据波次生成怪物配置
* @param stage 当前波次
* @returns IMonsConfig数组
*/
export function getStageMonConfigs(stage: number): IMonsConfig[] {
const monsterConfigs: IMonsConfig[] = [];
// 基础怪物列表从heroset.ts中获取
const normalMons = [5201, 5301, 5401, 5501, 5601, 5602, 5603, 5604];
const eliteMons = [5701];
// 根据波次生成怪物配置
// 波次越高,怪物数量越多,精英怪物出现概率越高
const baseCount = 5 + Math.floor(stage / 2); // 基础数量每2波增加1
const eliteChance = Math.min(stage * 0.05, 0.3); // 精英怪概率最高30%
const bossWave = stage % 10 === 0; // 每10波出Boss
if (bossWave && stage > 0) {
// Boss波
monsterConfigs.push({
uuid: 5701,
type: MonType.BOSS,
level: stage
});
} else {
// 普通波
for (let i = 0; i < baseCount; i++) {
// 随机决定是否生成精英怪
const isElite = Math.random() < eliteChance;
const monList = isElite ? eliteMons : normalMons;
const randomUuid = monList[Math.floor(Math.random() * monList.length)];
monsterConfigs.push({
uuid: randomUuid,
type: isElite ? MonType.ELITE : MonType.NORMAL,
level: stage,
position: i % 5
});
}
}
return monsterConfigs;
}
/**
* 无限等级经验配置
* @param level 当前等级
* @returns 升级所需经验值
*/
export function getLevelExp(level: number): number {
// 基础经验
const baseExp = 100;
// 增长因子 (每级增加20%)
const growthFactor = 1.2;
// 公式: Exp = Base * (Factor ^ (Level - 1))
// 1级: 100
// 2级: 120
// 3级: 144
// 10级: ~515
// 20级: ~3194
return Math.floor(baseExp * Math.pow(growthFactor, level - 1));
}
/**
* 计算怪物掉落金币
* @param uuid 怪物ID
* @param level 怪物等级
* @param type 怪物类型
*/
export function calculateMonsterGold(uuid: number, level: number, type: MonType): number {
const cost = MonsterCost[uuid] || 1;
// 危险值系数: cost越大越危险
let danger_ratio = 1 + cost * 0.1;
let type_ratio = 1;
if(type == MonType.BOSS) type_ratio = 10;
else if(type == MonType.ELITE) type_ratio = 3;
// 公式: 基础(10) * 类型 * 危险值 + 等级加成
const baseGold = 10;
// 数量减至1/5收益倍率提升至 8 (原5) 以保持总产出平衡
let gold = Math.floor((baseGold * type_ratio * danger_ratio + level) * 8);
return gold;
}
/**
* 计算怪物经验值
* 目标让玩家在13分钟左右升到20级
* @param uuid 怪物ID
* @param level 怪物等级
*/
export function calculateMonsterExp(uuid: number, level: number): number {
const cost = MonsterCost[uuid] || 1;
// 基础系数 1.0 (原0.8),成长因子 1.15 (原1.1)
// 这样设计是为了对抗升级所需经验的指数增长 (1.2^L)
// 同时也补偿了因为最大同屏数量减少(10->5)导致的怪物总量减少
// 新公式下13分钟大约能产出 19000 经验,满足升到 20 级所需的 15464 经验
// 数量大幅减少,单体收益倍率提升至 8 (原5)
return Math.max(1, Math.floor(cost * 1.0 * Math.pow(1.15, level - 1) * 8));
}
// 怪物消耗点数配置
export const MonsterCost: Record<number, number> = {
5201: 1, // 兽人战士 (Warrior)
5301: 3, // 兽人斥候 (Assassin)
5401: 5, // 兽人卫士 (Tank)
5501: 4, // 兽人射手 (Remote)
5601: 10, // 兽人自爆兵 (Mechanic)
5602: 8, // 兽人召唤师
5603: 6, // 兽人祭司 (Healer)
5604: 6, // 兽人图腾师
5701: 50, // 兽人首领 (Elite/Boss)
};
// 刷怪权重接口
interface SpawnWeight {
uuid: number;
weight: number;
}
/**
* 根据游戏时间获取刷怪权重
* @param timeInSeconds 游戏时间(秒)
*/
function getSpawnWeights(timeInSeconds: number): SpawnWeight[] {
const minutes = timeInSeconds / 60;
if (minutes < 3) {
// 0-3min: 匀速群落 - 100% 战士
return [{ uuid: 5201, weight: 100 }];
} else if (minutes < 8) {
// 3-8min: 快速干扰 - 70% 战士, 30% 刺客
return [
{ uuid: 5201, weight: 70 },
{ uuid: 5301, weight: 30 }
];
} else if (minutes < 14) {
// 8-14min: 阵地博弈 - 移除精英怪,只保留普通怪
return [
{ uuid: 5201, weight: 40 },
{ uuid: 5301, weight: 30 },
{ uuid: 5401, weight: 15 },
{ uuid: 5603, weight: 15 }
];
} else {
// 15min+: 混合兵种Boss由固定时间控制
return [
{ uuid: 5201, weight: 30 },
{ uuid: 5301, weight: 30 },
{ uuid: 5401, weight: 20 },
{ uuid: 5603, weight: 20 }
];
}
}