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:
@@ -5,8 +5,8 @@ import { Monster } from "../hero/Mon";
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import { MonStart } from "../common/config/heroSet";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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// 导入肉鸽配置
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import { getStageMonConfigs, MonType, generateMonstersFromBudget, getRogueConfig } from "./RogueConfig";
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// 导入新的肉鸽配置
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import { getCurrentWave, MonType, WaveConfig } from "./RogueConfig";
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import { BuffConf } from "../common/config/SkillSet";
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import { IndexSet, FacSet, BoxSet } from "../common/config/GameSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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@@ -17,7 +17,7 @@ const { ccclass, property } = _decorator;
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@ccclass('MissionMonCompComp')
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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// 添加刷怪队列 - 使用新的RogueConfig格式
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// 刷怪队列 (主要用于特殊事件插队)
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private MonQueue: Array<{
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uuid: number,
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position: number,
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@@ -25,20 +25,20 @@ export class MissionMonCompComp extends CCComp {
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level: number,
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buffs: BuffConf[]
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.6; // 每个怪物生成间隔时间(减半速度)
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private spawnTimer: number = 0; // 生成计时器
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private spawnCount: number = 0; // 召唤计数器
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// private pauseInterval: number = 5.0; // 暂停间隔时间(5秒)
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// private isPausing: boolean = false; // 是否正在暂停
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private eventProcessed: boolean = false; // 事件是否已处理
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/** 全局生成顺序计数器,用于层级管理 */
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private globalSpawnOrder: number = 0;
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/** 游戏进行时间(秒) */
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private gameTime: number = 0;
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/** 刷怪逻辑计时器(每秒执行一次) */
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private spawnLogicTimer: number = 0;
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/** 波次刷怪计时器 */
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private waveTimer: number = 0;
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/** 队列处理计时器 */
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private queueTimer: number = 0;
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onLoad(){
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this.on(GameEvent.FightReady,this.fight_ready,this)
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@@ -56,8 +56,8 @@ export class MissionMonCompComp extends CCComp {
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if (!args) return;
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console.log(`[MissionMonComp] 收到特殊刷怪指令:`, args);
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// 插入队列头部,优先生成
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this.MonQueue.unshift({
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// 插入队列
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this.MonQueue.push({
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uuid: args.uuid,
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position: args.position !== undefined ? args.position : 2, // 默认中间
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type: args.type,
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@@ -65,27 +65,24 @@ export class MissionMonCompComp extends CCComp {
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buffs: args.buffs || []
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});
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// 让刷怪计时器立即满足条件,以便尽快生成
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// 注意:不直接调用 spawnNextMonster 是为了保持 update 循环的一致性
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const config = getRogueConfig();
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this.spawnTimer = config.spawnInterval + 0.1;
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// 立即触发一次队列检查 (可选,让 update 尽快处理)
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this.queueTimer = 1.0;
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}
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/** 视图层逻辑代码分离演示 */
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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}
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fight_ready(){
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// console.log("[MissionMonComp]:fight_ready")
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smc.vmdata.mission_data.mon_num=0
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// 重置生成顺序计数器
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this.globalSpawnOrder = 0
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this.gameTime = 0
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this.spawnLogicTimer = 0
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this.waveTimer = 0
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this.queueTimer = 0
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this.MonQueue = []
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this.do_mon_wave()
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this.spawnCount = 0
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console.log("[MissionMonComp] Starting Wave System (15-min Cycle)");
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}
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protected update(dt: number): void {
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@@ -96,137 +93,75 @@ export class MissionMonCompComp extends CCComp {
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// 累加游戏时间
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this.gameTime += dt;
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const config = getRogueConfig();
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// ==========================================
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// 新增:每秒执行一次刷怪逻辑 (Threat Budget)
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// ==========================================
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this.spawnLogicTimer += dt;
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if (this.spawnLogicTimer >= config.spawnLogicInterval) {
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this.spawnLogicTimer = 0;
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// 检查最大怪物数量限制
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if (smc.vmdata.mission_data.mon_num < config.maxMonsterCount) {
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// 获取英雄血量比例
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const hpRatio = this.getHeroHpRatio();
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// 生成怪物
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const newMonsters = generateMonstersFromBudget(this.gameTime, hpRatio);
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// 添加到队列
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newMonsters.forEach(mon => {
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this.addToStageSpawnQueue(
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mon.uuid,
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mon.position !== undefined ? mon.position : 0,
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mon.type,
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mon.level,
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mon.buffs || []
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);
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});
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// 获取当前波次配置
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const currentWave = getCurrentWave(this.gameTime);
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// 1. 优先处理特殊怪队列
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if (this.MonQueue.length > 0) {
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this.queueTimer += dt;
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// 队列出怪速度快于普通波次 (0.5秒一只)
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if (this.queueTimer >= 0.5) {
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this.spawnNextFromQueue();
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this.queueTimer = 0;
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}
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}
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// 处理随机事件
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// 处理刷怪队列
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if (this.MonQueue.length > 0 && !this.isSpawning) {
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this.spawnTimer += dt;
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// 2. 处理波次自然刷怪
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this.waveTimer += dt;
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if (this.waveTimer >= currentWave.spawnInterval) {
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this.waveTimer = 0;
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// 正常召唤间隔
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if (this.spawnTimer >= config.spawnInterval) {
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this.spawnNextMonster();
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this.spawnTimer = 0;
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// 检查同屏数量限制
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if (smc.vmdata.mission_data.mon_num < currentWave.maxActive) {
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this.spawnWaveMonster(currentWave);
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}
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}
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}
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do_mon_wave(){
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// 重置召唤相关状态
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this.spawnCount = 0;
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// this.isPausing = false;
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this.spawnTimer = 0;
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this.eventProcessed = false;
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// const cStage = smc.data.mission;
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// // 使用新的肉鸽关卡配置
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// let level=smc.vmdata.mission_data.level
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// const monsConf = getStageMonConfigs(cStage);
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// // console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
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// const monsConfFiltered = monsConf.filter((mon: any, index) => index === 0);
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// this.generateMonsters(monsConfFiltered);
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console.log("[MissionMonComp] Starting Threat Budget Wave System");
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}
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/**
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* 获取英雄血量比例
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* 从当前波次配置生成并生成怪物
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*/
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private getHeroHpRatio(): number {
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// 查询带有 HeroAttrsComp 的实体
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// 注意:这里假设只有一个英雄,且性能允许每秒查询一次
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const entities = ecs.query(ecs.allOf(HeroAttrsComp));
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for (const e of entities) {
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const attrs = e.get(HeroAttrsComp);
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if (attrs && attrs.fac === FacSet.HERO) {
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const maxHp = attrs.Attrs[Attrs.HP_MAX] || 1;
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return attrs.hp / maxHp;
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private spawnWaveMonster(wave: WaveConfig) {
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if (!wave.weights || wave.weights.length === 0) return;
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// 权重随机算法
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const totalWeight = wave.weights.reduce((sum, item) => sum + item.weight, 0);
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let random = Math.random() * totalWeight;
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let selectedUuid = wave.weights[0].uuid;
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let selectedType = wave.weights[0].type || MonType.NORMAL;
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for (const item of wave.weights) {
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random -= item.weight;
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if (random <= 0) {
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selectedUuid = item.uuid;
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selectedType = item.type || MonType.NORMAL;
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break;
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}
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}
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return 1.0; // 默认满血
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// 随机位置 (0-4)
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const position = Math.floor(Math.random() * 5);
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// 等级随时间增长 (每分钟+1级)
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const level = Math.floor(this.gameTime / 60) + 1;
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this.addMonster(
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selectedUuid,
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position,
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selectedType,
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level,
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[],
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this.gameTime
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);
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this.spawnCount++;
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}
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// 根据新的关卡配置生成怪物
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private generateMonsters(monsConf: any[]) {
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const cStage = smc.data.mission;
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// 设置怪物总数
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// console.log("[MissionMonComp] generateMonsters",monsConf)
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if (!monsConf || monsConf.length === 0) {
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console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`);
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return;
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}
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// 为每个怪物配置生成怪物
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monsConf.forEach((mon: any, index: number) => {
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const { uuid, type, level, buffs, position } = mon;
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// 使用配置中的位置,如果没有则使用索引
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const spawnPosition = position !== undefined ? position : (index % 5);
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this.addToStageSpawnQueue(
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uuid,
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spawnPosition,
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type,
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level,
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buffs
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);
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});
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// console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`);
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}
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// 添加到关卡刷怪队列 - 使用新的配置格式
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private addToStageSpawnQueue(
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uuid: number,
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position: number,
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type: MonType = MonType.NORMAL,
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level: number = 1,
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buffs: BuffConf[] = []
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) {
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this.MonQueue.push({
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uuid: uuid,
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position: position,
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type: type,
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level: level,
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buffs: buffs
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});
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}
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// 从队列中生成下一个怪物 - 使用新的配置格式
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private spawnNextMonster() {
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/**
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* 从队列中生成下一个怪物
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*/
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private spawnNextFromQueue() {
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if (this.MonQueue.length === 0) return;
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const monsterData = this.MonQueue.shift();
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@@ -239,9 +174,7 @@ export class MissionMonCompComp extends CCComp {
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monsterData.buffs,
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this.gameTime
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);
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// 增加召唤计数
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this.spawnCount++;
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// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`);
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}
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}
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@@ -255,46 +188,22 @@ export class MissionMonCompComp extends CCComp {
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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// 使用 MonStart 计算怪物出生位置:
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// x 从 START_X 开始,按 START_I 的间隔递增;
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// y 在线路之间交替:0->SLINE_1, 1->SLINE_2, 2->SLINE_3, 3->SLINE_4
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const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
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const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
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let y = BoxSet.GAME_LINE;
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let lane = 0;
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// switch (i % 4) {
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// case 0:
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// y = MonStart.SLINE_1;
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// lane = 0;
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// break;
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// case 1:
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// y = MonStart.SLINE_2;
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// lane = 1;
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// break;
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// case 2:
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// y = MonStart.SLINE_3;
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// lane = 2;
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// break;
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// case 3:
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// y = MonStart.SLINE_4;
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// lane = 3;
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// break;
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// }
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let pos: Vec3 = v3(x, y, 0);
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// 递增全局生成顺序 - 🔥 添加溢出保护
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; // 防止无限增长,在999处循环重置
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// 递增全局生成顺序 - 溢出保护
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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// 生成怪物,传递线路和生成顺序
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// 生成怪物
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mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder, gameTime);
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}
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/** 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 */
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reset() {
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// this.node.destroy();
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}
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}
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}
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@@ -1,30 +1,18 @@
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/**
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* 肉鸽模式配置脚本 - 增强版
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* 肉鸽模式配置脚本 - 增强版 (Wave System)
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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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*
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* 3. 全局动态 Scaling 算法既然是 15 分钟单局,属性不应一成不变。
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* 建议引入 Wave_Factor (波次因子):
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* 公式建议: Current_Stat = Base_Stat * (1 + (time / 60) * 0.15) ^ Growth_Type
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* •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』。
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* •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。
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* •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。
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* - 采用 15 个小波次(每分钟 1 波)
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* - 整合进 3 个大的节奏阶段:构筑期、磨合期、极限期
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* - 废弃动态预算,使用确定性波次配置
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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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* @version 3.0 波次重构版
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* @date 2025-10-19
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*/
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import { HeroInfo } from "../common/config/heroSet";
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/**
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* 怪物类型枚举
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*/
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@@ -35,7 +23,7 @@ export enum MonType {
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}
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/**
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* 怪物配置接口
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* 怪物配置接口 (用于生成实例)
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*/
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export interface IMonsConfig {
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uuid: number; // 怪物ID
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@@ -54,6 +42,8 @@ export interface MonAttrs {
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ap: number;
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def: number;
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speed: number;
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exp?: number;
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gold?: number;
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}
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/**
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@@ -65,176 +55,218 @@ enum GrowthType {
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LOGARITHMIC = 0.3 // 对数级 - Speed
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}
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/**
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* 全局刷怪配置接口
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* 刷怪权重接口
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*/
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export interface IRogueGlobalConfig {
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/** 场上最大怪物数量限制 */
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maxMonsterCount: number;
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/** 刷怪逻辑执行间隔(秒) - 决定多久计算一次生成 */
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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 }
|
||||
];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user