docs(rogue): add refactor design for rule-based spawning

Replace pure-random spawning with hard-coded wave configs, modular squad templates, and dual-layer enchant system (wave + individual).
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panFD
2026-07-05 22:29:08 +08:00
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# RogueConfig 重构设计:从纯随机到规则化随机组合
- **创建日期**: 2026-07-05
- **状态**: 已批准(待实施)
- **作用域**: 重构 `assets/script/game/map/RogueConfig.ts` 及配套调用方
- **目标**: 把肉鸽刷怪系统从「每只怪独立随机」改造为「在硬编码规则内的随机组合变动」
---
## 1. 背景与问题
当前 [RogueConfig.ts](../../../assets/script/game/map/RogueConfig.ts) 的 `RogueSpawningEngine.generateWave()` 存在以下问题:
1. **纯随机生成**:每只怪独立从 6 种普通类型中 `Math.random()` 抽取,缺乏组合设计感。
2. **波次无节奏**5 波之后纯粹 6-12 随机数,难度曲线只靠数量与 `growthRatePerWave` 撑场。
3. **强化系统空转**`AffixType` 枚举定义 11 种词缀,但生成时 `affixes: []` 始终为空。
4. **可配置性差**:策划无法通过修改配置数据调整某一波的怪物组合与强化。
## 2. 重构目标
1. **新增多个怪物组合配置**以「小队Squad」为单位硬编码多种组合模板。
2. **硬编码多个强化配置**分为「波次级环境强化WaveEnchant」+「个体精英强化MonsterElite」双层。
3. **硬编码每波次配置**:每波包含 `基础怪物数 + 可选小队池 + 可选强化池` 三字段,组合方式可控。
4. **保持接口兼容**:调用方 [MissionMonComp.ts](../../../assets/script/game/map/MissionMonComp.ts) 改动最小化。
## 3. 设计决策
| 决策点 | 选择 | 理由 |
|---|---|---|
| 组合颗粒度 | **小队模块化**3-4 只怪/小队) | 每波拼装 2-4 个小队,变化丰富且可控 |
| 强化层级 | **双层混合**(波次级 + 个体级) | 既保留波次"环境"主题感,又有单体惊喜 |
| 波次配置组织 | **按波次逐条硬编码** | 每波字段完整独立,调参最直接 |
| 硬编码范围 | **wave 1~30 + 超出复用 wave 30** | 长线体验,超出后由全局乘子维持难度增长 |
| 个体强化种类 | **精选 5 种**Elite/Berserk/Shield/Swift/Regen | 数量适中,调参简单 |
| Boss 节奏 | **每 5 波一个 Boss**5/10/15/20/25/30 | 沿用现有仪式感 |
| 接口策略 | **同时重构接口** | 数据更干净,调用方改动可控 |
| 难度缩放 | **叠加波次级 HP/AP 乘子**(每 5 波 +15% HP / +8% AP | 与数量、强化叠加形成明显难度曲线 |
## 4. 整体架构与数据流
```
WaveConfig (硬编码 30 波)
├─ base_count 基础怪物数
├─ squad_pool 小队池 (引用 SquadConfig.id)
└─ enchant_pool 波次强化池 (引用 WaveEnchant.id)
┌───────────────────────────────────────────┐
│ RogueSpawningEngine.generateWave(n) │
│ 1. 取 WaveConfig │
│ 2. 计算全局 hp/ap 乘子 (波次递进 + Enchant) │
│ 3. 按权重从 squad_pool 抽小队拼装到 base_count │
│ 4. Boss 波首位放 Boss │
│ 5. 按 enchant_pool 抽 0~2 个 WaveEnchant │
│ 6. 每只小怪按概率抽个体 MonsterElite │
└───────────────────────────────────────────┘
GeneratedMonster[] (扩展接口)
MissionMonComp.addMonsterAtGrid
(读取 hp/ap 应用到 HeroAttrsComp)
```
**核心约束**
- 单波总怪数 ≤ 12网格上限3 行 4 列)
- Boss 占首位
- 超过 wave 30 用第 30 波配置 + 持续递增的全局乘子
## 5. 数据结构定义
### 5.1 个体强化MonsterElite
> **HeroAttrsComp 字段适配发现**:经检查 [HeroAttrsComp.ts](../../../assets/script/game/hero/HeroAttrsComp.ts) 无 `atk_cd` / `regen_per_sec` 字段。本次先不改造 HeroAttrsCompSwift/Regen 简化为「数值差异化」cd_mul 与 regen 作为后续扩展点留口子。
```typescript
export enum MonsterElite {
Elite = 0, // 精英:全面强化
Berserk = 1, // 狂暴:高攻低血
Shield = 2, // 护盾:坦克
Swift = 4, // 疾风:平衡偏输出
Regen = 3, // 再生:高血偏弱攻
}
export const MonsterEliteSet: Record<MonsterElite, {
name: string;
hp_mul: number;
ap_mul: number;
}> = {
[MonsterElite.Elite]: { name: "精英", hp_mul: 1.5, ap_mul: 1.3 },
[MonsterElite.Berserk]: { name: "狂暴", hp_mul: 0.9, ap_mul: 1.6 },
[MonsterElite.Shield]: { name: "护盾", hp_mul: 1.8, ap_mul: 0.8 },
[MonsterElite.Swift]: { name: "疾风", hp_mul: 1.0, ap_mul: 1.15 },
[MonsterElite.Regen]: { name: "再生", hp_mul: 1.3, ap_mul: 0.95 },
};
```
### 5.2 波次级强化WaveEnchant
```typescript
export interface WaveEnchant {
id: string;
name: string;
desc: string;
hp_mul?: number; // 全员 HP 乘子
ap_mul?: number; // 全员 AP 乘子
cd_mul?: number; // 全员攻击间隔乘子(后续扩展)
elite_rate_mul?: number; // 该波个体强化出现概率乘子
weight: number; // 在强化池中的抽取权重
}
export const WaveEnchantLibrary: Record<string, WaveEnchant> = {
frenzy: { id: "frenzy", name: "狂热浪潮", desc: "全员攻击力+25%", ap_mul: 1.25, weight: 10 },
ironhide: { id: "ironhide", name: "铁皮大军", desc: "全员生命+40%", hp_mul: 1.40, weight: 10 },
swift: { id: "swift", name: "疾风突袭", desc: "全员攻速+20%", cd_mul: 0.80, weight: 8 },
nightmare: { id: "nightmare", name: "梦魇来袭", desc: "个体强化率×2HP+15%", elite_rate_mul: 2.0, hp_mul: 1.15, weight: 5 },
fortress: { id: "fortress", name: "钢铁堡垒", desc: "全员 HP+60% AP-15%", hp_mul: 1.60, ap_mul: 0.85, weight: 6 },
};
```
### 5.3 小队模板SquadConfig
```typescript
export interface SquadSlot {
type: MonType;
count: number;
elite_chance?: number; // 0~1小队成员出现个体强化的概率默认 0
elite_pool?: MonsterElite[]; // 可选的个体强化池
}
export interface SquadConfig {
id: string;
name: string;
slots: SquadSlot[];
weight: number;
}
export const SquadLibrary: Record<string, SquadConfig> = {
melee_grunt: { id: "melee_grunt", name: "近战步兵组", weight: 10, slots: [{ type: MonType.Melee, count: 3 }] },
assassin_squad: { id: "assassin_squad", name: "刺客突袭组", weight: 6, slots: [{ type: MonType.Assassin, count: 2 }, { type: MonType.Support, count: 1 }] },
mixed_balanced: { id: "mixed_balanced", name: "平衡混合组", weight: 8, slots: [{ type: MonType.Melee, count: 1 }, { type: MonType.Long, count: 1 }, { type: MonType.Heavy, count: 1 }] },
long_line: { id: "long_line", name: "远程线列组", weight: 7, slots: [{ type: MonType.Long, count: 2 }, { type: MonType.Support, count: 1 }] },
heavy_shield: { id: "heavy_shield", name: "重盾堡垒组", weight: 5, slots: [{ type: MonType.Heavy, count: 1 }, { type: MonType.Melee, count: 2 }] },
summoner_cult: { id: "summoner_cult", name: "召唤教派组", weight: 4, slots: [{ type: MonType.Summoner, count: 1 }, { type: MonType.Long, count: 2 }] },
};
```
### 5.4 波次配置WaveConfig
```typescript
export interface WaveConfig {
base_count: number; // 该波基础怪物数 (1~12)
squad_pool: string[]; // 可选小队 id 池
enchant_pool?: string[]; // 可选波次强化 id 池(可空表示无强化)
boss_wave?: boolean; // 是否 Boss 波
elite_base_rate?: number; // 该波个体强化基础概率(默认按波次递增)
}
export const WaveConfigs: Record<number, WaveConfig> = {
// 1-4: 教学期
1: { base_count: 3, squad_pool: ["melee_grunt"] },
2: { base_count: 4, squad_pool: ["melee_grunt", "mixed_balanced"] },
3: { base_count: 5, squad_pool: ["melee_grunt", "mixed_balanced", "long_line"] },
4: { base_count: 6, squad_pool: ["mixed_balanced", "long_line", "heavy_shield"] },
// 5: 第一 Boss
5: { base_count: 7, squad_pool: ["melee_grunt", "mixed_balanced", "heavy_shield"], boss_wave: true },
// 6-9: 引入波次强化
6: { base_count: 7, squad_pool: ["assassin_squad", "long_line", "mixed_balanced"], enchant_pool: ["frenzy"], elite_base_rate: 0.10 },
7: { base_count: 8, squad_pool: ["melee_grunt", "heavy_shield", "long_line"], enchant_pool: ["ironhide"], elite_base_rate: 0.12 },
8: { base_count: 8, squad_pool: ["assassin_squad", "mixed_balanced", "summoner_cult"], enchant_pool: ["frenzy", "swift"], elite_base_rate: 0.14 },
9: { base_count: 9, squad_pool: ["heavy_shield", "long_line", "mixed_balanced"], enchant_pool: ["ironhide", "frenzy"], elite_base_rate: 0.16 },
// 10: 第二 Boss
10: { base_count: 10, squad_pool: ["melee_grunt", "assassin_squad", "mixed_balanced"], enchant_pool: ["frenzy", "ironhide"], boss_wave: true, elite_base_rate: 0.18 },
// 11-14: 组合多样化
11: { base_count: 10, squad_pool: ["assassin_squad", "long_line", "summoner_cult", "mixed_balanced"], enchant_pool: ["swift", "frenzy"], elite_base_rate: 0.18 },
12: { base_count: 10, squad_pool: ["heavy_shield", "melee_grunt", "mixed_balanced", "long_line"], enchant_pool: ["ironhide"], elite_base_rate: 0.20 },
13: { base_count: 11, squad_pool: ["assassin_squad", "summoner_cult", "mixed_balanced"], enchant_pool: ["frenzy", "nightmare"], elite_base_rate: 0.22 },
14: { base_count: 11, squad_pool: ["heavy_shield", "long_line", "melee_grunt"], enchant_pool: ["ironhide", "swift"], elite_base_rate: 0.24 },
// 15: 第三 Boss中期高潮
15: { base_count: 11, squad_pool: ["assassin_squad", "mixed_balanced", "summoner_cult"], enchant_pool: ["nightmare", "fortress"], boss_wave: true, elite_base_rate: 0.25 },
// 16-24: 高压阶段
16: { base_count: 11, squad_pool: ["assassin_squad", "heavy_shield", "long_line"], enchant_pool: ["frenzy", "swift"], elite_base_rate: 0.26 },
17: { base_count: 11, squad_pool: ["melee_grunt", "summoner_cult", "mixed_balanced"], enchant_pool: ["ironhide", "frenzy"], elite_base_rate: 0.27 },
18: { base_count: 12, squad_pool: ["assassin_squad", "long_line", "heavy_shield"], enchant_pool: ["nightmare", "swift"], elite_base_rate: 0.28 },
19: { base_count: 12, squad_pool: ["mixed_balanced", "summoner_cult", "melee_grunt"], enchant_pool: ["fortress"], elite_base_rate: 0.28 },
20: { base_count: 12, squad_pool: ["assassin_squad", "heavy_shield", "long_line"], enchant_pool: ["frenzy", "ironhide"], boss_wave: true, elite_base_rate: 0.30 },
21: { base_count: 12, squad_pool: ["melee_grunt", "assassin_squad", "summoner_cult"], enchant_pool: ["swift", "nightmare"], elite_base_rate: 0.30 },
22: { base_count: 12, squad_pool: ["heavy_shield", "long_line", "mixed_balanced"], enchant_pool: ["ironhide", "fortress"], elite_base_rate: 0.30 },
23: { base_count: 12, squad_pool: ["assassin_squad", "summoner_cult", "melee_grunt"], enchant_pool: ["frenzy", "nightmare"], elite_base_rate: 0.32 },
24: { base_count: 12, squad_pool: ["mixed_balanced", "heavy_shield", "long_line"], enchant_pool: ["fortress", "swift"], elite_base_rate: 0.32 },
// 25: 第四 Boss
25: { base_count: 12, squad_pool: ["assassin_squad", "summoner_cult", "heavy_shield"], enchant_pool: ["nightmare", "fortress"], boss_wave: true, elite_base_rate: 0.35 },
// 26-29: 终极阶段
26: { base_count: 12, squad_pool: ["melee_grunt", "assassin_squad", "long_line", "summoner_cult"], enchant_pool: ["frenzy", "nightmare"], elite_base_rate: 0.35 },
27: { base_count: 12, squad_pool: ["heavy_shield", "mixed_balanced", "summoner_cult"], enchant_pool: ["ironhide", "fortress"], elite_base_rate: 0.38 },
28: { base_count: 12, squad_pool: ["assassin_squad", "long_line", "melee_grunt"], enchant_pool: ["swift", "nightmare"], elite_base_rate: 0.40 },
29: { base_count: 12, squad_pool: ["mixed_balanced", "heavy_shield", "summoner_cult"], enchant_pool: ["frenzy", "ironhide", "fortress"], elite_base_rate: 0.42 },
// 30: 最终 Boss
30: { base_count: 12, squad_pool: ["assassin_squad", "heavy_shield", "summoner_cult", "mixed_balanced"], enchant_pool: ["frenzy", "ironhide", "swift", "nightmare", "fortress"], boss_wave: true, elite_base_rate: 0.45 },
};
```
### 5.5 全局难度缩放
```typescript
export function getGlobalScale(wave: number): { hp_mul: number; ap_mul: number } {
const step = Math.floor((wave - 1) / 5); // 每 5 波一档
return {
hp_mul: 1 + 0.15 * step, // wave 1=1.0, 6=1.15, 11=1.30, 16=1.45, 21=1.60, 26=1.75
ap_mul: 1 + 0.08 * step, // wave 1=1.0, 6=1.08, 11=1.16, 16=1.24, 21=1.32, 26=1.40
};
}
```
**最终 HP 公式**`HeroInfo[uuid].hp × 全局乘子 × 波次Enchant乘子 × 个体Elite乘子`
## 6. 生成引擎算法
### 6.1 主流程伪代码
```typescript
generateWave(waveNumber: number): GeneratedMonster[] {
// 1. 取硬编码 WaveConfig (wave > 30 时使用第 30 波配置)
const cfg = WaveConfigs[Math.min(waveNumber, 30)];
// 2. 抽取波次级强化(按权重从 enchant_pool 抽 0~2 个)
const enchants = pickEnchants(cfg.enchant_pool);
// 3. 计算波次最终属性乘子
const globalScale = getGlobalScale(waveNumber);
const enchantHpMul = product(enchants.map(e => e.hp_mul ?? 1));
const enchantApMul = product(enchants.map(e => e.ap_mul ?? 1));
const eliteRateMul = product(enchants.map(e => e.elite_rate_mul ?? 1));
// 4. Boss 位Boss 波首位占 1 个)
let monsters: GeneratedMonster[] = [];
let remaining = cfg.base_count;
if (cfg.boss_wave) {
monsters.push(makeBoss(waveNumber));
remaining -= 1;
}
// 5. 小队拼装:按权重从 squad_pool 抽小队,累计到 remaining
monsters.push(...assembleSquads(cfg.squad_pool, remaining, waveNumber));
// 6. 应用全局 & 波次 Enchant 乘子
for (const m of monsters) {
m.hp = Math.round(m.hp * globalScale.hp_mul * enchantHpMul);
m.ap = Math.round(m.ap * globalScale.ap_mul * enchantApMul);
m.wave_enchants = enchants.map(e => e.id);
}
// 7. 应用个体 Elite非 Boss 怪)
const eliteBaseRate = cfg.elite_base_rate ?? Math.min(0.05 + waveNumber * 0.01, 0.30);
for (const m of monsters) {
if (!m.isBoss && Math.random() < eliteBaseRate * eliteRateMul) {
const elite = pickElite(m);
applyElite(m, elite);
m.elite = elite;
}
}
return monsters.slice(0, 12); // 硬上限保护
}
```
### 6.2 关键子算法
#### assembleSquads小队拼装
```typescript
function assembleSquads(pool: string[], target: number, wave: number): GeneratedMonster[] {
const result: GeneratedMonster[] = [];
let filled = 0;
let safety = 20; // 防止死循环
while (filled < target && safety-- > 0) {
const squad = pickWeighted(pool.map(id => SquadLibrary[id]));
const remaining = target - filled;
for (const slot of squad.slots) {
for (let i = 0; i < slot.count && filled < remaining; i++) {
result.push(makeMonster(slot.type, wave));
filled++;
}
}
}
return result;
}
```
- 小队塞不下时按剩余位截断
- `safety` 防御性循环上限
- 同一波可抽到重复小队(多样性来自权重 + 多次循环)
#### makeBossBoss 生成)
```typescript
function makeBoss(wave: number): GeneratedMonster {
const isMeleeBoss = Math.random() < 0.5;
const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss;
const uuid = pickUuidFromMonList(type);
// Boss 自带额外血量(基于波次的固定加成)
const baseHp = HeroInfo[uuid].hp;
const bossBonusHpMul = 1 + 0.20 * Math.floor((wave - 5) / 5); // wave 5=1.0, 10=1.2, 15=1.4...
return {
uuid, type,
hp: baseHp * bossBonusHpMul,
ap: HeroInfo[uuid].ap,
isBoss: true,
elite: undefined, // Boss 不带个体强化
affixes: [],
wave_enchants: [],
spawnIndex: 0,
};
}
```
#### pickEnchants波次强化抽取
```typescript
function pickEnchants(pool?: string[]): WaveEnchant[] {
if (!pool || pool.length === 0) return [];
const enchants: WaveEnchant[] = [];
// 第一个 Enchant: 70% 概率抽 1 个
if (Math.random() < 0.7) {
enchants.push(pickWeighted(pool.map(id => WaveEnchantLibrary[id])));
}
// 第二个 Enchant: 30% 概率再抽 1 个(不重复)
if (Math.random() < 0.3 && pool.length > 1) {
const second = pickWeighted(
pool.filter(id => !enchants.some(e => e.id === id))
.map(id => WaveEnchantLibrary[id])
);
if (second) enchants.push(second);
}
return enchants;
}
```
### 6.3 GeneratedMonster 扩展接口
```typescript
export interface GeneratedMonster {
uuid: number;
type: MonType;
hp: number;
ap: number;
isBoss: boolean;
spawnIndex: number;
/** @deprecated 已被 elite 取代,始终返回 [],仅向后兼容 */
affixes: AffixType[];
// 新增字段
elite?: MonsterElite; // 个体强化(无则 undefined
wave_enchants: string[]; // 该波触发的波次强化 id 列表
// 测试模式专用(保留原逻辑)
testSkills?: { ... };
}
```
### 6.4 关键设计权衡
| 决策 | 选择 | 理由 |
|---|---|---|
| Boss 是否可带个体强化 | 否 | Boss 已经有额外血量+波次加成 |
| Enchant 是否会叠加同种 | 否 | 第二个 Enchant 过滤已抽过的 id避免数值爆炸 |
| 小队截断 | 按剩余位截断 | 保证总怪数 = `base_count` |
| 个体 Elite 是否可叠加 | 否(每只最多 1 个) | 简化逻辑、避免叠加 bug |
| wave > 30 行为 | 复用 wave 30 配置 + 全局乘子继续增长 | 满足"长线"需求 |
## 7. 错误处理与配置校验
### 7.1 启动校验
```typescript
export function validateRogueConfig(): string[] {
const errors: string[] = [];
// 1. 校验 WaveConfigs 中所有 squad_pool / enchant_pool 引用存在
for (const wave in WaveConfigs) {
const cfg = WaveConfigs[wave];
for (const squadId of cfg.squad_pool) {
if (!SquadLibrary[squadId]) {
errors.push(`Wave ${wave} 引用了不存在的小队: ${squadId}`);
}
}
if (cfg.enchant_pool) {
for (const enchId of cfg.enchant_pool) {
if (!WaveEnchantLibrary[enchId]) {
errors.push(`Wave ${wave} 引用了不存在的强化: ${enchId}`);
}
}
}
if (cfg.base_count < 1 || cfg.base_count > 12) {
errors.push(`Wave ${wave} base_count=${cfg.base_count} 越界 (1~12)`);
}
}
// 2. 校验 SquadLibrary 中所有 type 在 MonList 中有怪
for (const id in SquadLibrary) {
const squad = SquadLibrary[id];
for (const slot of squad.slots) {
if (!MonList[slot.type] || MonList[slot.type].length === 0) {
errors.push(`小队 ${id} 引用的怪物类型 ${slot.type} 在 MonList 中无可用 uuid`);
}
}
}
return errors;
}
```
### 7.2 防御性兜底
| 异常情况 | 兜底行为 |
|---|---|
| `WaveConfigs[wave]` 不存在 | 使用 `WaveConfigs[30]` |
| `SquadLibrary[id]` 不存在 | 跳过该小队,记录 warning |
| `MonList[type]` 为空 | 使用 `MonList[MonType.Melee]` 兜底 |
| 单次 uuid 抽取失败 | 使用 `uuids[0]` 兜底 |
| 小队拼装超过 12 只 | 在主流程末尾统一 `slice(0, 12)` |
## 8. 向后兼容性
### 8.1 AffixType 枚举处理
```typescript
/** @deprecated 已被 MonsterElite 取代,仅保留导出避免破坏引用 */
export enum AffixType { ... }
```
经 Grep 确认 `AffixType` 仅在 RogueConfig.ts 内部使用。
### 8.2 接口保留
以下导出保留,调用方不受影响:
- `spawningEngine` 单例
- `getWaveMonsterCount(wave)` / `getWaveSlotConfig(wave)`
- `DefaultWaveSlot` / `WaveSlotConfig` (Proxy)
- `IWaveSlot` 接口
### 8.3 调用方影响评估
| 文件 | 引用情况 | 改造点 |
|---|---|---|
| [MissionMonComp.ts](../../../assets/script/game/map/MissionMonComp.ts) | `spawningEngine.generateWave()` / `GeneratedMonster` | 仅读 hp/ap/isBoss无字段依赖变更**零改动** |
| [MissionComp.ts](../../../assets/script/game/map/MissionComp.ts) | `spawningEngine.reset()` | **零改动** |
## 9. 测试模式适配
`TestModeConfig` 保留原拦截逻辑,仅扩展 2 个可选字段:
```typescript
export const TestModeConfig = {
enable: false,
// ... 原字段保留
affixes: [] as AffixType[],
// 新增:测试个体/波次强化的快速开关
testElite?: MonsterElite;
testWaveEnchant?: string;
};
```
测试模式生成的怪物补充新字段(`elite` / `wave_enchants`),保持接口一致性。
## 10. 文件结构(重构后骨架)
```
RogueConfig.ts
├─ 1. 文件头注释
├─ 2. 枚举与基础类型
│ ├─ MonsterElite + MonsterEliteSet
│ ├─ AffixType废弃保留
│ ├─ GeneratedMonster扩展
│ └─ IWaveSlot兼容保留
├─ 3. 怪物池(保留原逻辑)
│ └─ MonList从 HeroInfo 动态提取)
├─ 4. 波次强化库
│ ├─ WaveEnchant 接口
│ └─ WaveEnchantLibrary硬编码 5 条)
├─ 5. 小队模板库
│ ├─ SquadSlot / SquadConfig 接口
│ └─ SquadLibrary硬编码 6 条)
├─ 6. 波次配置表
│ ├─ WaveConfig 接口
│ └─ WaveConfigs硬编码 wave 1~30
├─ 7. 全局难度缩放
│ └─ getGlobalScale(wave)
├─ 8. 配置校验
│ └─ validateRogueConfig()
├─ 9. 生成引擎
│ ├─ RogueSpawningEngine重写
│ │ ├─ generateWave(wave)
│ │ ├─ assembleSquads()
│ │ ├─ makeBoss()
│ │ ├─ makeMonster()
│ │ ├─ applyElite()
│ │ ├─ pickElite()
│ │ ├─ pickEnchants()
│ │ └─ pickWeighted()
│ ├─ getWaveMonsterCount()(重写,返回 base_count
│ └─ getWaveSlotConfig()(保留,从生成结果反推)
├─ 10. 测试模式(保留)
│ └─ TestModeConfig扩展 testElite / testWaveEnchant
└─ 11. 全局单例 & 向后兼容导出
├─ spawningEngine
├─ DefaultWaveSlot
└─ WaveSlotConfig (Proxy)
```
## 11. 验证方式
1. **静态校验**:游戏启动时调用 `validateRogueConfig()`,控制台无 error。
2. **运行时验证**
- 测试模式分别设置 `testElite` / `testWaveEnchant`,验证 hp/ap 计算正确。
- 正常模式连续生成 wave 1~30检查每波怪物数、Boss 出现、Enchant 命中。
- wave 35 验证全局乘子继续递增。
3. **回归验证**:现有战斗流程不中断,[MissionMonComp](../../../assets/script/game/map/MissionMonComp.ts) 无报错。
## 12. 风险与缓解
| 风险 | 概率 | 缓解措施 |
|---|---|---|
| SquadLibrary 中 type 在 MonList 中无怪 | 中 | `validateRogueConfig()` 启动校验 + 兜底 Melee |
| 30 波数据量大,手写易出错 | 高 | 设计文档已给出完整 30 波数据,避免实施时现想 |
| MissionMonComp 隐式依赖 affixes | 低 | 已检查仅读 hp/ap/isBoss安全 |
| AffixType 在其他文件被引用 | 低 | Grep 已确认仅 RogueConfig.ts 内部使用 |
| 配置错误导致死循环 | 低 | assembleSquads 有 safety 计数器 |
## 13. 后续扩展点(本次不实施)
- **HeroAttrsComp 升级**:新增 `regen_per_sec` 字段后,启用 `MonsterElite.Regen` 的回血效果。
- **攻速字段统一**:把怪物 CD 也纳入 `getEffectiveSkillCd` 后,启用 `cd_mul`
- **数据驱动化**:把 WaveConfigs / SquadLibrary / WaveEnchantLibrary 抽到 JSON 配置文件,进一步解耦。
- **强化组合扩充**WaveEnchantLibrary 可继续扩充(如「元素浪潮」「血月」等主题强化)。