refactor(map): 重构怪物池配置,改为动态提取
将硬编码的怪物列表改为从HeroInfo动态获取,移除硬编码的怪物UUID配置,同时引入FacSet依赖来区分怪物阵营
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@@ -11,6 +11,7 @@
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*/
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import { HeroInfo, MonType, MonTypeName } from "../common/config/heroSet";
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import { FacSet } from "../common/config/GameSet";
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// ======================== 词缀类型枚举 ========================
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@@ -30,15 +31,16 @@ export enum AffixType {
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// ======================== 怪物 UUID 池 ========================
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export const MonList: Record<number, number[]> = {
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[MonType.Melee]: [6001, 6002],
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[MonType.Heavy]: [6003],
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[MonType.Long]: [6004],
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[MonType.Support]: [6007],
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[MonType.Summoner]: [6008],
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[MonType.Assassin]: [6005],
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[MonType.MeleeBoss]: [6006, 6101, 6102, 6106],
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[MonType.LongBoss]: [6103, 6104, 6105],
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export const MonList: Record<number, number[]> = {};
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// 动态从 HeroInfo 中提取怪物分类,避免硬编码
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for (const key in HeroInfo) {
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const info = HeroInfo[key];
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if (info.fac === FacSet.MON && info.monType !== undefined) {
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if (!MonList[info.monType]) {
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MonList[info.monType] = [];
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}
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MonList[info.monType].push(info.uuid);
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}
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}
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// ======================== 测试模式配置 ========================
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