fix(游戏平衡): 调整rogue模式怪物成长公式
- 将TIME_SCALING从15增加到20,使15分钟成长倍率从16倍调整为21倍 - 将质量系数从固定5.0改为动态计算(1.5 + 4.5 * waveFactor),降低初始强度并随时间线性增强 - 使怪物难度曲线更加平滑,改善游戏前期体验
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@@ -266,8 +266,8 @@ function calculateWaveFactor(stage: number, timeInSeconds: number = 0): number {
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* 应用成长公式到基础属性
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* 应用成长公式到基础属性
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*/
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*/
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function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: GrowthType): number {
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function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: GrowthType): number {
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// 基础倍率:15分钟成长约 16 倍 (1 + 1.0 * 15)
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// 基础倍率:15分钟成长约 21 倍 (1 + 1.0 * 20)
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const TIME_SCALING = 15;
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const TIME_SCALING = 20;
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const growthMultiplier = Math.pow(1 + waveFactor * TIME_SCALING, growthType);
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const growthMultiplier = Math.pow(1 + waveFactor * TIME_SCALING, growthType);
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return Math.floor(baseStat * growthMultiplier);
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return Math.floor(baseStat * growthMultiplier);
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}
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}
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@@ -290,8 +290,9 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
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// 计算波次因子
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// 计算波次因子
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const waveFactor = calculateWaveFactor(0, timeInSeconds);
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const waveFactor = calculateWaveFactor(0, timeInSeconds);
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// 质量系数:数量减至10(原50的1/5),质量x5
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// 动态质量系数:初始 1.5倍 -> 15分钟 6.0倍
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const qualityRatio = 5.0;
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// 大幅降低初始强度(原固定5.0),随时间线性增强
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const qualityRatio = 1.5 + (4.5 * waveFactor);
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// 根据怪物类型应用额外的倍率
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// 根据怪物类型应用额外的倍率
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let typeMultiplier = 1.0;
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let typeMultiplier = 1.0;
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