feat(map): 新增分段刷怪机制并调整教程波次怪物数量
1. 调整教程专用蓝图模板的近战怪生成数量从5个改为2个,并同步更新文档说明 2. 为刷怪组件添加三段式分段刷怪逻辑,每阶段间添加延迟,优化刷怪节奏 3. 重构波次初始化逻辑,提取为setupWaveData方法减少重复代码
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@@ -98,6 +98,14 @@ export class MissionMonCompComp extends CCComp {
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private pendingMonsters: GeneratedMonster[] = [];
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/** 增量刷怪计时器 */
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private spawnTimer: number = 0;
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/** 分段刷怪阶段 (1, 2, 3) */
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private currentSpawnPhase: number = 1;
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/** 下一阶段刷怪的延迟计时器 */
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private phaseDelayTimer: number = 0;
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/** 当前阶段目标生成的怪物总数 */
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private phaseTargetCount: number = 0;
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/** 当前阶段已生成的怪物数 */
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private phaseSpawnedCount: number = 0;
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// ======================== 生命周期 ========================
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@@ -126,21 +134,35 @@ export class MissionMonCompComp extends CCComp {
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if(smc.mission.stop_spawn_mon) return;
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// 逐步刷怪逻辑
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// 逐步刷怪逻辑 (分 3 段刷出)
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if (this.pendingMonsters.length > 0) {
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// 如果当前阶段的怪物已经刷完,则进入延迟等待下一阶段
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if (this.phaseSpawnedCount >= this.phaseTargetCount && this.currentSpawnPhase < 3) {
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this.phaseDelayTimer -= dt;
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if (this.phaseDelayTimer <= 0) {
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this.currentSpawnPhase++;
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this.phaseSpawnedCount = 0;
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this.phaseTargetCount = this.currentSpawnPhase === 3 ?
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this.pendingMonsters.length :
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Math.ceil(this.pendingMonsters.length / (4 - this.currentSpawnPhase));
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}
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return;
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}
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this.spawnTimer += dt;
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// 控制刷怪速率:例如每 0.2 秒刷 1-2 只
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if (this.spawnTimer > 0.2) {
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this.spawnTimer = 0;
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// 一次出 2 只,加快进度
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for (let i = 0; i < 2; i++) {
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if (this.pendingMonsters.length === 0) break;
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if (this.pendingMonsters.length === 0 || this.phaseSpawnedCount >= this.phaseTargetCount) break;
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const monData = this.pendingMonsters.shift()!;
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const lane = this.pickBalancedLane();
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console.log(`[MissionMonComp] 准备生成怪物 UUID=${monData.uuid}, 剩余数量=${this.pendingMonsters.length}`);
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console.log(`[MissionMonComp] [Phase ${this.currentSpawnPhase}] 准备生成怪物 UUID=${monData.uuid}, 剩余数量=${this.pendingMonsters.length}`);
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this.addMonsterAt(lane, this.laneIndices[lane], monData);
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this.laneIndices[lane]++;
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this.waveSpawnedCount++;
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this.phaseSpawnedCount++;
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}
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}
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}
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@@ -168,6 +190,32 @@ export class MissionMonCompComp extends CCComp {
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start() {
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}
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private setupWaveData(monsters: GeneratedMonster[]) {
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this.pendingMonsters = monsters;
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smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
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this.waveTargetCount = monsters.length;
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// 初始化分段刷怪状态
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this.currentSpawnPhase = 1;
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this.phaseSpawnedCount = 0;
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// 第一段生成 1/3 的怪物
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this.phaseTargetCount = Math.ceil(this.pendingMonsters.length / 3);
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// 每段之间的延迟时间,可以根据需要调整,例如 3 秒
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this.phaseDelayTimer = 3.0;
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let hasBoss = monsters.some(m => m.isBoss);
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console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
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const uuids = monsters.map(m => m.uuid);
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console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
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oops.message.dispatchEvent(GameEvent.NewWave, {
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wave: this.currentWave,
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total: this.waveTargetCount,
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bossWave: hasBoss,
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});
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}
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/**
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* 战斗准备:重置所有运行时状态并开始第一波。
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*/
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@@ -186,20 +234,7 @@ export class MissionMonCompComp extends CCComp {
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// 预生成第一波数据以获取数量和 Boss 信息
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const monsters = spawningEngine.generateWave(this.currentWave);
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this.pendingMonsters = monsters;
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smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
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this.waveTargetCount = monsters.length;
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let hasBoss = monsters.some(m => m.isBoss);
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console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
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const uuids = monsters.map(m => m.uuid);
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console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
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oops.message.dispatchEvent(GameEvent.NewWave, {
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wave: this.currentWave,
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total: this.waveTargetCount,
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bossWave: hasBoss,
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});
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this.setupWaveData(monsters);
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
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}
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@@ -265,20 +300,7 @@ export class MissionMonCompComp extends CCComp {
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// 预生成新一波数据以获取数量和 Boss 信息
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const monsters = spawningEngine.generateWave(this.currentWave);
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this.pendingMonsters = monsters;
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smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
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this.waveTargetCount = monsters.length;
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let hasBoss = monsters.some(m => m.isBoss);
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console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
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const uuids = monsters.map(m => m.uuid);
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console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
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oops.message.dispatchEvent(GameEvent.NewWave, {
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wave: this.currentWave,
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total: this.waveTargetCount,
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bossWave: hasBoss,
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});
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this.setupWaveData(monsters);
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}
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private onPhasePrepareEnd() {
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@@ -464,7 +464,7 @@ export const BlueprintTemplates: BlueprintTemplate[] = [
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// ---- 教程专用 ----
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{ id: "TUTORIAL", type: TemplateType.NORMAL, tierMin: 1, allowAffix: false,
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slots: [{ typePool: [MonType.Melee], countMin: 5, countMax: 5, weight: 1.0 }] },
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slots: [{ typePool: [MonType.Melee], countMin: 2, countMax: 2, weight: 1.0 }] },
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]
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// ======================== 自适应难度配置 ========================
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@@ -442,7 +442,7 @@ delta calculation per wave:
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### 核心波次生成
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- **GIVEN** 游戏开始(adaptive_factor=1.0),**WHEN** 进入 W1,**THEN** 生成 5 个 Melee 怪(T1, 无词缀),HP=120, AP=12。
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- **GIVEN** 游戏开始(adaptive_factor=1.0),**WHEN** 进入 W1,**THEN** 生成 2 个 Melee 怪(T1, 无词缀),HP=120, AP=12。
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- **GIVEN** 当前 Tier 1 W2(攀升波),**WHEN** 模板选取完成,**THEN** 模板类型为 NORMAL 或 MIXED,且模板的怪物槽位池中包含 Long 类型(cost=40)。运行 100 次抽取,Long 类型出现在槽位池中的比例为 100%。
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- **GIVEN** W6(Boss 波),**WHEN** 模板选取完成,**THEN** 模板类型为 BOSS,mandatory_slots 包含 Boss 类型,至少生成 1 个 MeleeBoss + 10-15 个普通怪。
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- **GIVEN** Tier 2 W1(REST 波),**WHEN** 模板选取完成,**THEN** 模板类型为 REST,template_modifier=0.5x。
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