feat(测试模式): 新增怪物技能测试覆盖功能并完善测试配置
修复怪物生成位置索引越界问题,通过对位置数组长度取模限制合法索引范围 新增测试模式专属的怪物技能覆盖逻辑,支持覆盖普攻及各类触发技能配置 扩展测试模式配置项,新增怪物生成数量、词缀配置以及全类型技能覆盖参数 优化 Rogue 关卡生成引擎,支持批量生成测试怪物并计算词缀属性加成
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@@ -194,6 +194,29 @@ export class Monster extends ecs.Entity {
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// 最终技能等级 = 初始技能等级 + 怪物等级增量,且下限为 0
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model.skills[skill.uuid] = { ...skill, lv: Math.max(0,skill.lv + mon_lv - 2), ccd: 0 };
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}
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// 【测试模式专属】如果有覆盖技能配置则应用
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const testSkills = (this as any)._testSkills;
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if (testSkills) {
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if (testSkills.skill !== undefined) {
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// 如果是替换普攻,通常是修改 hero.skill 字段或从 model.skills 里清除并注入
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model.skills = {};
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if (testSkills.skill) {
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model.skills[testSkills.skill.s_uuid] = {
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uuid: testSkills.skill.s_uuid,
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cd: testSkills.skill.cd ?? 0,
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lv: 1,
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ccd: 0,
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overrides: testSkills.skill.overrides
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};
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}
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}
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if (testSkills.atking !== undefined) model.atking = testSkills.atking;
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if (testSkills.atked !== undefined) model.atked = testSkills.atked;
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if (testSkills.dead !== undefined) model.dead = testSkills.dead;
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if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart;
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if (testSkills.fend !== undefined) model.fend = testSkills.fend;
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}
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// 缓存技能射程等派生数据,减少战斗帧内重复计算
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model.updateSkillDistanceCache();
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@@ -311,12 +311,16 @@ export class MissionMonCompComp extends CCComp {
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let scale = -1;
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// 获取硬编码的占位点坐标,不再使用随机偏移
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const basePos = MissionMonCompComp.MON_POSITIONS[posIndex];
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const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
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const spawnX = basePos.x;
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const landingY = basePos.y + (monData.isBoss ? 6 : 0);
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const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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// 如果存在测试技能覆盖,则传递下去(修改 mon.load 逻辑或者通过预存)
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// 为了避免侵入 Mon.ts 的原有逻辑,我们先预存
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(mon as any)._testSkills = monData.testSkills;
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mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex);
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// 设置渲染排序
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@@ -554,7 +554,21 @@ export const TestModeConfig = {
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/** 固定的测试怪物类型 */
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monType: MonType.Melee,
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/** 固定的测试怪物 UUID (如 6001 兽人战士) */
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monUuid: 6001
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monUuid: 6001,
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/** 测试模式中生成怪物是否携带特定词缀(为空则不带) */
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affixes: [] as AffixType[],
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/** 每次刷新的怪物数量 */
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spawnCount: 1,
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// ===== 附加技能测试覆盖配置 =====
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/** 替换普攻技能(清除旧技能,添加新技能) */
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skill: undefined as { s_uuid: number; cd?: number; overrides?: any } | undefined,
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/** 覆盖触发技能(完全替换该类型的触发配置) */
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atking: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined,
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atked: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined,
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dead: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined,
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fstart: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined,
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fend: undefined as { s_uuid: number; t_num: number; overrides?: any }[] | undefined,
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}
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// ======================== 向后兼容接口 ========================
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@@ -606,6 +620,15 @@ export interface GeneratedMonster {
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affixes: AffixType[]
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isBoss: boolean
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spawnIndex: number
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/** 测试模式专属:临时覆盖怪物技能配置 */
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testSkills?: {
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skill?: { s_uuid: number; cd?: number; overrides?: any };
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atking?: { s_uuid: number; t_num: number; overrides?: any }[];
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atked?: { s_uuid: number; t_num: number; overrides?: any }[];
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dead?: { s_uuid: number; t_num: number; overrides?: any }[];
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fstart?: { s_uuid: number; t_num: number; overrides?: any }[];
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fend?: { s_uuid: number; t_num: number; overrides?: any }[];
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}
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}
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// ======================== 生成引擎 ========================
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@@ -670,15 +693,37 @@ export class RogueSpawningEngine {
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// 测试模式拦截
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if (TestModeConfig.enable) {
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const growth = 1 + (waveNumber - 1) * TestModeConfig.growthRatePerWave;
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return [{
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// 提取词缀加成
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const affixHpMul = 1.0 + TestModeConfig.affixes.reduce(
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(sum, a) => sum + (AffixConfigs[a].hpMultiplier - 1.0), 0
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);
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const affixApMul = 1.0 + TestModeConfig.affixes.reduce(
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(sum, a) => sum + (AffixConfigs[a].apMultiplier - 1.0), 0
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);
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const count = Math.max(1, TestModeConfig.spawnCount || 1);
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const monsters: GeneratedMonster[] = [];
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for (let i = 0; i < count; i++) {
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monsters.push({
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uuid: TestModeConfig.monUuid,
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type: TestModeConfig.monType,
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hp: Math.round(TestModeConfig.baseHp * growth),
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ap: Math.round(TestModeConfig.baseAp * growth),
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affixes: [],
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hp: Math.round(TestModeConfig.baseHp * growth * affixHpMul),
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ap: Math.round(TestModeConfig.baseAp * growth * affixApMul),
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affixes: [...TestModeConfig.affixes],
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isBoss: false,
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spawnIndex: 0
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}];
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spawnIndex: i,
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testSkills: {
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skill: TestModeConfig.skill,
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atking: TestModeConfig.atking,
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atked: TestModeConfig.atked,
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dead: TestModeConfig.dead,
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fstart: TestModeConfig.fstart,
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fend: TestModeConfig.fend
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}
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});
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}
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return monsters;
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}
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const tier = Math.ceil(waveNumber / 3)
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