refactor(game): 简化怪物生成逻辑并移除肉鸽配置
- 移除 RogueConfig 及相关动态成长系统 - 简化 Monster.load() 方法参数,直接使用 heroSet 配置 - 移除 MissionMonComp 中的波次生成逻辑和特殊队列 - 清理 MissionComp 中与肉鸽相关的特殊刷怪检查 - 调整 heroSet 配置,移除 buff 字段并统一技能 - 更新技能配置,增加更多攻击特效
This commit is contained in:
@@ -4,7 +4,6 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MonsterCost, MonType, calculateMonsterGold, getLevelExp, calculateMonsterExp, SpecialMonsterSchedule } from "./RogueConfig";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { UIID } from "../common/config/GameUIConfig";
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@@ -69,7 +68,6 @@ export class MissionComp extends CCComp {
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private readonly skillViewMatcher = ecs.allOf(SkillView);
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// 记录已触发的特殊刷怪索引
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private spawnedSpecialIndices: Set<number> = new Set();
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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@@ -86,9 +84,7 @@ export class MissionComp extends CCComp {
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if(smc.mission.stop_mon_action) return
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smc.vmdata.mission_data.fight_time+=dt
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this.FightTime-=dt
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// 检查特殊刷怪时间
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this.checkSpecialSpawns(smc.vmdata.mission_data.fight_time);
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this.update_time();
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this.updateMemoryPanel(dt);
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}
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@@ -106,90 +102,6 @@ export class MissionComp extends CCComp {
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this.lastTimeStr = str;
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}
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}
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private checkSpecialSpawns(fightTime: number) {
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SpecialMonsterSchedule.forEach((item, index) => {
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if (!this.spawnedSpecialIndices.has(index) && fightTime >= item.time) {
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this.spawnedSpecialIndices.add(index);
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mLogger.log(this.debugMode, 'MissionComp', ` 触发特殊刷怪: ${item.desc}`);
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oops.message.dispatchEvent("SpawnSpecialMonster", {
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uuid: item.uuid,
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type: item.type,
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level: item.level
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});
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}
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});
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}
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private initMemoryPanel() {
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if (!this.showMemoryPanel || !this.time_node) return;
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let panel = this.time_node.getChildByName("mem_panel");
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if (!panel) {
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panel = new Node("mem_panel");
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panel.parent = this.time_node;
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panel.setPosition(0, -32, 0);
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}
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let label = panel.getComponent(Label);
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if (!label) {
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label = panel.addComponent(Label);
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}
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label.fontSize = 16;
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label.lineHeight = 20;
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this.memoryLabel = label;
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}
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private updateMemoryPanel(dt: number) {
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if (!this.showMemoryPanel || !this.memoryLabel) return;
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this.perfDtAcc += dt;
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this.perfFrameCount += 1;
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this.memoryRefreshTimer += dt;
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if (this.memoryRefreshTimer < 0.5) return;
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this.memoryRefreshTimer = 0;
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let heroCount = 0;
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ecs.query(this.heroViewMatcher).forEach(() => {
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heroCount++;
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});
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let skillCount = 0;
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ecs.query(this.skillViewMatcher).forEach(() => {
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skillCount++;
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});
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const monPool = Monster.getPoolStats();
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const skillPool = Skill.getPoolStats();
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const perf = (globalThis as any).performance;
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const heapBytes = perf && perf.memory ? perf.memory.usedJSHeapSize : 0;
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let heapMB = heapBytes > 0 ? heapBytes / 1024 / 1024 : -1;
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if (heapMB > 0 && this.heapBaseMB < 0) {
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this.heapBaseMB = heapMB;
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this.heapPeakMB = heapMB;
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this.heapTrendBaseMB = heapMB;
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this.heapTrendTimer = 0;
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}
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if (heapMB > this.heapPeakMB) {
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this.heapPeakMB = heapMB;
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}
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this.heapTrendTimer += 0.5;
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if (heapMB > 0 && this.heapTrendBaseMB > 0 && this.heapTrendTimer >= 10) {
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const deltaMB = heapMB - this.heapTrendBaseMB;
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this.heapTrendPerMinMB = (deltaMB / this.heapTrendTimer) * 60;
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this.heapTrendBaseMB = heapMB;
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this.heapTrendTimer = 0;
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}
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const heapText = heapMB > 0 ? heapMB.toFixed(1) : "N/A";
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const heapDeltaText = this.heapBaseMB > 0 && heapMB > 0 ? (heapMB - this.heapBaseMB).toFixed(1) : "N/A";
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const heapPeakText = this.heapPeakMB > 0 ? this.heapPeakMB.toFixed(1) : "N/A";
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const avgDt = this.perfFrameCount > 0 ? this.perfDtAcc / this.perfFrameCount : 0;
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const fps = avgDt > 0 ? 1 / avgDt : 0;
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this.perfDtAcc = 0;
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this.perfFrameCount = 0;
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const text =
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`Heap:${heapText}MB Δ:${heapDeltaText} Peak:${heapPeakText}\n` +
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`Trend:${this.heapTrendPerMinMB.toFixed(2)}MB/min\n` +
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`Perf dt:${(avgDt * 1000).toFixed(1)}ms fps:${fps.toFixed(1)}\n` +
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`Ent H:${heroCount} S:${skillCount}\n` +
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`Pool M:${monPool.total}(${monPool.paths}) K:${skillPool.total}(${skillPool.paths})`;
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if (text === this.lastMemoryText) return;
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this.lastMemoryText = text;
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this.memoryLabel.string = text;
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}
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//奖励发放
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@@ -197,18 +109,7 @@ export class MissionComp extends CCComp {
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// 奖励发放
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}
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cal_gold_reward(data: any, type: MonType) {
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const cost = MonsterCost[data.uuid] || 1;
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const level = data.lv || 1;
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let add_gold = calculateMonsterGold(data.uuid, level, type);
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smc.updateGold(add_gold, false);
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}
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do_hero_dead(event:any,data:any){
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}
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do_ad(){
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do_ad(){
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if(this.ad_back()){
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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@@ -216,11 +117,8 @@ do_ad(){
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oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
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}
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}
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ad_back(){
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return true
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}
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@@ -298,7 +196,6 @@ do_ad(){
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this.FightTime=FightSet.FiIGHT_TIME
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.revive_times = 1; // 每次任务开始重置复活次数
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this.spawnedSpecialIndices.clear(); // 重置特殊刷怪记录
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this.lastTimeStr = "";
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this.lastTimeSecond = -1;
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this.memoryRefreshTimer = 0;
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@@ -336,8 +233,82 @@ do_ad(){
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Skill.clearPools();
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}
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/** 性能监控相关代码 */
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private initMemoryPanel() {
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if (!this.showMemoryPanel || !this.time_node) return;
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let panel = this.time_node.getChildByName("mem_panel");
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if (!panel) {
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panel = new Node("mem_panel");
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panel.parent = this.time_node;
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panel.setPosition(0, -32, 0);
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}
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let label = panel.getComponent(Label);
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if (!label) {
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label = panel.addComponent(Label);
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}
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label.fontSize = 16;
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label.lineHeight = 20;
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this.memoryLabel = label;
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}
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private updateMemoryPanel(dt: number) {
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if (!this.showMemoryPanel || !this.memoryLabel) return;
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this.perfDtAcc += dt;
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this.perfFrameCount += 1;
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this.memoryRefreshTimer += dt;
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if (this.memoryRefreshTimer < 0.5) return;
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this.memoryRefreshTimer = 0;
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let heroCount = 0;
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ecs.query(this.heroViewMatcher).forEach(() => {
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heroCount++;
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});
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let skillCount = 0;
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ecs.query(this.skillViewMatcher).forEach(() => {
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skillCount++;
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});
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const monPool = Monster.getPoolStats();
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const skillPool = Skill.getPoolStats();
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const perf = (globalThis as any).performance;
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const heapBytes = perf && perf.memory ? perf.memory.usedJSHeapSize : 0;
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let heapMB = heapBytes > 0 ? heapBytes / 1024 / 1024 : -1;
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if (heapMB > 0 && this.heapBaseMB < 0) {
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this.heapBaseMB = heapMB;
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this.heapPeakMB = heapMB;
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this.heapTrendBaseMB = heapMB;
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this.heapTrendTimer = 0;
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}
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if (heapMB > this.heapPeakMB) {
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this.heapPeakMB = heapMB;
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}
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this.heapTrendTimer += 0.5;
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if (heapMB > 0 && this.heapTrendBaseMB > 0 && this.heapTrendTimer >= 10) {
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const deltaMB = heapMB - this.heapTrendBaseMB;
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this.heapTrendPerMinMB = (deltaMB / this.heapTrendTimer) * 60;
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this.heapTrendBaseMB = heapMB;
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this.heapTrendTimer = 0;
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}
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const heapText = heapMB > 0 ? heapMB.toFixed(1) : "N/A";
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const heapDeltaText = this.heapBaseMB > 0 && heapMB > 0 ? (heapMB - this.heapBaseMB).toFixed(1) : "N/A";
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const heapPeakText = this.heapPeakMB > 0 ? this.heapPeakMB.toFixed(1) : "N/A";
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const avgDt = this.perfFrameCount > 0 ? this.perfDtAcc / this.perfFrameCount : 0;
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const fps = avgDt > 0 ? 1 / avgDt : 0;
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this.perfDtAcc = 0;
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this.perfFrameCount = 0;
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const text =
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`Heap:${heapText}MB Δ:${heapDeltaText} Peak:${heapPeakText}\n` +
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`Trend:${this.heapTrendPerMinMB.toFixed(2)}MB/min\n` +
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`Perf dt:${(avgDt * 1000).toFixed(1)}ms fps:${fps.toFixed(1)}\n` +
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`Ent H:${heroCount} S:${skillCount}\n` +
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`Pool M:${monPool.total}(${monPool.paths}) K:${skillPool.total}(${skillPool.paths})`;
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if (text === this.lastMemoryText) return;
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this.lastMemoryText = text;
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this.memoryLabel.string = text;
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}
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/** 视图层逻辑代码分离演示 */
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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@@ -7,11 +7,8 @@ import { MonStart } from "../common/config/heroSet";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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// 导入新的肉鸽配置
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import { getCurrentWave, MonType, WaveConfig } from "./RogueConfig";
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import { BuffConf } from "../common/config/SkillSet";
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import { IndexSet, FacSet, BoxSet } from "../common/config/GameSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { Attrs } from "../common/config/HeroAttrs";
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import {BoxSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -24,26 +21,18 @@ export class MissionMonCompComp extends CCComp {
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// 刷怪队列 (主要用于特殊事件插队)
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private MonQueue: Array<{
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uuid: number,
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position: number,
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type: MonType,
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level: number,
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buffs: BuffConf[]
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}> = [];
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private spawnCount: number = 0; // 召唤计数器
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/** 全局生成顺序计数器,用于层级管理 */
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private globalSpawnOrder: number = 0;
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/** 游戏进行时间(秒) */
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private gameTime: number = 0;
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/** 波次刷怪计时器 */
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private waveTimer: number = 0;
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/** 队列处理计时器 */
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private queueTimer: number = 0;
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onLoad(){
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.NewWave,this.fight_ready,this)
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@@ -59,16 +48,11 @@ export class MissionMonCompComp extends CCComp {
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private onSpawnSpecialMonster(event: string, args: any) {
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if (!args) return;
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mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args);
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// 插入队列
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this.MonQueue.push({
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uuid: args.uuid,
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position: args.position !== undefined ? args.position : 2, // 默认中间
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type: args.type,
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level: args.level,
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buffs: args.buffs || []
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});
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// 立即触发一次队列检查 (可选,让 update 尽快处理)
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this.queueTimer = 1.0;
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}
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@@ -98,112 +82,28 @@ export class MissionMonCompComp extends CCComp {
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// 累加游戏时间
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this.gameTime += dt;
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// 获取当前波次配置
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const currentWave = getCurrentWave(this.gameTime);
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// 1. 优先处理特殊怪队列
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if (this.MonQueue.length > 0) {
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this.queueTimer += dt;
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// 队列出怪速度快于普通波次 (0.5秒一只)
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if (this.queueTimer >= 0.5) {
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this.spawnNextFromQueue();
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this.queueTimer = 0;
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}
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}
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// 2. 处理波次自然刷怪
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this.waveTimer += dt;
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if (this.waveTimer >= currentWave.spawnInterval) {
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this.waveTimer = 0;
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// 检查同屏数量限制
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if (smc.vmdata.mission_data.mon_num < currentWave.maxActive) {
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this.spawnWaveMonster(currentWave);
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}
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}
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}
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/**
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* 从当前波次配置生成并生成怪物
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*/
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private spawnWaveMonster(wave: WaveConfig) {
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if (!wave.weights || wave.weights.length === 0) return;
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// 权重随机算法
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const totalWeight = wave.weights.reduce((sum, item) => sum + item.weight, 0);
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let random = Math.random() * totalWeight;
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let selectedUuid = wave.weights[0].uuid;
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let selectedType = wave.weights[0].type || MonType.NORMAL;
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for (const item of wave.weights) {
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random -= item.weight;
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if (random <= 0) {
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selectedUuid = item.uuid;
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selectedType = item.type || MonType.NORMAL;
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break;
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}
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}
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// 随机位置 (0-4)
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const position = Math.floor(Math.random() * 5);
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// 等级随时间增长 (每分钟+1级)
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const level = Math.floor(this.gameTime / 60) + 1;
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this.addMonster(
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selectedUuid,
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position,
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selectedType,
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level,
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[],
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this.gameTime
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);
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this.spawnCount++;
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}
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/**
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* 从队列中生成下一个怪物
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*/
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private spawnNextFromQueue() {
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if (this.MonQueue.length === 0) return;
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const monsterData = this.MonQueue.shift();
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if (monsterData) {
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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monsterData.type,
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monsterData.level,
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monsterData.buffs,
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this.gameTime
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);
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this.spawnCount++;
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}
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}
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private addMonster(
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uuid: number = 1001,
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i: number = 0,
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monType: number = 0,
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lv: number = 1,
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buffs: BuffConf[] = [],
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gameTime: number = 0
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
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let y = BoxSet.GAME_LINE;
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let lane = 0;
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let pos: Vec3 = v3(x, y, 0);
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// 递增全局生成顺序 - 溢出保护
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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// 生成怪物
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mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder, gameTime);
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mon.load(pos, scale, uuid, false);
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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@@ -1,347 +1 @@
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/**
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* 肉鸽模式配置脚本 - 增强版 (Wave System)
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*
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* 功能说明:
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* - 采用 15 个小波次(每分钟 1 波)
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* - 整合进 3 个大的节奏阶段:构筑期、磨合期、极限期
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* - 废弃动态预算,使用确定性波次配置
|
||||
*
|
||||
* @author 游戏开发团队
|
||||
* @version 3.0 波次重构版
|
||||
* @date 2025-10-19
|
||||
*/
|
||||
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { mLogger } from "../common/Logger";
|
||||
|
||||
/**
|
||||
* 怪物类型枚举
|
||||
*/
|
||||
export enum MonType {
|
||||
NORMAL = 0, // 普通怪物
|
||||
ELITE = 1, // 精英怪物
|
||||
BOSS = 2 // Boss怪物
|
||||
}
|
||||
|
||||
/**
|
||||
* 怪物配置接口 (用于生成实例)
|
||||
*/
|
||||
export interface IMonsConfig {
|
||||
uuid: number; // 怪物ID
|
||||
type: MonType; // 怪物类型
|
||||
level: number; // 等级
|
||||
position?: number; // 位置(可选)
|
||||
buffs?: any[]; // buff列表(可选)
|
||||
}
|
||||
|
||||
/**
|
||||
* 怪物属性接口
|
||||
*/
|
||||
export interface MonAttrs {
|
||||
hp: number;
|
||||
ap: number;
|
||||
speed: number;
|
||||
exp?: number;
|
||||
gold?: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 成长类型枚举
|
||||
*/
|
||||
enum GrowthType {
|
||||
EXPONENTIAL = 1.15, // 指数级 - HP
|
||||
LINEAR = 1.05, // 线性 - AP
|
||||
LOGARITHMIC = 0.3 // 对数级 - Speed
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷怪权重接口
|
||||
*/
|
||||
export interface SpawnWeight {
|
||||
uuid: number;
|
||||
weight: number;
|
||||
type?: MonType; // 默认为 NORMAL
|
||||
}
|
||||
|
||||
/**
|
||||
* 波次配置接口
|
||||
*/
|
||||
export interface WaveConfig {
|
||||
waveId: number; // 波次ID (1-15)
|
||||
name: string; // 波次名称
|
||||
duration: number; // 持续时间 (秒),通常为60
|
||||
spawnInterval: number; // 刷怪间隔 (秒)
|
||||
maxActive: number; // 同屏最大怪物数
|
||||
weights: SpawnWeight[]; // 怪物权重池
|
||||
}
|
||||
|
||||
// 怪物ID映射 (方便阅读)
|
||||
const MON_IDS = {
|
||||
WARRIOR: 5201, // 战士
|
||||
ASSASSIN: 5301, // 斥候
|
||||
TANK: 5401, // 卫士
|
||||
ARCHER: 5501, // 射手
|
||||
BOMBER: 5601, // 自爆兵
|
||||
SUMMONER: 5602, // 召唤师
|
||||
HEALER: 5603, // 祭司
|
||||
TOTEM: 5604, // 图腾师
|
||||
BOSS: 5701 // 首领
|
||||
};
|
||||
|
||||
/**
|
||||
* 全局波次配置表 (15波)
|
||||
*/
|
||||
export const RogueWaves: WaveConfig[] = [
|
||||
// --- 第一阶段:构筑期 (0-5min) ---
|
||||
{
|
||||
waveId: 1, name: "热身", duration: 60, spawnInterval: 2.0, maxActive: 5,
|
||||
weights: [{ uuid: MON_IDS.WARRIOR, weight: 100 }]
|
||||
},
|
||||
{
|
||||
waveId: 2, name: "加速", duration: 60, spawnInterval: 1.8, maxActive: 6,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 80 },
|
||||
{ uuid: MON_IDS.ASSASSIN, weight: 20 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 3, name: "堆叠", duration: 60, spawnInterval: 1.6, maxActive: 7,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 60 },
|
||||
{ uuid: MON_IDS.ASSASSIN, weight: 40 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 4, name: "硬度测试", duration: 60, spawnInterval: 1.5, maxActive: 8,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 50 },
|
||||
{ uuid: MON_IDS.ASSASSIN, weight: 30 },
|
||||
{ uuid: MON_IDS.TANK, weight: 20 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 5, name: "精英首秀", duration: 60, spawnInterval: 1.5, maxActive: 8,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 40 },
|
||||
{ uuid: MON_IDS.ASSASSIN, weight: 40 },
|
||||
{ uuid: MON_IDS.TANK, weight: 20 }
|
||||
// 注意:第5分钟会触发固定事件刷精英怪,这里只配普通怪
|
||||
]
|
||||
},
|
||||
|
||||
// --- 第二阶段:磨合期 (5-10min) ---
|
||||
{
|
||||
waveId: 6, name: "远程威胁", duration: 60, spawnInterval: 1.4, maxActive: 10,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.TANK, weight: 30 },
|
||||
{ uuid: MON_IDS.ARCHER, weight: 40 },
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 30 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 7, name: "铁桶阵", duration: 60, spawnInterval: 1.3, maxActive: 10,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.TANK, weight: 50 },
|
||||
{ uuid: MON_IDS.ARCHER, weight: 50 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 8, name: "续航干扰", duration: 60, spawnInterval: 1.2, maxActive: 12,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 30 },
|
||||
{ uuid: MON_IDS.TANK, weight: 20 },
|
||||
{ uuid: MON_IDS.ARCHER, weight: 30 },
|
||||
{ uuid: MON_IDS.HEALER, weight: 20 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 9, name: "走位测试", duration: 60, spawnInterval: 1.2, maxActive: 12,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 40 },
|
||||
{ uuid: MON_IDS.BOMBER, weight: 30 }, // 自爆兵
|
||||
{ uuid: MON_IDS.ARCHER, weight: 30 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 10, name: "中场Boss", duration: 60, spawnInterval: 5.0, maxActive: 3,
|
||||
// Boss战期间,只刷少量护卫,Boss由事件触发
|
||||
weights: [
|
||||
{ uuid: MON_IDS.TANK, weight: 100 }
|
||||
]
|
||||
},
|
||||
|
||||
// --- 第三阶段:极限期 (10-15min) ---
|
||||
{
|
||||
waveId: 11, name: "混乱开端", duration: 60, spawnInterval: 1.0, maxActive: 15,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.SUMMONER, weight: 20 },
|
||||
{ uuid: MON_IDS.TOTEM, weight: 20 },
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 30 },
|
||||
{ uuid: MON_IDS.ARCHER, weight: 30 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 12, name: "全家桶", duration: 60, spawnInterval: 0.9, maxActive: 18,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 15 },
|
||||
{ uuid: MON_IDS.ASSASSIN, weight: 15 },
|
||||
{ uuid: MON_IDS.TANK, weight: 15 },
|
||||
{ uuid: MON_IDS.ARCHER, weight: 15 },
|
||||
{ uuid: MON_IDS.BOMBER, weight: 15 },
|
||||
{ uuid: MON_IDS.HEALER, weight: 10 },
|
||||
{ uuid: MON_IDS.SUMMONER, weight: 15 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 13, name: "精英小队", duration: 60, spawnInterval: 1.0, maxActive: 15,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.TANK, weight: 40 },
|
||||
{ uuid: MON_IDS.ARCHER, weight: 40 },
|
||||
{ uuid: MON_IDS.WARRIOR, weight: 20, type: MonType.ELITE } // 尝试混入精英
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 14, name: "绝地求生", duration: 60, spawnInterval: 0.6, maxActive: 20,
|
||||
weights: [
|
||||
{ uuid: MON_IDS.ASSASSIN, weight: 50 },
|
||||
{ uuid: MON_IDS.BOMBER, weight: 50 }
|
||||
]
|
||||
},
|
||||
{
|
||||
waveId: 15, name: "终局", duration: 60, spawnInterval: 3.0, maxActive: 5,
|
||||
// 最终Boss战,只刷少量精英护卫
|
||||
weights: [
|
||||
{ uuid: MON_IDS.TANK, weight: 100, type: MonType.ELITE }
|
||||
]
|
||||
}
|
||||
];
|
||||
|
||||
// 精英怪和Boss刷新时间配置 (时间单位: 秒)
|
||||
// 注意:这里的时间点应与波次结束/开始对应
|
||||
export const SpecialMonsterSchedule = [
|
||||
{ time: 4 * 60 + 50, uuid: MON_IDS.WARRIOR, type: MonType.ELITE, level: 5, desc: "5分钟前夕: 精英战士" },
|
||||
{ time: 9 * 60 + 55, uuid: MON_IDS.BOSS, type: MonType.BOSS, level: 15, desc: "10分钟: 兽人首领" },
|
||||
{ time: 14 * 60 + 55, uuid: MON_IDS.BOSS, type: MonType.BOSS, level: 30, desc: "15分钟: 最终Boss" }
|
||||
];
|
||||
|
||||
/**
|
||||
* 获取当前时间的波次配置
|
||||
* @param timeInSeconds 游戏时间 (秒)
|
||||
*/
|
||||
export function getCurrentWave(timeInSeconds: number): WaveConfig {
|
||||
const waveIndex = Math.min(Math.floor(timeInSeconds / 60), 14);
|
||||
return RogueWaves[waveIndex];
|
||||
}
|
||||
|
||||
/**
|
||||
* 怪物消耗点数配置 (用于经验/金币计算)
|
||||
*/
|
||||
export const MonsterCost: Record<number, number> = {
|
||||
5201: 1, // 兽人战士 (Warrior)
|
||||
5301: 3, // 兽人斥候 (Assassin)
|
||||
5401: 5, // 兽人卫士 (Tank)
|
||||
5501: 4, // 兽人射手 (Remote)
|
||||
5601: 10, // 兽人自爆兵 (Mechanic)
|
||||
5602: 8, // 兽人召唤师
|
||||
5603: 6, // 兽人祭司 (Healer)
|
||||
5604: 6, // 兽人图腾师
|
||||
5701: 50, // 兽人首领 (Elite/Boss)
|
||||
};
|
||||
|
||||
/**
|
||||
* 计算波次因子
|
||||
* @param stage 当前波次
|
||||
* @param timeInSeconds 游戏进行时间(秒)
|
||||
* @returns 波次因子 (0-1之间,15分钟时达到最大)
|
||||
*/
|
||||
function calculateWaveFactor(stage: number, timeInSeconds: number = 0): number {
|
||||
const MAX_GAME_TIME = 15 * 60; // 15分钟 = 900秒
|
||||
const effectiveTime = timeInSeconds || (stage * 60);
|
||||
const factor = Math.min(effectiveTime / MAX_GAME_TIME, 1.0);
|
||||
return factor;
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用成长公式到基础属性
|
||||
*/
|
||||
function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: GrowthType): number {
|
||||
// 基础倍率:15分钟成长约 21 倍 (1 + 1.0 * 20)
|
||||
const TIME_SCALING = 20;
|
||||
const growthMultiplier = Math.pow(1 + waveFactor * TIME_SCALING, growthType);
|
||||
return Math.floor(baseStat * growthMultiplier);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取怪物动态成长属性
|
||||
* @param stage 当前波次 (这里复用为等级或忽略)
|
||||
* @param uuid 怪物ID
|
||||
* @param monType 怪物类型
|
||||
* @param timeInSeconds 游戏进行时间(秒)
|
||||
* @returns 怪物属性
|
||||
*/
|
||||
export function getMonAttr(stage: number, uuid: number, monType: MonType = MonType.NORMAL, timeInSeconds: number = 0): MonAttrs {
|
||||
const baseMonster = HeroInfo[uuid];
|
||||
if (!baseMonster) {
|
||||
mLogger.warn(true, 'RogueConfig', `[RogueConfig] 未找到怪物ID: ${uuid}`);
|
||||
return { hp: 100, ap: 10, speed: 100 };
|
||||
}
|
||||
|
||||
// 计算波次因子
|
||||
const waveFactor = calculateWaveFactor(0, timeInSeconds);
|
||||
|
||||
// 动态质量系数:初始 1.5倍 -> 15分钟 6.0倍
|
||||
// 大幅降低初始强度(原固定5.0),随时间线性增强
|
||||
const qualityRatio = 1.5 + (4.5 * waveFactor);
|
||||
|
||||
// 根据怪物类型应用额外的倍率
|
||||
let typeMultiplier = 1.0;
|
||||
if (monType === MonType.ELITE) {
|
||||
typeMultiplier = 2.0; // 精英怪2倍属性
|
||||
} else if (monType === MonType.BOSS) {
|
||||
typeMultiplier = 5.0; // Boss 5倍属性
|
||||
}
|
||||
|
||||
// 应用不同的成长类型 (应用质量系数)
|
||||
const hp = applyGrowthFormula(baseMonster.hp, waveFactor, GrowthType.EXPONENTIAL) * typeMultiplier * qualityRatio;
|
||||
const ap = applyGrowthFormula(baseMonster.ap, waveFactor, GrowthType.LINEAR) * typeMultiplier * qualityRatio;
|
||||
const speed = applyGrowthFormula(baseMonster.speed, waveFactor, GrowthType.LOGARITHMIC);
|
||||
|
||||
return {
|
||||
hp: Math.floor(hp),
|
||||
ap: Math.floor(ap),
|
||||
speed: Math.floor(speed)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 无限等级经验配置
|
||||
*/
|
||||
export function getLevelExp(level: number): number {
|
||||
const baseExp = 100;
|
||||
const growthFactor = 1.2;
|
||||
return Math.floor(baseExp * Math.pow(growthFactor, level - 1));
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物掉落金币
|
||||
*/
|
||||
export function calculateMonsterGold(uuid: number, level: number, type: MonType): number {
|
||||
const cost = MonsterCost[uuid] || 1;
|
||||
let danger_ratio = 1 + cost * 0.1;
|
||||
|
||||
let type_ratio = 1;
|
||||
if(type == MonType.BOSS) type_ratio = 10;
|
||||
else if(type == MonType.ELITE) type_ratio = 3;
|
||||
|
||||
const baseGold = 10;
|
||||
let gold = Math.floor((baseGold * type_ratio * danger_ratio + level) * 8);
|
||||
return gold;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算怪物经验值
|
||||
*/
|
||||
export function calculateMonsterExp(uuid: number, level: number): number {
|
||||
const cost = MonsterCost[uuid] || 1;
|
||||
return Math.max(1, Math.floor(cost * 1.0 * Math.pow(1.15, level - 1) * 8));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user