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
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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
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*
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* @author 游戏开发团队
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* @version 3.0 波次重构版
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* @date 2025-10-19
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*/
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import { HeroInfo } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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/**
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* 怪物类型枚举
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*/
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export enum MonType {
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NORMAL = 0, // 普通怪物
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ELITE = 1, // 精英怪物
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BOSS = 2 // Boss怪物
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}
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/**
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* 怪物配置接口 (用于生成实例)
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*/
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export interface IMonsConfig {
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uuid: number; // 怪物ID
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type: MonType; // 怪物类型
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level: number; // 等级
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position?: number; // 位置(可选)
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buffs?: any[]; // buff列表(可选)
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}
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/**
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* 怪物属性接口
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*/
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export interface MonAttrs {
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hp: number;
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ap: number;
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speed: number;
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exp?: number;
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gold?: number;
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}
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/**
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* 成长类型枚举
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*/
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enum GrowthType {
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EXPONENTIAL = 1.15, // 指数级 - HP
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LINEAR = 1.05, // 线性 - AP
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LOGARITHMIC = 0.3 // 对数级 - Speed
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}
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/**
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* 刷怪权重接口
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*/
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export interface SpawnWeight {
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uuid: number;
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weight: number;
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type?: MonType; // 默认为 NORMAL
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}
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/**
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* 波次配置接口
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*/
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export interface WaveConfig {
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waveId: number; // 波次ID (1-15)
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name: string; // 波次名称
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duration: number; // 持续时间 (秒),通常为60
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spawnInterval: number; // 刷怪间隔 (秒)
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maxActive: number; // 同屏最大怪物数
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weights: SpawnWeight[]; // 怪物权重池
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}
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// 怪物ID映射 (方便阅读)
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const MON_IDS = {
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WARRIOR: 5201, // 战士
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ASSASSIN: 5301, // 斥候
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TANK: 5401, // 卫士
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ARCHER: 5501, // 射手
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BOMBER: 5601, // 自爆兵
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SUMMONER: 5602, // 召唤师
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HEALER: 5603, // 祭司
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TOTEM: 5604, // 图腾师
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BOSS: 5701 // 首领
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};
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/**
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* 全局波次配置表 (15波)
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*/
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export const RogueWaves: WaveConfig[] = [
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// --- 第一阶段:构筑期 (0-5min) ---
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{
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waveId: 1, name: "热身", duration: 60, spawnInterval: 2.0, maxActive: 5,
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weights: [{ uuid: MON_IDS.WARRIOR, weight: 100 }]
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},
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{
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waveId: 2, name: "加速", duration: 60, spawnInterval: 1.8, maxActive: 6,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 80 },
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{ uuid: MON_IDS.ASSASSIN, weight: 20 }
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]
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},
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{
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waveId: 3, name: "堆叠", duration: 60, spawnInterval: 1.6, maxActive: 7,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 60 },
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{ uuid: MON_IDS.ASSASSIN, weight: 40 }
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]
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},
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{
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waveId: 4, name: "硬度测试", duration: 60, spawnInterval: 1.5, maxActive: 8,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 50 },
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{ uuid: MON_IDS.ASSASSIN, weight: 30 },
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{ uuid: MON_IDS.TANK, weight: 20 }
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]
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},
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{
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waveId: 5, name: "精英首秀", duration: 60, spawnInterval: 1.5, maxActive: 8,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 40 },
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{ uuid: MON_IDS.ASSASSIN, weight: 40 },
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{ uuid: MON_IDS.TANK, weight: 20 }
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// 注意:第5分钟会触发固定事件刷精英怪,这里只配普通怪
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]
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},
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// --- 第二阶段:磨合期 (5-10min) ---
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{
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waveId: 6, name: "远程威胁", duration: 60, spawnInterval: 1.4, maxActive: 10,
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weights: [
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{ uuid: MON_IDS.TANK, weight: 30 },
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{ uuid: MON_IDS.ARCHER, weight: 40 },
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{ uuid: MON_IDS.WARRIOR, weight: 30 }
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]
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},
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{
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waveId: 7, name: "铁桶阵", duration: 60, spawnInterval: 1.3, maxActive: 10,
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weights: [
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{ uuid: MON_IDS.TANK, weight: 50 },
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{ uuid: MON_IDS.ARCHER, weight: 50 }
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]
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},
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{
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waveId: 8, name: "续航干扰", duration: 60, spawnInterval: 1.2, maxActive: 12,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 30 },
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{ uuid: MON_IDS.TANK, weight: 20 },
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{ uuid: MON_IDS.ARCHER, weight: 30 },
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{ uuid: MON_IDS.HEALER, weight: 20 }
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]
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},
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{
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waveId: 9, name: "走位测试", duration: 60, spawnInterval: 1.2, maxActive: 12,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 40 },
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{ uuid: MON_IDS.BOMBER, weight: 30 }, // 自爆兵
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{ uuid: MON_IDS.ARCHER, weight: 30 }
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]
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},
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{
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waveId: 10, name: "中场Boss", duration: 60, spawnInterval: 5.0, maxActive: 3,
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// Boss战期间,只刷少量护卫,Boss由事件触发
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weights: [
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{ uuid: MON_IDS.TANK, weight: 100 }
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]
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},
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// --- 第三阶段:极限期 (10-15min) ---
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{
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waveId: 11, name: "混乱开端", duration: 60, spawnInterval: 1.0, maxActive: 15,
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weights: [
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{ uuid: MON_IDS.SUMMONER, weight: 20 },
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{ uuid: MON_IDS.TOTEM, weight: 20 },
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{ uuid: MON_IDS.WARRIOR, weight: 30 },
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{ uuid: MON_IDS.ARCHER, weight: 30 }
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]
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},
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{
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waveId: 12, name: "全家桶", duration: 60, spawnInterval: 0.9, maxActive: 18,
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weights: [
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{ uuid: MON_IDS.WARRIOR, weight: 15 },
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{ uuid: MON_IDS.ASSASSIN, weight: 15 },
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{ uuid: MON_IDS.TANK, weight: 15 },
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{ uuid: MON_IDS.ARCHER, weight: 15 },
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{ uuid: MON_IDS.BOMBER, weight: 15 },
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{ uuid: MON_IDS.HEALER, weight: 10 },
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{ uuid: MON_IDS.SUMMONER, weight: 15 }
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]
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},
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{
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waveId: 13, name: "精英小队", duration: 60, spawnInterval: 1.0, maxActive: 15,
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weights: [
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{ uuid: MON_IDS.TANK, weight: 40 },
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{ uuid: MON_IDS.ARCHER, weight: 40 },
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{ uuid: MON_IDS.WARRIOR, weight: 20, type: MonType.ELITE } // 尝试混入精英
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]
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},
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{
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waveId: 14, name: "绝地求生", duration: 60, spawnInterval: 0.6, maxActive: 20,
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weights: [
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{ uuid: MON_IDS.ASSASSIN, weight: 50 },
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{ uuid: MON_IDS.BOMBER, weight: 50 }
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]
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},
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{
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waveId: 15, name: "终局", duration: 60, spawnInterval: 3.0, maxActive: 5,
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// 最终Boss战,只刷少量精英护卫
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weights: [
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{ uuid: MON_IDS.TANK, weight: 100, type: MonType.ELITE }
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]
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}
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];
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// 精英怪和Boss刷新时间配置 (时间单位: 秒)
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// 注意:这里的时间点应与波次结束/开始对应
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export const SpecialMonsterSchedule = [
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{ time: 4 * 60 + 50, uuid: MON_IDS.WARRIOR, type: MonType.ELITE, level: 5, desc: "5分钟前夕: 精英战士" },
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{ time: 9 * 60 + 55, uuid: MON_IDS.BOSS, type: MonType.BOSS, level: 15, desc: "10分钟: 兽人首领" },
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{ time: 14 * 60 + 55, uuid: MON_IDS.BOSS, type: MonType.BOSS, level: 30, desc: "15分钟: 最终Boss" }
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];
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/**
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* 获取当前时间的波次配置
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* @param timeInSeconds 游戏时间 (秒)
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*/
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export function getCurrentWave(timeInSeconds: number): WaveConfig {
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const waveIndex = Math.min(Math.floor(timeInSeconds / 60), 14);
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return RogueWaves[waveIndex];
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}
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/**
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* 怪物消耗点数配置 (用于经验/金币计算)
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*/
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export const MonsterCost: Record<number, number> = {
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5201: 1, // 兽人战士 (Warrior)
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5301: 3, // 兽人斥候 (Assassin)
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5401: 5, // 兽人卫士 (Tank)
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5501: 4, // 兽人射手 (Remote)
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5601: 10, // 兽人自爆兵 (Mechanic)
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5602: 8, // 兽人召唤师
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5603: 6, // 兽人祭司 (Healer)
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5604: 6, // 兽人图腾师
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5701: 50, // 兽人首领 (Elite/Boss)
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};
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/**
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* 计算波次因子
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* @param stage 当前波次
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* @param timeInSeconds 游戏进行时间(秒)
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* @returns 波次因子 (0-1之间,15分钟时达到最大)
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*/
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function calculateWaveFactor(stage: number, timeInSeconds: number = 0): number {
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const MAX_GAME_TIME = 15 * 60; // 15分钟 = 900秒
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const effectiveTime = timeInSeconds || (stage * 60);
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const factor = Math.min(effectiveTime / MAX_GAME_TIME, 1.0);
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return factor;
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}
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/**
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* 应用成长公式到基础属性
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*/
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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 21 倍 (1 + 1.0 * 20)
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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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return Math.floor(baseStat * growthMultiplier);
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}
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/**
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* 获取怪物动态成长属性
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* @param stage 当前波次 (这里复用为等级或忽略)
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* @param uuid 怪物ID
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* @param monType 怪物类型
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* @param timeInSeconds 游戏进行时间(秒)
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* @returns 怪物属性
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*/
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export function getMonAttr(stage: number, uuid: number, monType: MonType = MonType.NORMAL, timeInSeconds: number = 0): MonAttrs {
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const baseMonster = HeroInfo[uuid];
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if (!baseMonster) {
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mLogger.warn(true, 'RogueConfig', `[RogueConfig] 未找到怪物ID: ${uuid}`);
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return { hp: 100, ap: 10, speed: 100 };
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}
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// 计算波次因子
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const waveFactor = calculateWaveFactor(0, timeInSeconds);
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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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// 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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let typeMultiplier = 1.0;
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if (monType === MonType.ELITE) {
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typeMultiplier = 2.0; // 精英怪2倍属性
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} else if (monType === MonType.BOSS) {
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typeMultiplier = 5.0; // Boss 5倍属性
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}
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// 应用不同的成长类型 (应用质量系数)
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const hp = applyGrowthFormula(baseMonster.hp, waveFactor, GrowthType.EXPONENTIAL) * typeMultiplier * qualityRatio;
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const ap = applyGrowthFormula(baseMonster.ap, waveFactor, GrowthType.LINEAR) * typeMultiplier * qualityRatio;
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const speed = applyGrowthFormula(baseMonster.speed, waveFactor, GrowthType.LOGARITHMIC);
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return {
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hp: Math.floor(hp),
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ap: Math.floor(ap),
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speed: Math.floor(speed)
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};
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}
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/**
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* 无限等级经验配置
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*/
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export function getLevelExp(level: number): number {
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const baseExp = 100;
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const growthFactor = 1.2;
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return Math.floor(baseExp * Math.pow(growthFactor, level - 1));
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}
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/**
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* 计算怪物掉落金币
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*/
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export function calculateMonsterGold(uuid: number, level: number, type: MonType): number {
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const cost = MonsterCost[uuid] || 1;
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let danger_ratio = 1 + cost * 0.1;
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let type_ratio = 1;
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if(type == MonType.BOSS) type_ratio = 10;
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else if(type == MonType.ELITE) type_ratio = 3;
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const baseGold = 10;
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let gold = Math.floor((baseGold * type_ratio * danger_ratio + level) * 8);
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return gold;
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}
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/**
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* 计算怪物经验值
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*/
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export function calculateMonsterExp(uuid: number, level: number): number {
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const cost = MonsterCost[uuid] || 1;
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return Math.max(1, Math.floor(cost * 1.0 * Math.pow(1.15, level - 1) * 8));
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}
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