怪物数 增加, 但强度太低了 需要考虑下
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@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { Monster } from "../hero/Mon";
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import { MonSet } from "../common/config/heroSet";
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import { FightSet, WaveConfig, getInfiniteWaveConfig, getMonsterLevel } from "../common/config/Mission";
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import { FightSet } from "../common/config/Mission";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { smc } from "../common/SingletonModuleComp";
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@@ -33,9 +33,7 @@ export class MissionMonCompComp extends CCComp {
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private spawnTimer: number = 0; // 生成计时器
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private is_fight:boolean = false;
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// 肉鸽模式开关
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@property
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useRogueMode: boolean = true;
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onLoad(){
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this.on(GameEvent.FightStart,this.to_fight,this)
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}
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@@ -75,50 +73,14 @@ export class MissionMonCompComp extends CCComp {
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do_mon_wave(){
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oops.message.dispatchEvent(GameEvent.WaveUpdate)
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console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
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const currentWave = smc.vmdata.mission_data.current_wave;
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if (this.useRogueMode) {
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// 使用肉鸽模式配置
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const rogueWaveConfig = getRogueWaveConfig(currentWave);
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console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
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this.generateRogueMonstersFromConfig(rogueWaveConfig);
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} else {
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// 使用原有的波次配置系统
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const waveConfig = this.getWaveConfig(currentWave);
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console.log(`[MissionMonComp]:普通模式第${currentWave}波配置:`, waveConfig.description);
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console.log(`[MissionMonComp]:总HP: ${waveConfig.totalHp}, 总AP: ${waveConfig.totalAp}`);
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this.generateMonstersFromConfig(waveConfig);
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}
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// 使用肉鸽模式配置
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const rogueWaveConfig = getRogueWaveConfig(currentWave);
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console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
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this.generateRogueMonstersFromConfig(rogueWaveConfig);
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}
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// 获取波次配置
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private getWaveConfig(waveNumber: number) {
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if (waveNumber <= 15) {
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return WaveConfig[waveNumber];
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} else {
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return getInfiniteWaveConfig(waveNumber);
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}
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}
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// 根据配置生成怪物(普通模式)
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private generateMonstersFromConfig(waveConfig: any) {
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const { monsters } = waveConfig;
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const currentWave = smc.vmdata.mission_data.current_wave;
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const monsterLevel = getMonsterLevel(currentWave);
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monsters.forEach((monsterGroup: any) => {
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const { uuid, count, type } = monsterGroup;
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// 为每个怪物组生成指定数量的怪物
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for (let i = 0; i < count; i++) {
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// 随机选择位置 (0-9)
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this.addToSpawnQueue(uuid, i, false, monsterLevel);
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}
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});
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console.log(`[MissionMonComp]:本波次将生成 ${monsters.reduce((total: number, group: any) => total + group.count, 0)} 只怪物,等级: ${monsterLevel}`);
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}
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// 根据肉鸽配置生成怪物(肉鸽模式)
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private generateRogueMonstersFromConfig(rogueWaveConfig: any) {
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@@ -212,7 +212,8 @@ export class RogueConfig {
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static generateNormalWave(waveNumber: number) {
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const series = getRandomSeries();
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const seriesConfig = MonsterSeriesConfig[series];
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const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
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// 数量提升为原来的3倍,最大数量也提升
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const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24);
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const monsters = [];
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// 选择怪物类型
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@@ -272,7 +273,8 @@ export class RogueConfig {
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if (eliteMonsters.length > 0) {
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const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
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const count = Math.max(1, Math.floor(2 + waveNumber / 8));
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// 数量提升为原来的3倍
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const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3));
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const monsterInfo = HeroInfo[eliteMonster];
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// 生成精英词条
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@@ -330,9 +332,10 @@ export class RogueConfig {
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const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
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// Boss数量提升为3倍(一般Boss只刷1只,这里最多刷3只)
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const monsters = [{
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uuid: bossMonster,
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count: 1,
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count: 3,
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type: "boss",
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series: series,
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isBoss: true,
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@@ -418,10 +421,12 @@ export class RogueConfig {
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// 预览属性变化(实际应用在Mon.ts中)
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switch (affix) {
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case BuffAttr.ATK:
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modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100));
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// 攻击力提升幅度加大,每波提升额外增加10%
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modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100 + baseStats.lv * 0.1));
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break;
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case BuffAttr.HP:
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modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100));
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// 生命值提升幅度加大,每波提升额外增加15%
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modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100 + baseStats.lv * 0.15));
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break;
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case BuffAttr.ATK_CD:
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modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));
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