怪物数 增加, 但强度太低了 需要考虑下

This commit is contained in:
panfudan
2025-07-16 23:50:21 +08:00
parent 2c09abc373
commit 8aa4edabd4
3 changed files with 17 additions and 273 deletions

View File

@@ -3,7 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { Monster } from "../hero/Mon";
import { MonSet } from "../common/config/heroSet";
import { FightSet, WaveConfig, getInfiniteWaveConfig, getMonsterLevel } from "../common/config/Mission";
import { FightSet } from "../common/config/Mission";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { smc } from "../common/SingletonModuleComp";
@@ -33,9 +33,7 @@ export class MissionMonCompComp extends CCComp {
private spawnTimer: number = 0; // 生成计时器
private is_fight:boolean = false;
// 肉鸽模式开关
@property
useRogueMode: boolean = true;
onLoad(){
this.on(GameEvent.FightStart,this.to_fight,this)
}
@@ -75,50 +73,14 @@ export class MissionMonCompComp extends CCComp {
do_mon_wave(){
oops.message.dispatchEvent(GameEvent.WaveUpdate)
console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
const currentWave = smc.vmdata.mission_data.current_wave;
if (this.useRogueMode) {
// 使用肉鸽模式配置
const rogueWaveConfig = getRogueWaveConfig(currentWave);
console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
this.generateRogueMonstersFromConfig(rogueWaveConfig);
} else {
// 使用原有的波次配置系统
const waveConfig = this.getWaveConfig(currentWave);
console.log(`[MissionMonComp]:普通模式第${currentWave}波配置:`, waveConfig.description);
console.log(`[MissionMonComp]:总HP: ${waveConfig.totalHp}, 总AP: ${waveConfig.totalAp}`);
this.generateMonstersFromConfig(waveConfig);
}
// 使用肉鸽模式配置
const rogueWaveConfig = getRogueWaveConfig(currentWave);
console.log(`[MissionMonComp]:肉鸽模式第${currentWave}波配置:`, rogueWaveConfig.description);
this.generateRogueMonstersFromConfig(rogueWaveConfig);
}
// 获取波次配置
private getWaveConfig(waveNumber: number) {
if (waveNumber <= 15) {
return WaveConfig[waveNumber];
} else {
return getInfiniteWaveConfig(waveNumber);
}
}
// 根据配置生成怪物(普通模式)
private generateMonstersFromConfig(waveConfig: any) {
const { monsters } = waveConfig;
const currentWave = smc.vmdata.mission_data.current_wave;
const monsterLevel = getMonsterLevel(currentWave);
monsters.forEach((monsterGroup: any) => {
const { uuid, count, type } = monsterGroup;
// 为每个怪物组生成指定数量的怪物
for (let i = 0; i < count; i++) {
// 随机选择位置 (0-9)
this.addToSpawnQueue(uuid, i, false, monsterLevel);
}
});
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}`);
}
// 根据肉鸽配置生成怪物(肉鸽模式)
private generateRogueMonstersFromConfig(rogueWaveConfig: any) {

View File

@@ -212,7 +212,8 @@ export class RogueConfig {
static generateNormalWave(waveNumber: number) {
const series = getRandomSeries();
const seriesConfig = MonsterSeriesConfig[series];
const baseCount = Math.min(3 + Math.floor(waveNumber / 5), 8);
// 数量提升为原来的3倍最大数量也提升
const baseCount = Math.min((3 + Math.floor(waveNumber / 5)) * 3, 24);
const monsters = [];
// 选择怪物类型
@@ -272,7 +273,8 @@ export class RogueConfig {
if (eliteMonsters.length > 0) {
const eliteMonster = eliteMonsters[Math.floor(Math.random() * eliteMonsters.length)];
const count = Math.max(1, Math.floor(2 + waveNumber / 8));
// 数量提升为原来的3倍
const count = Math.max(1, Math.floor((2 + waveNumber / 8) * 3));
const monsterInfo = HeroInfo[eliteMonster];
// 生成精英词条
@@ -330,9 +332,10 @@ export class RogueConfig {
const enhancedBoss = this.applyAffixesToMonster(bossAffixes, bossInfo);
// Boss数量提升为3倍一般Boss只刷1只这里最多刷3只
const monsters = [{
uuid: bossMonster,
count: 1,
count: 3,
type: "boss",
series: series,
isBoss: true,
@@ -418,10 +421,12 @@ export class RogueConfig {
// 预览属性变化实际应用在Mon.ts中
switch (affix) {
case BuffAttr.ATK:
modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100));
// 攻击力提升幅度加大每波提升额外增加10%
modifiedStats.ap = Math.floor(modifiedStats.ap * (1 + config.value / 100 + baseStats.lv * 0.1));
break;
case BuffAttr.HP:
modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100));
// 生命值提升幅度加大每波提升额外增加15%
modifiedStats.hp = Math.floor(modifiedStats.hp * (1 + config.value / 100 + baseStats.lv * 0.15));
break;
case BuffAttr.ATK_CD:
modifiedStats.cd = Math.max(0.1, modifiedStats.cd * (1 - config.value / 100));