feat: 实现无限关卡 Boss 大招系统并重构关卡配置
This commit is contained in:
@@ -765,23 +765,20 @@ export class MissionComp extends CCComp {
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// 失败:进度不变,结算窗走复活/再来一次/退出流程
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this._settleType = "defeat";
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} else {
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// 通关(Boss 节胜利):结算窗显示通关标题,确认退出并存档进下一关
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// 通关(Boss 回合胜利):无限关卡模式,存档永远推进到下一关第 1 节
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// (仅写存档,内存进度保留用于本局结算显示)
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this._settleType = "final";
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this._settleTitle = this.currentStage >= 10 ? "本章通关" : "本关通关";
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// 存档推进到下一关第 1 节(仅写存档,内存进度保留用于本局结算显示);
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// 第 10 关通关即本章全通,存档停留等待后续章节扩展
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if (this.currentStage < 10) {
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smc.updateStageProgress({
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chapter: this.currentChapter,
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stage: this.currentStage + 1,
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section: 1,
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});
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if ((smc as any).updateCloudData) {
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(smc as any).updateCloudData();
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}
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mLogger.log(this.debugMode, 'MissionComp',
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`[StageProgress] 本关通关,存档推进: ${this.currentChapter}-${this.currentStage + 1}-1`);
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this._settleTitle = "本关通关";
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smc.updateStageProgress({
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chapter: this.currentChapter,
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stage: this.currentStage + 1,
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section: 1,
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});
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if ((smc as any).updateCloudData) {
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(smc as any).updateCloudData();
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}
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mLogger.log(this.debugMode, 'MissionComp',
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`[StageProgress] 本关通关,存档推进: ${this.currentStage + 1}-1`);
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}
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// 直接切入 BattleEnd,2s 后由 autoNextPhase 自动流转弹窗结算
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this.changePhase(MissionPhase.BattleEnd);
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@@ -1,30 +1,32 @@
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/**
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* @file RogueConfig.ts
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* @description 关卡刷怪系统(章节-关-节三级推进)
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* @description 无限关卡刷怪系统(关-回合两级推进)
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*
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* 游戏机制:
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* - 玩家线性推进 1 章 10 关 × 每关 5 小节(一关一局,节间自动推进)。
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* - 每关节点固定:1~3 节普通(3 小怪,立即全刷)、第 4 节精英(3 精英同刷)、
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* 第 5 节 Boss(2 小怪先刷,Boss 延迟 1s 刷出)。
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* - 怪物属性 = 基础 × 0.8 × (1 + 0.05×(lv-1)) × 类型倍率(精英1.5 / Boss3.0)。
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* - 玩家单线无限推进:从第 1 关起无上限,每关 5 回合(一关一局,回合间自动推进)。
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* - 第 1~4 回合普通怪(3 小怪立即全刷),属性逐回合轻量增强(SECTION_RAMP_STEP)。
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* - 第 5 回合单 Boss 登场(无护卫,延迟 1s 刷出),超厚血量(BOSS_HP_MUL)。
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* - Boss 加载时按攻击定位(近战/中程/远程)随机取型,并随机携带大招:
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* 前期 1 个,随关卡解锁扩展至多个(BOSS_ULT_UNLOCK_EVERY / BOSS_ULT_MAX_COUNT)。
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*
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* 设计层次:
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* 1. StageSet - 关卡配置(章节/关/节 + 数值公式)
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* 2. MonSkillPool/BossSkillPool - 怪物技能池(atking / atked / dead 等全触发类型)
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* 3. StageSpawningEngine - 生成引擎(按小节配置生成怪物列表)
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* 1. StageSet - 关卡数值公式(等级/成长/回合增强/Boss 血攻倍率)
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* 2. BossPools - Boss 池(按攻击定位分组,动态从 HeroInfo 提取)
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* 3. BossUltPools - Boss 大招池(按定位分组,引用 SkillSet 6100~6204 群体大招段)
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* 4. StageSpawningEngine - 生成引擎(按回合配置生成怪物列表)
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*
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* 核心公式:
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* 最终属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 类型倍率
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* 1 级小怪 ≈ 英雄 × 0.8,10 级小怪 ≈ 英雄 × 1.16,保持平缓成长。
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* 小怪属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 回合增强
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* Boss 属性 = 同上 × BOSS_HP_MUL(血)/ BOSS_AP_MUL(攻),等级 = 关卡号无限成长
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*/
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import { HeroInfo, MonType, MonTypeName, TriggerGrouped } from "../common/config/heroSet";
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import { SkillOverrides } from "../common/config/SkillSet";
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import { HeroInfo, HType, MonType, TriggerGrouped, UltCdLv, UltCdSet } from "../common/config/heroSet";
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import { SkillOverrides, SkillSet } from "../common/config/SkillSet";
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import { FacSet } from "../common/config/GameSet";
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import {
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SectionType, SectionConfig, getSectionConfig, calcMonsterAttrs,
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NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, ELITE_COUNT, BOSS_ELITE_COUNT, BOSS_DELAY,
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MON_START_COEF, MON_GROW_SLOPE, ELITE_MUL, BOSS_MUL,
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NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, BOSS_DELAY,
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MON_START_COEF,
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} from "../common/config/StageSet";
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// ======================== 1. 战斗常量 ========================
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@@ -79,126 +81,114 @@ export function getMonsterGoldDrop(monType: number, isBoss: boolean): number {
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return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base));
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}
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// ======================== 3. 怪物技能池 ========================
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// ======================== 3. Boss 池(按攻击定位分组) ========================
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/**
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* 怪物技能套装(一套完整的触发技能配置)
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* 覆盖触发时机:call / atking / atked / dead / fstart / revive
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* Boss 池:按攻击定位(近战/中程/远程)分组,动态从 HeroInfo 提取。
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* 加载时随机一个定位 → 从对应池随机 Boss;定位池为空时自动回退(如暂无中程 Boss 配置)。
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*/
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export interface MonSkillSet {
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id: string;
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export const BossPools: Record<HType, number[]> = {
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[HType.Melee]: [],
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[HType.Mid]: [],
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[HType.Long]: [],
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};
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for (const key in HeroInfo) {
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const info = HeroInfo[key];
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if (info.fac !== FacSet.MON) continue;
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if (info.monType !== MonType.MeleeBoss && info.monType !== MonType.LongBoss) continue;
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const pool = BossPools[info.type as HType];
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if (pool) pool.push(info.uuid);
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}
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// ======================== 4. Boss 大招池 ========================
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/** 每解锁 1 个额外大招收紧的关卡间隔(每 5 关 +1 个大招位) */
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export const BOSS_ULT_UNLOCK_EVERY = 5;
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/** Boss 同时携带大招数量上限 */
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export const BOSS_ULT_MAX_COUNT = 3;
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/**
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* 获取指定关卡的 Boss 携带大招数量(1 个起步,随关卡解锁扩展)
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* @param stage 关卡号(1~∞)
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* @returns 大招数量(1~BOSS_ULT_MAX_COUNT)
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*/
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export function getBossUltCount(stage: number): number {
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const st = Math.max(1, Math.floor(stage));
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return Math.min(BOSS_ULT_MAX_COUNT, 1 + Math.floor((st - 1) / BOSS_ULT_UNLOCK_EVERY));
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}
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/** Boss 大招条目(s_uuid 引用 SkillSet 6100~6204 群体大招段,按定位分组) */
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export interface BossUltEntry {
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s_uuid: number;
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name: string;
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/** 普攻技能覆盖(可选,不填则使用怪物默认普攻) */
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skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
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/** 召唤触发 */
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call?: TriggerGrouped;
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/** 攻击触发 */
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atking?: TriggerGrouped;
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/** 受击触发 */
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atked?: TriggerGrouped;
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/** 死亡触发 */
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dead?: TriggerGrouped;
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/** 战斗开始触发 */
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fstart?: TriggerGrouped;
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/** 复活触发 */
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revive?: TriggerGrouped;
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/** 在技能池中的抽取权重 */
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/** 抽取权重 */
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weight: number;
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/** 技能参数覆盖(伤害系数等) */
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overrides?: SkillOverrides;
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}
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/**
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* 怪物技能池(硬编码)
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* 技能 uuid 引用 SkillSet 中的 6000~6500 段触发技能。
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* Boss 大招池(按攻击定位分组)
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* 大招注入 Boss 的 skills 表后由 SCastSystem 按 CD 自动施放(含镜头聚焦 + 技能名横幅)。
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*/
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export const MonSkillPool: Record<string, MonSkillSet> = {
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/** 狂暴:攻击触发自身攻击提升 */
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berserk: {
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id: "berserk", name: "狂暴", weight: 10,
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atking: {
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6401: [{ lv: 1, t_num: 5, overrides: { ap: 1 } }],
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},
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},
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/** 坚韧:受击获得护盾 */
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tough: {
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id: "tough", name: "坚韧", weight: 8,
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atked: {
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6301: [{ lv: 1, t_num: 3, overrides: { ap: 2 } }],
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},
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},
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/** 遗志:死亡时全队攻击提升 */
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legacy: {
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id: "legacy", name: "遗志", weight: 6,
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dead: {
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6401: [{ lv: 1, t_num: 1, overrides: { ap: 3 } }],
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},
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},
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/** 战吼:战斗开始时全队攻击提升 */
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warcry: {
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id: "warcry", name: "战吼", weight: 5,
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fstart: {
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6401: [{ lv: 1, t_num: 1, overrides: { ap: 2 } }],
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},
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},
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/** 吸血:攻击恢复生命 */
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leech: {
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id: "leech", name: "吸血", weight: 7,
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atking: {
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6302: [{ lv: 1, t_num: 4, overrides: { ap: 150 } }],
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},
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},
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export const BossUltPools: Record<HType, BossUltEntry[]> = {
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// 近战系:战士群体斩击(6100~6104 段)
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[HType.Melee]: [
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{ s_uuid: 6100, name: "寒冰斩", weight: 10, overrides: { ap: 180 } },
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{ s_uuid: 6101, name: "裂气斩", weight: 10, overrides: { ap: 180 } },
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{ s_uuid: 6102, name: "火焰斩", weight: 10, overrides: { ap: 180 } },
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{ s_uuid: 6103, name: "闪电斩", weight: 8, overrides: { ap: 180 } },
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{ s_uuid: 6104, name: "开天斩", weight: 6, overrides: { ap: 220 } },
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],
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// 中程系:射手箭雨 + 混合法术(6150~6151 / 6203~6204 段)
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[HType.Mid]: [
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{ s_uuid: 6150, name: "万箭齐发", weight: 10, overrides: { ap: 150 } },
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{ s_uuid: 6151, name: "火箭齐发", weight: 10, overrides: { ap: 150 } },
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{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
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{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
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],
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// 远程系:法师群体法术(6200~6204 段)
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[HType.Long]: [
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{ s_uuid: 6200, name: "火球术", weight: 10, overrides: { ap: 160 } },
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{ s_uuid: 6201, name: "飓风", weight: 10, overrides: { ap: 140 } },
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{ s_uuid: 6202, name: "毒气弹", weight: 8, overrides: { ap: 150 } },
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{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
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{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
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],
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};
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/** Boss 专属技能池 */
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export const BossSkillPool: Record<string, MonSkillSet> = {
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/** 狂暴领主:攻击触发全队攻击提升 */
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boss_rage: {
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id: "boss_rage", name: "狂暴领主", weight: 10,
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atking: {
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6401: [{ lv: 1, t_num: 3, overrides: { ap: 3 } }],
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},
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dead: {
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6401: [{ lv: 1, t_num: 1, overrides: { ap: 5 } }],
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},
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},
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/** 铁壁领主:受击获得高额护盾 */
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boss_iron: {
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id: "boss_iron", name: "铁壁领主", weight: 8,
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atked: {
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6301: [{ lv: 1, t_num: 2, overrides: { ap: 5 } }],
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},
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},
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/** 毁灭领主:战斗开始时全队攻击大幅提升 */
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boss_doom: {
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id: "boss_doom", name: "毁灭领主", weight: 6,
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fstart: {
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6401: [{ lv: 1, t_num: 1, overrides: { ap: 8 } }],
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},
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atking: {
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6401: [{ lv: 1, t_num: 5, overrides: { ap: 2 } }],
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},
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},
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};
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// ======================== 4. 配置校验 ========================
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// ======================== 5. 配置校验 ========================
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/**
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* 校验 MonSkillPool / BossSkillPool 引用一致性
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* 校验 Boss 池 / Boss 大招池引用一致性
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* 建议在游戏启动时调用一次,便于发现配置错误
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* @returns 错误信息数组,空数组表示校验通过
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*/
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export function validateRogueConfig(): string[] {
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const errors: string[] = [];
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// 校验 Boss 类型在 MonList 中有怪
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if ((!MonList[MonType.MeleeBoss] || MonList[MonType.MeleeBoss].length === 0)
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&& (!MonList[MonType.LongBoss] || MonList[MonType.LongBoss].length === 0)) {
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errors.push("MonList 中无任何 Boss 类型(MeleeBoss/LongBoss)可用 uuid");
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// 校验至少一个定位有可用 Boss
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const hasBoss = (Object.keys(BossPools) as unknown as HType[]).some(t => BossPools[t].length > 0);
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if (!hasBoss) {
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errors.push("BossPools 中无任何可用 Boss uuid(MeleeBoss/LongBoss 均缺失)");
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}
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// 校验大招池条目均存在于 SkillSet
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for (const key in BossUltPools) {
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const pool = BossPools[key as unknown as HType];
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const ults = BossUltPools[key as unknown as HType];
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if (!pool || pool.length === 0) continue; // 空定位池跳过(大招池无消费方)
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for (const ult of ults) {
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if (!SkillSet[ult.s_uuid]) {
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errors.push(`BossUltPools[${key}] 大招 ${ult.s_uuid}(${ult.name}) 未在 SkillSet 中定义`);
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}
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}
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}
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return errors;
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}
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// ======================== 5. 生成结果接口 ========================
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// ======================== 6. 生成结果接口 ========================
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/** 生成结果(传递给 MissionMonComp 用于实例化怪物) */
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export interface GeneratedMonster {
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@@ -207,10 +197,8 @@ export interface GeneratedMonster {
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hp: number;
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ap: number;
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isBoss: boolean;
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/** 是否为精英(精英关/Boss 关的精英) */
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/** 是否为精英(对象池复用实体需显式重置的标记位) */
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isElite?: boolean;
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/** 是否为 Boss 护卫队成员(供 UI/统计识别) */
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isBossGuard?: boolean;
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/** 怪物等级(驱动技能等级增量,Mon.load 第 6 参) */
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lv: number;
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spawnIndex: number;
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@@ -220,11 +208,15 @@ export interface GeneratedMonster {
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delay?: number;
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/**
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* 怪物技能套装(覆盖全部触发时机)
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* 注入方式与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp
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* 怪物技能套装(技能注入通道,与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp)
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* - skill:替换普攻(会清空原技能表)
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* - ults:追加 Boss 大招(保留普攻,多个大招共存,SCastSystem 按 CD 轮转施放)
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* - 其余为触发技能组覆盖
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*/
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skills?: {
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skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
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/** Boss 大招列表(追加注入,不替换普攻) */
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ults?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[];
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call?: TriggerGrouped;
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atking?: TriggerGrouped;
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atked?: TriggerGrouped;
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@@ -234,7 +226,7 @@ export interface GeneratedMonster {
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};
|
||||
}
|
||||
|
||||
// ======================== 6. 测试模式配置 ========================
|
||||
// ======================== 7. 测试模式配置 ========================
|
||||
|
||||
export const TestModeConfig = {
|
||||
enable: false, // 默认关闭测试模式
|
||||
@@ -245,25 +237,27 @@ export const TestModeConfig = {
|
||||
spawnCount: 1,
|
||||
|
||||
skill: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides } | undefined,
|
||||
/** 测试模式注入的大招列表(追加,不替换普攻) */
|
||||
ults: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] | undefined,
|
||||
atking: undefined as TriggerGrouped | undefined,
|
||||
atked: undefined as TriggerGrouped | undefined,
|
||||
dead: undefined as TriggerGrouped | undefined,
|
||||
fstart: undefined as TriggerGrouped | undefined,
|
||||
};
|
||||
|
||||
// ======================== 7. 生成引擎 ========================
|
||||
// ======================== 8. 生成引擎 ========================
|
||||
|
||||
/**
|
||||
* 关卡刷怪生成引擎
|
||||
* 按章节-关-节配置生成怪物列表,属性走 StageSet 数值公式
|
||||
* 无限关卡刷怪生成引擎
|
||||
* 按关-回合配置生成怪物列表,属性走 StageSet 数值公式
|
||||
*/
|
||||
export class StageSpawningEngine {
|
||||
|
||||
/**
|
||||
* 生成指定小节的怪物列表
|
||||
* @param chapter 章节号
|
||||
* @param stage 关卡号
|
||||
* @param section 小节号(1~10)
|
||||
* 生成指定回合的怪物列表
|
||||
* @param chapter 章节号(无限关模式已废弃章节概念,兼容参数恒忽略)
|
||||
* @param stage 关卡号(1~∞)
|
||||
* @param section 回合号(1~SECTIONS_PER_STAGE)
|
||||
* @returns 怪物列表(按刷出顺序排列)
|
||||
*/
|
||||
generateSectionMonsters(chapter: number, stage: number, section: number): GeneratedMonster[] {
|
||||
@@ -278,15 +272,9 @@ export class StageSpawningEngine {
|
||||
return this.makeFallbackMonsters();
|
||||
}
|
||||
|
||||
switch (cfg.type) {
|
||||
case SectionType.Elite:
|
||||
return this.generateEliteSection(cfg);
|
||||
case SectionType.Boss:
|
||||
return this.generateBossSection(cfg);
|
||||
case SectionType.Normal:
|
||||
default:
|
||||
return this.generateNormalSection(cfg);
|
||||
}
|
||||
return cfg.type === SectionType.Boss
|
||||
? this.generateBossSection(cfg, stage)
|
||||
: this.generateNormalSection(cfg);
|
||||
}
|
||||
|
||||
/** 重置引擎状态(每局开始时调用,预留) */
|
||||
@@ -294,7 +282,8 @@ export class StageSpawningEngine {
|
||||
}
|
||||
|
||||
/**
|
||||
* 普通节:NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0)
|
||||
* 普通回合(1~4):NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0),
|
||||
* 属性乘回合增强系数(cfg.ramp)实现逐回合轻量增强
|
||||
*/
|
||||
private generateNormalSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
@@ -304,64 +293,49 @@ export class StageSpawningEngine {
|
||||
const type = types[i % types.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.batch = i < NORMAL_FIRST_SPAWN ? 0 : 1;
|
||||
// 回合内轻量增强:第 n 回合 × (1 + SECTION_RAMP_STEP×(n-1))
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * cfg.ramp));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * cfg.ramp));
|
||||
monsters.push(mon);
|
||||
}
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/**
|
||||
* 精英节:3 只精英同时刷出
|
||||
* Boss 回合(5):单 Boss 登场(无护卫)
|
||||
* Boss 延迟 BOSS_DELAY 秒刷出,属性由 makeBoss 按血/攻分离倍率计算(超厚血量)
|
||||
*/
|
||||
private generateEliteSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
const count = cfg.eliteCount ?? ELITE_COUNT;
|
||||
// 精英池:近战/重型/远程/刺客
|
||||
const eliteTypes = [MonType.Melee, MonType.Heavy, MonType.Long, MonType.Assassin];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const type = eliteTypes[i % eliteTypes.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.isElite = true;
|
||||
mon.batch = 0;
|
||||
// 精英属性 = 普通 × ELITE_MUL
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * ELITE_MUL));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * ELITE_MUL));
|
||||
monsters.push(mon);
|
||||
}
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/**
|
||||
* Boss 节:2 小怪护卫 + 1 Boss
|
||||
* 小怪先刷(batch=0),Boss 延迟刷出(batch=0, delay=BOSS_DELAY)
|
||||
*/
|
||||
private generateBossSection(cfg: SectionConfig): GeneratedMonster[] {
|
||||
const monsters: GeneratedMonster[] = [];
|
||||
const eliteCount = cfg.eliteCount ?? BOSS_ELITE_COUNT;
|
||||
const eliteTypes = [MonType.Melee, MonType.Heavy];
|
||||
|
||||
// 先刷精英
|
||||
for (let i = 0; i < eliteCount; i++) {
|
||||
const type = eliteTypes[i % eliteTypes.length];
|
||||
const mon = this.makeMonster(type, cfg.monLv, i);
|
||||
mon.isElite = true;
|
||||
mon.isBossGuard = true;
|
||||
mon.batch = 0;
|
||||
mon.hp = Math.max(1, Math.round(mon.hp * ELITE_MUL));
|
||||
mon.ap = Math.max(1, Math.round(mon.ap * ELITE_MUL));
|
||||
monsters.push(mon);
|
||||
}
|
||||
|
||||
// Boss 延迟刷出
|
||||
const boss = this.makeBoss(cfg.monLv, monsters.length);
|
||||
private generateBossSection(cfg: SectionConfig, stage: number): GeneratedMonster[] {
|
||||
const boss = this.makeBoss(cfg.monLv, stage, 0);
|
||||
boss.batch = 0;
|
||||
boss.delay = BOSS_DELAY;
|
||||
// Boss 属性 = 普通 × BOSS_MUL
|
||||
boss.hp = Math.max(1, Math.round(boss.hp * BOSS_MUL));
|
||||
boss.ap = Math.max(1, Math.round(boss.ap * BOSS_MUL));
|
||||
monsters.push(boss);
|
||||
return [boss];
|
||||
}
|
||||
|
||||
return monsters;
|
||||
/** 生成普通怪物(属性按 StageSet 公式计算) */
|
||||
private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
let uuids = MonList[type];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
// 兜底 Melee
|
||||
uuids = MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 100;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 10;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: false,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** 配置缺失兜底:3 只 Lv1 近战小怪 */
|
||||
@@ -399,6 +373,7 @@ export class StageSpawningEngine {
|
||||
batch: 0,
|
||||
skills: {
|
||||
skill: TestModeConfig.skill,
|
||||
ults: TestModeConfig.ults,
|
||||
atking: TestModeConfig.atking,
|
||||
atked: TestModeConfig.atked,
|
||||
dead: TestModeConfig.dead,
|
||||
@@ -409,77 +384,74 @@ export class StageSpawningEngine {
|
||||
return monsters;
|
||||
}
|
||||
|
||||
/** 生成 Boss(基础面板按 StageSet 公式计算) */
|
||||
private makeBoss(monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
const isMeleeBoss = Math.random() < 0.5;
|
||||
const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss;
|
||||
/**
|
||||
* 生成 Boss:加载时随机攻击定位 → 从对应池随机 Boss 个体 → 随机携带大招
|
||||
* 属性走 calcMonsterAttrs(isBoss=true):HP × BOSS_HP_MUL(超厚血)/ AP × BOSS_AP_MUL
|
||||
*/
|
||||
private makeBoss(monLv: number, stage: number, spawnIndex: number): GeneratedMonster {
|
||||
const range = this.pickBossRange();
|
||||
const uuid = this.pickBossUuid(range);
|
||||
|
||||
// Boss 类型兜底:若 MonList 缺失则退回 MeleeBoss
|
||||
let uuids = MonList[type];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
// Boss 基础面板取 HeroInfo 基础值,属性由调用方乘 BOSS_MUL
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 600;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 30;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false, false);
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, true);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
type: baseInfo?.monType ?? MonType.MeleeBoss,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: true,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
skills: {
|
||||
ults: this.pickBossUlts(range, stage),
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/** 生成普通怪物(属性按 StageSet 公式计算) */
|
||||
private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
|
||||
let uuids = MonList[type];
|
||||
/**
|
||||
* 随机 Boss 攻击定位(近战/中程/远程)
|
||||
* 空池自动回退:中程暂无 Boss 配置时落到远程/近战,后续补配即自动生效
|
||||
*/
|
||||
private pickBossRange(): HType {
|
||||
const all: HType[] = [HType.Melee, HType.Mid, HType.Long];
|
||||
const first = all[Math.floor(Math.random() * all.length)];
|
||||
if (BossPools[first].length > 0) return first;
|
||||
// 回退链:随机定位空池时按剩余定位找非空池
|
||||
const fallback = all.find(t => BossPools[t].length > 0);
|
||||
return fallback ?? HType.Melee;
|
||||
}
|
||||
|
||||
/** 从指定定位池随机取 Boss uuid(含全局兜底) */
|
||||
private pickBossUuid(range: HType): number {
|
||||
let uuids = BossPools[range];
|
||||
if (!uuids || uuids.length === 0) {
|
||||
// 兜底 Melee
|
||||
uuids = MonList[MonType.Melee] || [6001];
|
||||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||||
}
|
||||
const uuid = uuids[Math.floor(Math.random() * uuids.length)];
|
||||
|
||||
const baseInfo = HeroInfo[uuid];
|
||||
const baseHp = baseInfo ? baseInfo.hp : 100;
|
||||
const baseAp = baseInfo ? baseInfo.ap : 10;
|
||||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false, false);
|
||||
|
||||
return {
|
||||
uuid,
|
||||
type,
|
||||
hp: attrs.hp,
|
||||
ap: attrs.ap,
|
||||
isBoss: false,
|
||||
lv: monLv,
|
||||
spawnIndex,
|
||||
batch: 0,
|
||||
};
|
||||
return uuids[Math.floor(Math.random() * uuids.length)];
|
||||
}
|
||||
|
||||
/** 从技能池中按权重抽取一套技能 */
|
||||
private pickSkillSet(pool: string[], library: Record<string, MonSkillSet>): GeneratedMonster["skills"] | undefined {
|
||||
const valid = pool.map(id => library[id]).filter(s => s);
|
||||
if (valid.length === 0) return undefined;
|
||||
const picked = this.pickWeighted(valid);
|
||||
if (!picked) return undefined;
|
||||
return {
|
||||
skill: picked.skill,
|
||||
call: picked.call,
|
||||
atking: picked.atking,
|
||||
atked: picked.atked,
|
||||
dead: picked.dead,
|
||||
fstart: picked.fstart,
|
||||
revive: picked.revive,
|
||||
};
|
||||
/**
|
||||
* 按定位抽取 Boss 大招(不重复),数量由关卡进度决定(getBossUltCount)
|
||||
* @returns 大招配置列表;池空时返回 undefined
|
||||
*/
|
||||
private pickBossUlts(range: HType, stage: number): GeneratedMonster["skills"]["ults"] {
|
||||
const pool = [...(BossUltPools[range] ?? [])];
|
||||
const count = Math.min(getBossUltCount(stage), pool.length);
|
||||
if (count <= 0) return undefined;
|
||||
|
||||
const ults: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
const picked = this.pickWeighted(pool);
|
||||
if (!picked) break;
|
||||
pool.splice(pool.indexOf(picked), 1);
|
||||
// 大招 CD 取英雄同档标准档(8s),与英雄大招节奏对齐
|
||||
ults.push({ s_uuid: picked.s_uuid, cd: UltCdSet[UltCdLv.Normal].cd, overrides: picked.overrides });
|
||||
}
|
||||
return ults.length > 0 ? ults : undefined;
|
||||
}
|
||||
|
||||
/** 通用加权随机抽取 */
|
||||
@@ -496,18 +468,6 @@ export class StageSpawningEngine {
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 8. 全局单例 ========================
|
||||
// ======================== 9. 全局单例 ========================
|
||||
|
||||
export const spawningEngine = new StageSpawningEngine();
|
||||
|
||||
// 保留旧接口兼容(逐步迁移期使用)
|
||||
/** @deprecated 请使用 StageSpawningEngine.generateSectionMonsters */
|
||||
export class RogueSpawningEngine extends StageSpawningEngine {
|
||||
/** @deprecated 请使用 generateSectionMonsters */
|
||||
generateBossCombo(): GeneratedMonster[] {
|
||||
return this.generateSectionMonsters(1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/** @deprecated 请使用 spawningEngine */
|
||||
export const rogueSpawningEngine = new RogueSpawningEngine();
|
||||
|
||||
Reference in New Issue
Block a user