refactor: 简化攻击距离与职业类型系统
- 移除 SkillRange 枚举和 SkillDisVal 常量,统一使用 HType 表示攻击距离 - 删除 heroInfo 中的 rangeType 字段,直接使用 type 字段 - 更新英雄配置,将职业类型简化为近战、中程、远程三类 - 移除怪物属性中的 mp 和 def 字段,简化属性计算 - 更新移动和技能距离计算逻辑,直接使用 HType 判断
This commit is contained in:
@@ -53,25 +53,7 @@ export enum BuffRunType {
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Interval = 2
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}
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/**
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* 攻击距离类型分类
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* 用于AI决策和技能配置规范化
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*/
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export enum SkillRange {
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/** 近战: < 150 (贴脸输出) */
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Melee = 0,
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/** 中程: 150 - 400 (投掷/短法术) */
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Mid = 1,
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/** 远程: > 400 (弓箭/长法术) */
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Long = 2
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}
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/** 距离类型的标准数值定义 */
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export const SkillDisVal: Record<SkillRange, number> = {
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[SkillRange.Melee]: 150,
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[SkillRange.Mid]: 400,
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[SkillRange.Long]: 720
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};
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//受伤动画名称
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export enum AtkedName {
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@@ -1,26 +1,22 @@
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import { v3 } from "cc"
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import { BoxSet, FacSet } from "./GameSet"
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import { smc } from "../SingletonModuleComp"
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import { BuffConf, SkillRange } from "./SkillSet"
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import { BuffConf } from "./SkillSet"
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import { Interface } from "readline"
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export enum AttrSet {
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ATTR_MAX = 85,
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}
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export enum HType {
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warrior = 0,
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remote = 1,
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mage = 2,
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support = 3,
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assassin = 4,
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Melee = 0,
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Mid = 1,
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Long = 2,
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}
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export const HTypeName ={
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0:"战士",
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1:"远程",
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2:"法师",
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3:"辅助",
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4:"刺客",
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0:"近战",
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1:"中程",
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2:"远程",
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}
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//fac:FacSet.HERO
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@@ -53,20 +49,19 @@ export const HeroPos={
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}
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export const FormationPointX = {
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[SkillRange.Melee]: 0,
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[SkillRange.Mid]: 100,
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[SkillRange.Long]: 180,
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[HType.Melee]: 0,
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[HType.Mid]: 100,
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[HType.Long]: 180,
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} as const;
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export const resolveRangeTypeByHeroType = (type: HType, rangeType?: SkillRange | null): SkillRange => {
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if (rangeType !== undefined && rangeType !== null) return rangeType;
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if (type === HType.warrior || type === HType.assassin) return SkillRange.Melee;
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if (type === HType.remote) return SkillRange.Long;
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return SkillRange.Mid;
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export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
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[HType.Melee]: 150,
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[HType.Mid]: 400,
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[HType.Long]: 720,
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}
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export const resolveFormationTargetX = (fac: FacSet, type: HType, rangeType?: SkillRange | null): number => {
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const resolvedRangeType = resolveRangeTypeByHeroType(type, rangeType);
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export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
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const resolvedRangeType = type as HType.Melee | HType.Mid | HType.Long;
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const side = fac === FacSet.MON ? 1 : -1;
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return FormationPointX[resolvedRangeType] * side;
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}
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@@ -120,11 +115,9 @@ export enum HRegen {
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* 刺客:极低血量成长,极高攻击成长
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*/
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export const JobUpConf: Record<HType, { hp: number; ap: number; def: number }> = {
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[HType.warrior]: { hp: 50, ap: 3, def: 3 },
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[HType.remote]: { hp: 25, ap: 7, def: 1 },
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[HType.mage]: { hp: 20, ap: 8, def: 1 },
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[HType.support]: { hp: 35, ap: 4, def: 2 },
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[HType.assassin]: { hp: 18, ap: 9, def: 0 },
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[HType.Melee]: { hp: 50, ap: 5, def: 2 },
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[HType.Mid]: { hp: 30, ap: 6, def: 1 },
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[HType.Long]: { hp: 25, ap: 7, def: 1 },
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};
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/**
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@@ -139,12 +132,11 @@ export interface heroInfo {
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kind: number; // 未使用
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as: number; // 攻击间隔(越小越快)
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ss:number; // 技能间隔
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type: HType; // 职业定位(战士/远程/法师/辅助/刺客)
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type: HType; // 攻击定位(近战/中程/远程)
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lv: number; // 初始等级
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hp: number; // 生命值上限
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ap: number; // 攻击力
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// dis: number; // 攻击距离(像素)
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rangeType: SkillRange; // 攻击距离类型 (近/中/远)
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speed: number; // 移动速度(像素/秒)
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skills: number[]; // 携带技能ID列表
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buff: BuffConf[]; // 自带buff配置(通常为空,由技能动态添加)
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@@ -166,38 +158,31 @@ export const HeroInfo: Record<number, heroInfo> = {
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// ========== 英雄角色 ==========
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5001:{uuid:5001,name:"盾战士",icon:"1001",path:"hk1", fac:FacSet.HERO, kind:1,as:1,ss:5,
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type:HType.warrior,lv:1,hp:300,ap:25,speed:120,skills:[6001,6004],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:1,hp:300,ap:25,speed:120,skills:[6001,6004],
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buff:[],info:"盾战士"},
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5002:{uuid:5002,name:"奥术法师",icon:"1001",path:"hm2", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.mage,lv:1,hp:150,ap:40,speed:95,skills:[6003,6101],
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rangeType: SkillRange.Long,
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type:HType.Long,lv:1,hp:150,ap:40,speed:95,skills:[6003,6101],
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buff:[],info:"奥术法师"},
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5003:{uuid:5003,name:"射手",icon:"1001",path:"ha1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.remote,lv:1,hp:180,ap:30,speed:140,skills:[6005,6006],
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rangeType: SkillRange.Long,
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type:HType.Long,lv:1,hp:180,ap:30,speed:140,skills:[6005,6006],
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buff:[],info:"射手"},
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5005:{uuid:5005,name:"牧师",icon:"1001",path:"hh1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.mage,lv:1,hp:160,ap:25,speed:100,skills:[6003,6100],
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rangeType: SkillRange.Mid,
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type:HType.Long,lv:1,hp:160,ap:25,speed:100,skills:[6003,6100],
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buff:[],info:"牧师"},
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5004:{uuid:5004,name:"火焰法师",icon:"1001",path:"hm1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.mage,lv:1,hp:150,ap:45,speed:90,skills:[6003,6101],
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rangeType: SkillRange.Mid,
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type:HType.Long,lv:1,hp:150,ap:45,speed:90,skills:[6003,6101],
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buff:[],info:"火焰法师"},
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5006:{uuid:5006,name:"召唤法师",icon:"1001",path:"hz1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.support,lv:1,hp:200,ap:20,speed:105,skills:[6003,6101],
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rangeType: SkillRange.Mid,
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type:HType.Long,lv:1,hp:200,ap:20,speed:105,skills:[6003,6101],
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buff:[],info:"召唤法师"},
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5007:{uuid:5007,name:"刺客",icon:"1001",path:"hc1", fac:FacSet.HERO, kind:1,as:1,ss:5,
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type:HType.assassin,lv:1,hp:140,ap:50,speed:180,skills:[6001,6004],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:1,hp:140,ap:50,speed:180,skills:[6001,6004],
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buff:[],info:"刺客"},
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@@ -205,50 +190,41 @@ export const HeroInfo: Record<number, heroInfo> = {
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// 1. 基础近战型
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5201:{uuid:5201,name:"兽人战士",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.warrior,lv:1,hp:60,ap:8,speed:180,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:1,hp:60,ap:8,speed:180,skills:[6003],
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buff:[],info:"标准炮灰:确保英雄能完成3次普攻积累天赋计数"},
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// 2. 快速突击型
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5301:{uuid:5301,name:"兽人斥候",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:1.2,ss:10,
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type:HType.assassin,lv:1,hp:40,ap:12,speed:400,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:1,hp:40,ap:12,speed:400,skills:[6003],
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buff:[],info:"快速突击:极高移速贴脸,检测护盾(7102)刷新率"},
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// 3. 重型坦克型
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5401:{uuid:5401,name:"兽人卫士",icon:"1001",path:"mo3", fac:FacSet.MON, kind:1,as:5.0,ss:10,
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type:HType.warrior,lv:1,hp:200,ap:15,speed:60,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:1,hp:200,ap:15,speed:60,skills:[6003],
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buff:[],info:"重型坦克:数值墙,检测玩家破甲(7008)与持续输出"},
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// 4. 远程骚扰型
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5501:{uuid:5501,name:"兽人射手",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.remote,lv:1,hp:50,ap:10,speed:90,skills:[6203],
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rangeType: SkillRange.Melee,
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type:HType.Long,lv:1,hp:50,ap:10,speed:90,skills:[6203],
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buff:[],info:"远程骚扰:跨屏打击,迫使阵地分散或移动英雄"},
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// 5. 特殊机制型
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5601:{uuid:5601,name:"兽人自爆兵",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.assassin,lv:1,hp:80,ap:200,speed:220,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:1,hp:80,ap:200,speed:220,skills:[6003],
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buff:[],info:"特殊机制:极端伤害,漏怪即秒杀,检测减伤(7103)"},
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// 召唤师:持续召唤小怪(后续可在技能系统中实现 SType.zhaohuan)
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5602:{uuid:5602,name:"兽人召唤师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.mage,lv:1,hp:150,ap:10,speed:100,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Long,lv:1,hp:150,ap:10,speed:100,skills:[6003],
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buff:[],info:"战术目标:持续召唤小怪,检测英雄大招清场频率"},
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// 治疗者:为周围怪物回血(此处以提升治疗效果和生命回复为基础被动)
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5603:{uuid:5603,name:"兽人祭司",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.support,lv:1,hp:150,ap:10,speed:105,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Long,lv:1,hp:150,ap:10,speed:105,skills:[6003],
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buff:[],info:"战术目标:为怪群回血,检测玩家沉默(7006)覆盖率"},
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// 光环怪:为周围怪物提供增益(此处以Buff效果提升与移动速度提升为基础被动)
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// Attrs.BUFF_UP=60 (RATIO=1),Attrs.SPEED=63 (RATIO=1)
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5604:{uuid:5604,name:"兽人图腾师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.support,lv:1,hp:150,ap:10,speed:110,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Long,lv:1,hp:150,ap:10,speed:110,skills:[6003],
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buff:[],info:"战术目标:提供加速光环,改变怪群推进节奏"},
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// 6. 精英/BOSS型
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5701:{uuid:5701,name:"兽人首领(BOSS)",icon:"1001",path:"mo4", fac:FacSet.MON, kind:1,as:2.5,ss:10,
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type:HType.warrior,lv:3,hp:2000,ap:60,speed:120,skills:[6003],
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rangeType: SkillRange.Melee,
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type:HType.Melee,lv:3,hp:2000,ap:60,speed:120,skills:[6003],
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buff:[],info:"终极考验:极高HP,检测大招重置与辐射协同输出"},
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};
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@@ -70,7 +70,6 @@ export class Hero extends ecs.Entity {
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model.lv = hero.lv ? hero.lv : 1;
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model.type = hero.type;
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model.fac = FacSet.HERO;
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model.rangeType = hero.rangeType;
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// 只有主角才挂载天赋组件
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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@@ -95,7 +94,7 @@ export class Hero extends ecs.Entity {
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(MoveComp);
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move.direction = 1; // 向右移动
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move.targetX = resolveFormationTargetX(model.fac, model.type, model.rangeType);
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move.targetX = resolveFormationTargetX(model.fac, model.type);
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move.baseY = pos.y;
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smc.vmdata.mission_data.hero_num++
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}
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@@ -1,7 +1,7 @@
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { Attrs, BType } from "../common/config/HeroAttrs";
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import { BuffConf, BuffRunType, SkillDisVal, SkillRange } from "../common/config/SkillSet";
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import { HeroInfo, HType } from "../common/config/heroSet";
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import { BuffConf, BuffRunType } from "../common/config/SkillSet";
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import { HeroDisVal, HeroInfo, HType } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroViewComp } from "./HeroViewComp";
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@@ -47,7 +47,6 @@ export class HeroAttrsComp extends ecs.Comp {
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lv: number = 1;
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type: number = 0; // 0近战 1远程 2辅助
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fac: number = 0; // 0:hero 1:monster
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rangeType:SkillRange = SkillRange.Melee;
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// ==================== 基础属性(有初始值) ====================
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ap: number = 0; // 基础攻击
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hp: number = 100; // 基础血量
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@@ -451,22 +450,13 @@ export class HeroAttrsComp extends ecs.Comp {
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*/
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public updateSkillDistanceCache(skill_id:number): void {
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void skill_id;
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let rangeType = this.rangeType;
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if (rangeType === undefined || rangeType === null) {
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if (this.type === HType.remote) {
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rangeType = SkillRange.Long;
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} else if (this.type === HType.mage || this.type === HType.support) {
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rangeType = SkillRange.Mid;
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} else {
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rangeType = SkillRange.Melee;
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}
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}
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const maxRange = SkillDisVal[rangeType];
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const rangeType = this.type as HType.Melee | HType.Mid | HType.Long;
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const maxRange = HeroDisVal[rangeType];
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let minRange = 0;
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if (rangeType === SkillRange.Mid) {
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minRange = SkillDisVal[SkillRange.Melee];
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} else if (rangeType === SkillRange.Long) {
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minRange = SkillDisVal[SkillRange.Mid];
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if (rangeType === HType.Mid) {
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minRange = HeroDisVal[HType.Melee];
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} else if (rangeType === HType.Long) {
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minRange = HeroDisVal[HType.Mid];
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}
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this.maxSkillDistance = maxRange;
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this.minSkillDistance = minRange;
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@@ -495,7 +485,6 @@ export class HeroAttrsComp extends ecs.Comp {
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this.lv = 1;
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this.type = 0;
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this.fac = 0;
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this.rangeType = SkillRange.Melee;
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this.ap = 0;
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this.hp = 100;
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this.hp_max = 100;
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@@ -4,7 +4,6 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/GameSet";
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import { HType, resolveFormationTargetX } from "../common/config/heroSet";
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import { SkillRange } from "../common/config/SkillSet";
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import { Node } from "cc";
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@ecs.register('MoveComp')
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@@ -94,25 +93,15 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
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let rangeType = model.rangeType;
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if (rangeType === undefined) {
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if (model.type === HType.warrior || model.type === HType.assassin) {
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rangeType = SkillRange.Melee;
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} else if (model.type === HType.remote) {
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rangeType = SkillRange.Long;
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} else {
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rangeType = SkillRange.Mid;
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}
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}
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|
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const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
|
||||
switch (rangeType) {
|
||||
case SkillRange.Melee:
|
||||
case HType.Melee:
|
||||
this.processMeleeLogic(e, move, view, model, enemy);
|
||||
break;
|
||||
case SkillRange.Mid:
|
||||
case HType.Mid:
|
||||
this.processMidLogic(e, move, view, model, enemy);
|
||||
break;
|
||||
case SkillRange.Long:
|
||||
case HType.Long:
|
||||
this.processLongLogic(e, move, view, model, enemy);
|
||||
break;
|
||||
default:
|
||||
@@ -206,7 +195,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
}
|
||||
|
||||
private getFixedFormationX(model: HeroAttrsComp): number {
|
||||
return resolveFormationTargetX(model.fac, model.type, model.rangeType);
|
||||
return resolveFormationTargetX(model.fac, model.type as HType);
|
||||
}
|
||||
|
||||
private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
|
||||
@@ -269,18 +258,9 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
}
|
||||
|
||||
private getCombatPriority(model: HeroAttrsComp): number {
|
||||
let rangeType = model.rangeType;
|
||||
if (rangeType === undefined || rangeType === null) {
|
||||
if (model.type === HType.warrior || model.type === HType.assassin) {
|
||||
rangeType = SkillRange.Melee;
|
||||
} else if (model.type === HType.remote) {
|
||||
rangeType = SkillRange.Long;
|
||||
} else {
|
||||
rangeType = SkillRange.Mid;
|
||||
}
|
||||
}
|
||||
if (rangeType === SkillRange.Melee) return 3;
|
||||
if (rangeType === SkillRange.Mid) return 2;
|
||||
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
|
||||
if (rangeType === HType.Melee) return 3;
|
||||
if (rangeType === HType.Mid) return 2;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
@@ -39,9 +39,7 @@ export interface IMonsConfig {
|
||||
*/
|
||||
export interface MonAttrs {
|
||||
hp: number;
|
||||
mp: number;
|
||||
ap: number;
|
||||
def: number;
|
||||
speed: number;
|
||||
exp?: number;
|
||||
gold?: number;
|
||||
@@ -285,7 +283,7 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
|
||||
const baseMonster = HeroInfo[uuid];
|
||||
if (!baseMonster) {
|
||||
mLogger.warn(true, 'RogueConfig', `[RogueConfig] 未找到怪物ID: ${uuid}`);
|
||||
return { hp: 100, mp: 100, ap: 10, def: 0, speed: 100 };
|
||||
return { hp: 100, ap: 10, speed: 100 };
|
||||
}
|
||||
|
||||
// 计算波次因子
|
||||
@@ -308,15 +306,9 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
|
||||
const ap = applyGrowthFormula(baseMonster.ap, waveFactor, GrowthType.LINEAR) * typeMultiplier * qualityRatio;
|
||||
const speed = applyGrowthFormula(baseMonster.speed, waveFactor, GrowthType.LOGARITHMIC);
|
||||
|
||||
// MP和DEF使用线性成长 (应用质量系数)
|
||||
const mp = applyGrowthFormula(baseMonster.mp, waveFactor, GrowthType.LINEAR) * qualityRatio;
|
||||
const def = applyGrowthFormula(baseMonster.def, waveFactor, GrowthType.LINEAR) * typeMultiplier * qualityRatio;
|
||||
|
||||
return {
|
||||
hp: Math.floor(hp),
|
||||
mp: Math.floor(mp),
|
||||
ap: Math.floor(ap),
|
||||
def: Math.floor(def),
|
||||
speed: Math.floor(speed)
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user