refactor(rogue): 重构肉鸽刷怪系统,新增动态难度与分批刷怪

1. 重构RogueConfig:替换旧强化系统为动态难度调节器,调整波次配置为20波通关,新增技能池与阵营适配
2. 优化刷怪逻辑:实现每波3批10秒间隔的分批刷怪,调整怪物上限为18只
3. 新增驻场技能支持:添加resolveFieldByLv处理等级化驻场技能,扩展FieldSkillHelper支持多阵营统计
4. 调整关卡判定:将最大波次从15改为20,新增英雄死亡计数与难度动态调节
5. 优化代码结构:移除废弃字段,统一技能注入方式,修复槽位复用逻辑
This commit is contained in:
panFD
2026-08-04 20:53:59 +08:00
parent 1b1244c33c
commit 988c669bba
5 changed files with 572 additions and 362 deletions

View File

@@ -15,13 +15,23 @@ import { EquipBoxComp } from "../map/EquipBoxComp";
export class FieldSkillHelper {
/** 获取指定驻场技能类型的总加成值(计算存活的友方英雄 + 场上的驻场技能卡) */
public static getFieldSkillTotalValue(type: FieldSkillType): number {
return FieldSkillHelper.getFieldSkillTotalValueForFac(type, FacSet.HERO);
}
/**
* 获取指定阵营的驻场技能总加成值
* @param type 驻场技能类型
* @param fac 阵营FacSet.HERO / FacSet.MON默认 HERO
* @returns 总加成值
*/
public static getFieldSkillTotalValueForFac(type: FieldSkillType, fac: number = FacSet.HERO): number {
let total = 0;
// 1. 统计英雄带来的驻场技能加成
// 1. 统计英雄/怪物带来的驻场技能加成
// 读 model.runtime_field已按当前等级 resolve 的 uuid 列表)
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model || model.is_dead || model.fac !== FacSet.HERO) return;
if (!model || model.is_dead || model.fac !== fac) return;
const fields = model.runtime_field;
if (fields) {
for (const skillUuid of fields) {
@@ -33,31 +43,33 @@ export class FieldSkillHelper {
}
});
// 2. 统计技能盒子(技能卡)带来的驻场技能加成
ecs.query(ecs.allOf(SkillBoxComp)).forEach((entity: ecs.Entity) => {
const skillBox = entity.get(SkillBoxComp);
if (!skillBox || !skillBox.field || skillBox.field.length === 0) return;
// 2. 统计技能盒子(技能卡)带来的驻场技能加成(仅英雄阵营)
if (fac === FacSet.HERO) {
ecs.query(ecs.allOf(SkillBoxComp)).forEach((entity: ecs.Entity) => {
const skillBox = entity.get(SkillBoxComp);
if (!skillBox || !skillBox.field || skillBox.field.length === 0) return;
for (const skillUuid of skillBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
for (const skillUuid of skillBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
}
});
});
// 3. 统计装备盒(装备卡)带来的驻场技能加成
ecs.query(ecs.allOf(EquipBoxComp)).forEach((entity: ecs.Entity) => {
const equipBox = entity.get(EquipBoxComp);
if (!equipBox || !equipBox.field || equipBox.field.length === 0) return;
// 3. 统计装备盒(装备卡)带来的驻场技能加成(仅英雄阵营)
ecs.query(ecs.allOf(EquipBoxComp)).forEach((entity: ecs.Entity) => {
const equipBox = entity.get(EquipBoxComp);
if (!equipBox || !equipBox.field || equipBox.field.length === 0) return;
for (const skillUuid of equipBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
for (const skillUuid of equipBox.field) {
const skillConfig = FieldSkillSet[skillUuid];
if (skillConfig && skillConfig.type === type) {
total += skillConfig.value;
}
}
}
});
});
}
return total;
}