feat(怪物系统): 重构怪物生成逻辑并添加多种怪物类型
重构怪物生成系统,使用MonType枚举替代原有布尔标记 添加6种怪物类型配置和属性计算规则 修改关卡配置生成逻辑,支持精英/Boss波次 新增多种怪物配置并调整原有怪物属性
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@@ -11,54 +11,28 @@
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* @date 2025-10-19
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*/
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import { isModuleNamespaceObject } from "util/types";
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import { getMonList, HeroInfo } from "../common/config/heroSet";
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import { NATIVE } from "cc/env";
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import { BuffConf } from "../common/config/SkillSet";
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// 精英怪物配置表
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export const EliteMons = [ 5201, 5202, 5203,
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// 可以添加更多精英怪物UUID
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];
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export const EliteMons = [ 5201, 5202, 5203, 5213 ];
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// Boss怪物配置表
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export const BossMons = [ 5201, 5202,
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// 可以添加更多Boss怪物UUID
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];
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export enum IMons{
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ORC=1,
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NATIVE=2,
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ELF=3,
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}
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export const BossMons = [ 5201, 5202, ];
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export enum IMons{ ORC=1, HUMAN=2, ELF=3,}
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export const Mons={
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[IMons.ORC]:[5201,5202],
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[IMons.NATIVE]:[5201,5202],
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[IMons.HUMAN]:[5201,5202],
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[IMons.ELF]:[5201,5202]
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}
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/**
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* 怪物类型枚举
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*/
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export enum MonType {
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NORMAL = 0, // 普通怪物
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ELITE = 1, // 精英怪物
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BOSS = 2 // Boss怪物
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}
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export enum MonType { NORMAL = 0, ELITE = 1, BOSS = 2 }
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export const EliteStage =[5,10,15,20,25]
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export const BossStage=[30,40,50,60,70,80,90,100]
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/**
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* 关卡类型枚举
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*/
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export const EliteStage:any =(wave:number) => {
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if(wave%5 == 0) return true
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return false
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}
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export const BossStage:any =(wave:number) => {
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if(wave%10 == 0) return true
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return false
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}
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/**
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* 随机事件类型枚举
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*/
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export enum EventType {
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TREASURE = 1, // 额外奖励
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TRAP =2, // 陷阱伤害
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@@ -71,6 +45,7 @@ export enum EventType {
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*/
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export const StageRule = {
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MonsNum: 5, // 关卡中默认怪物数量
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LimitMonNum: 10, // 30关以后是极限模式,怪物数量
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/** 额外怪物出现概率(在固定5个怪物基础上,有概率多刷1个) */
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extraMonsterRate: 0.3, // 30%概率出现第6个怪物
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/** 事件怪物出现概率(5个怪物中有1个替换为事件怪) */
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@@ -89,58 +64,56 @@ interface IMonsConfig {
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/** 怪物等级 */
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level: number; // 怪物等级
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/** 是否为精英怪物 */
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isElite?: boolean; // 是否为精英怪物
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/** 是否为Boss怪物 */
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isBoss?: boolean; // 是否为Boss怪物
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monType:MonType;
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}
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export enum MonAttrSet{
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HP_MAX=1.1,
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AP=1.05,
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MP=1.1,
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DEF=1.05,
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MDEF=1.05,
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MAP=1.05,
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export const MonAttrSet={
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[MonType.NORMAL]:{ HP_MAX:1.1, AP:1.05, MP:1.1, DEF:1.05, MDEF:1.05, MAP:1.05,},
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[MonType.ELITE]: { HP_MAX:2, AP:1.1, MP:1.1, DEF:1.1, MDEF:1.1, MAP:1.1,},
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[MonType.BOSS]: { HP_MAX:5, AP:2, MP:5, DEF:2, MDEF:2, MAP:2,},
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}
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export const getMonAttr=(lv:number,uuid:number)=>{
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export const MonBuffSet={
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}
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export const getMonAttr=(lv:number,uuid:number,MonType:MonType)=>{
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let mon=HeroInfo[uuid]
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let hp=mon.hp*lv*MonAttrSet.HP_MAX
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let mp=mon.mp*lv*MonAttrSet.MP
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let ap=mon.ap*lv*MonAttrSet.AP
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let map=mon.map*lv*MonAttrSet.MAP
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let def=mon.def*lv*MonAttrSet.DEF
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let mdef=mon.mdef*lv*MonAttrSet.MDEF
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let hp=mon.hp*lv*MonAttrSet[MonType].HP_MAX
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let mp=mon.mp*lv*MonAttrSet[MonType].MP
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let ap=mon.ap*lv*MonAttrSet[MonType].AP
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let map=mon.map*lv*MonAttrSet[MonType].MAP
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let def=mon.def*lv*MonAttrSet[MonType].DEF
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let mdef=mon.mdef*lv*MonAttrSet[MonType].MDEF
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return {hp:hp,mp:mp,ap:ap,map:map,def:def,mdef:mdef}
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}
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/**
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* 根据波次生成怪物配置
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* @param wave 当前波次
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* @param stage 当前波次
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* @returns IMonsConfig数组
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*/
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export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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export function getStageMonConfigs(stage: number): IMonsConfig[] {
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const monsterConfigs: IMonsConfig[] = [];
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// 确定基础怪物数量
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let baseMonsterCount = StageRule.MonsNum;
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// 判断是否为Boss波次
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const isBossWave = BossStage(wave);
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const isBossStage = BossStage.includes(stage);
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// 判断是否为精英波次
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const isEliteWave = EliteStage(wave);
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const isEliteStage = EliteStage.includes(stage);
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// 如果是Boss波次,增加一个Boss怪物
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if (isBossWave) {
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if (isBossStage) {
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// 从Boss怪物列表中随机选择一个
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const bossUUID = BossMons[Math.floor(Math.random() * BossMons.length)] || 5201;
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monsterConfigs.push({
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uuid: bossUUID,
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buff: [],
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level: wave, // Boss等级等于波次
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isBoss: true
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level: stage, // Boss等级等于波次
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monType: MonType.BOSS
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});
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// Boss波次减少普通怪物数量
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@@ -148,16 +121,16 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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}
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// 如果是精英波次,增加精英怪物
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if (isEliteWave) {
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if (isEliteStage) {
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// 添加1-2个精英怪物
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const eliteCount = isBossWave ? 1 : Math.floor(Math.random() * 2) + 1;
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const eliteCount = isBossStage ? 1 : Math.floor(Math.random() * 2) + 1;
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for (let i = 0; i < eliteCount; i++) {
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const eliteUUID = EliteMons[Math.floor(Math.random() * EliteMons.length)] || 5201;
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monsterConfigs.push({
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uuid: eliteUUID,
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buff: [],
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level: wave, // 精英等级等于波次
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isElite: true
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level: stage, // 精英等级等于波次
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monType: MonType.ELITE
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});
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}
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@@ -177,7 +150,8 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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monsterConfigs.push({
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uuid: normalUUID,
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buff: [],
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level: wave // 普通怪物等级等于波次
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level: stage, // 普通怪物等级等于波次
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monType: MonType.NORMAL
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});
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}
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@@ -191,7 +165,8 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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monsterConfigs.push({
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uuid: extraUUID,
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buff: [],
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level: wave
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level: stage,
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monType: MonType.NORMAL
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});
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}
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@@ -199,59 +174,5 @@ export function getStageMonsterConfigs(wave: number): IMonsConfig[] {
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}
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/**
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* 特殊属性类型枚举
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*/
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export enum SpecialAttribute {
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NONE = 0, // 无特殊属性
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FAST = 1, // 快速移动
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STRONG = 2, // 强力攻击
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TANKY = 3, // 高生命值
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REGENERATE = 4, // 生命恢复
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SHIELD = 5, // 护盾
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EXPLOSIVE = 6, // 爆炸伤害(死亡时)
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VAMPIRE = 7 // 吸血
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}
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/**
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* 特殊属性配置
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*/
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export const SpecialAttributeConfig = {
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[SpecialAttribute.FAST]: {
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name: "疾行",
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description: "移动速度提升50%",
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effect: { speedMultiplier: 1.5 }
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},
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[SpecialAttribute.STRONG]: {
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name: "强力",
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description: "攻击力提升30%",
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effect: { attackMultiplier: 1.3 }
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},
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[SpecialAttribute.TANKY]: {
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name: "坦克",
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description: "生命值提升50%",
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effect: { hpMultiplier: 1.5 }
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},
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[SpecialAttribute.REGENERATE]: {
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name: "再生",
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description: "每秒恢复最大生命值2%",
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effect: { regenRate: 0.02 }
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},
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[SpecialAttribute.SHIELD]: {
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name: "护盾",
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description: "拥有相当于30%最大生命值的护盾",
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effect: { shieldRatio: 0.3 }
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},
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[SpecialAttribute.EXPLOSIVE]: {
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name: "爆炸",
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description: "死亡时对周围造成范围伤害",
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effect: { explosionDamageRatio: 0.5 }
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},
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[SpecialAttribute.VAMPIRE]: {
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name: "吸血",
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description: "攻击时恢复造成伤害20%的生命值",
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effect: { vampireRatio: 0.2 }
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}
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};
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