refactor: 重构关卡战斗流程与AI逻辑,改为单场Boss战模式
1. 近战AI新增警戒线机制,无威胁时退回编队 2. 替换多回合波次为单场Boss战,简化刷怪与回合逻辑 3. 重构招募系统为开局免费三选一流程 4. 调整英雄与怪物基础属性平衡 5. 精简HUD与配置文件冗余代码
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@@ -48,7 +48,7 @@ import { Tooltip } from "../skill/Tooltip";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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import { spawningEngine, MAX_WAVE, DynamicTuner, WAVE_TIMEOUT, WAVE_TIMEOUT_BOSS, BATCH_INTERVAL, BATCH_COUNT, WAVE_DURATION } from "./RogueConfig";
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import { spawningEngine, WAVE_DURATION, BATTLE_TIMEOUT } from "./RogueConfig";
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const { ccclass, property } = _decorator;
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/** 任务(关卡)生命周期阶段 */
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@@ -82,11 +82,6 @@ export class MissionComp extends CCComp {
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// ======================== 配置参数 ========================
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/** 怪物数量上限(超过后暂停刷怪):略高于单回合上限 MAX_MONSTERS(54),只有跨回合堆积才触发泄压 */
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private maxMonsterCount: number = 60;
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/** 怪物数量恢复阈值(降至此值以下恢复刷怪,需留空间接纳后续批次,单批最大约 18 只) */
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private resumeMonsterCount: number = 40;
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// ======================== 编辑器绑定节点 ========================
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/** 开始战斗按钮 */
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@@ -196,8 +191,8 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.NewWave, this.onNewWave, this)
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this.on(GameEvent.DO_AD_BACK, this.do_ad, this)
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this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
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// 第一回合准备阶段,首个英雄召唤后自动开始战斗(无需玩家点击开始按钮)
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oops.message.on(GameEvent.MasterCalled, this.onHeroSummoned, this);
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// 开局免费三选一选完后自动进入战斗
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oops.message.on("OpeningPicksDone", this.onOpeningPicksDone, this);
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this.removeMemoryPanel()
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}
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@@ -219,7 +214,7 @@ export class MissionComp extends CCComp {
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if (this.start_btn && this.start_btn.isValid) {
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this.start_btn.off(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this);
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}
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oops.message.off(GameEvent.MasterCalled, this.onHeroSummoned, this);
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oops.message.off("OpeningPicksDone", this.onOpeningPicksDone, this);
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}
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/**
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@@ -259,9 +254,8 @@ export class MissionComp extends CCComp {
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this.clearTime += dt
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this.update_time();
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// 回合超时兜底:僵局(坦克 vs 高血 Boss 互磨不死)时强制收束回合,Boss 回合阈值放宽
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const timeout = this.isBossWave ? WAVE_TIMEOUT_BOSS : WAVE_TIMEOUT;
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if (this.clearTime >= timeout) {
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// 战斗超时兜底:僵局(坦克 vs 高血 Boss 互磨不死)时强制结算整局
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if (this.clearTime >= BATTLE_TIMEOUT) {
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this.onBattleTimeout();
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}
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}
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@@ -522,11 +516,11 @@ export class MissionComp extends CCComp {
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case MissionPhase.BattleStart:
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// 触发战斗开始技能(fstart)
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this.triggerHeroBattleSkills(true);
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// Boss 回合预警:战斗正式开始、Boss 压轴进场(最后一批),提前给 UI 表现窗口
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// Boss 预警:Boss 同步场立即登场(eta=0)
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if (this.isBossWave) {
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oops.message.dispatchEvent(GameEvent.BossWarning, {
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wave: this.currentWave,
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eta: BATCH_INTERVAL * (BATCH_COUNT - 1),
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eta: 0,
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});
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}
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break;
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@@ -570,25 +564,16 @@ export class MissionComp extends CCComp {
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const heroDeathCount = smc.mission.dead_heroes.length;
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if (heroDeathCount > 0) allAlive = false;
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// 【动态难度调节】根据本回合战况自动放水 / 加压
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// 清场加速节省的时间还原进口径,避免"打得好"被节奏加速+强度加压双重惩罚
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const effectiveClearTime = this.clearTime + smc.vmdata.mission_data.wave_early_skip;
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const tuned = DynamicTuner.adjust(effectiveClearTime, heroDeathCount);
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if (tuned) {
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mLogger.log(this.debugMode, 'MissionComp', `[DynamicTuner] wave=${this.currentWave} effClear=${effectiveClearTime.toFixed(1)}s deaths=${heroDeathCount} factor=${DynamicTuner.factor.toFixed(3)}`);
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}
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// 快照供下一回合倒计时档位判定(onNewWave 会清零 clearTime,必须提前快照)
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// 快照供倒计时档位判定(onNewWave 会清零 clearTime,必须提前快照)
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this.lastWaveDeathCount = heroDeathCount;
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this.lastWaveClearTime = effectiveClearTime;
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this.lastWaveClearTime = this.clearTime;
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// 【评分系统 - 战绩分】记录全员存活的胜利回合数(额外加分)
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if (hasHero && allAlive) {
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smc.vmdata.scores.wave_all_alive_count++;
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}
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// 【评分系统 - 战绩分】判断是否通过最后一关(第20回合)
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if (this.currentWave === MAX_WAVE) {
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smc.vmdata.scores.passed_wave_20 = true;
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}
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// 【评分系统 - 战绩分】单场 Boss 战定胜负,通过即视为通关
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smc.vmdata.scores.passed_wave_20 = true;
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}
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// 触发战斗结束技能(fend)
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@@ -751,13 +736,8 @@ export class MissionComp extends CCComp {
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this.to_fight();
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}
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/**
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* 英雄召唤事件回调:
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* 第一回合准备阶段(Prepare)只有第 1 回合才会进入,
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* 此时首个英雄一旦召唤即自动开战,无需玩家点击开始按钮。
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* 后续回合走 PrepareStart 倒计时自动流转,不会进入 Prepare。
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*/
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private onHeroSummoned() {
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/** 开局免费三选一选完,自动进入战斗(等效于点击开始按钮) */
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private onOpeningPicksDone() {
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if (this.currentPhase !== MissionPhase.Prepare) return;
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if (!smc.mission.play || smc.mission.pause) return;
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this.to_fight();
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@@ -877,7 +857,7 @@ export class MissionComp extends CCComp {
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const wave = Number(data?.wave ?? 0);
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if (wave <= 0) return;
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this.isBossWave = !!data?.bossWave;
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this.isBossWave = true; // 单场 Boss 战,恒为 Boss 战(超时阈值/预警走 Boss 档)
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if (wave > 1) {
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// 在新一回合到来时,先进入 BattleEnd,触发上一回合的战斗结束技能 (fend),2秒后自动进入下一回合的准备阶段
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@@ -901,21 +881,10 @@ export class MissionComp extends CCComp {
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// ======================== 怪物数量管理 ========================
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/**
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* 获取怪物数量阈值配置。
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* @returns { max: 刷怪上限, resume: 恢复刷怪阈值 }
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*/
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private getMonsterThresholds(): { max: number; resume: number } {
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const max = Math.max(1, Math.floor(this.maxMonsterCount));
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const resume = Math.min(max - 1, Math.max(0, Math.floor(this.resumeMonsterCount)));
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return { max, resume };
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}
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/**
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* 同步怪物刷新状态(降频执行,每 0.2 秒一次):
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* 1. 遍历所有 HeroAttrsComp 实体,统计怪物和英雄数量。
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* 2. 检测英雄全灭。
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* 3. 根据 max/resume 阈值切换 stop_spawn_mon 状态。
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* 2. 检测英雄全灭 / 怪物全灭。
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*
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* @param dt 帧间隔
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*/
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@@ -938,39 +907,24 @@ export class MissionComp extends CCComp {
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});
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this.handleHeroWipe(heroCount);
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// 怪物全灭检测:如果战斗阶段场上没有任何活着的怪物,且待刷新的怪物队列也为空,直接结束战斗进入下一回合的准备阶段
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// 怪物全灭检测:一场定胜负,全灭即整局通关,直接进入结算
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const pendingCount = smc.vmdata.mission_data.pending_mon_num || 0;
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if (monsterCount === 0 && pendingCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) {
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if (this.currentWave >= MAX_WAVE) {
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// 20 回合通关
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this.open_Victory(null, false);
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} else {
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// oops.message 全局事件总线:清屏庆祝(横幅/奖励由 BattleBannerComp 消费),需在推进回合前派发(clearTime 归零前取值)
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const allAlive = this.checkAllHeroAlive();
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const fastClear = this.clearTime < WAVE_DURATION * 0.5 ? 2
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: this.clearTime < WAVE_DURATION * 0.75 ? 1 : 0;
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oops.message.dispatchEvent(GameEvent.WaveClear, {
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wave: this.currentWave,
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clearTime: this.clearTime,
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allAlive,
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fastClear,
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});
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oops.message.dispatchEvent("TimeUpAdvanceWave");
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}
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// oops.message 全局事件总线:清屏庆祝(横幅/奖励由 BattleBannerComp 消费),需在结算前派发(clearTime 归零前取值)
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const allAlive = this.checkAllHeroAlive();
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const fastClear = this.clearTime < WAVE_DURATION * 0.5 ? 2
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: this.clearTime < WAVE_DURATION * 0.75 ? 1 : 0;
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oops.message.dispatchEvent(GameEvent.WaveClear, {
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wave: this.currentWave,
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clearTime: this.clearTime,
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allAlive,
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fastClear,
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});
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this.open_Victory(null, false);
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return;
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}
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smc.vmdata.mission_data.mon_num = monsterCount;
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const { max, resume } = this.getMonsterThresholds();
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smc.vmdata.mission_data.mon_max = max;
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const stopSpawn = !!smc.mission.stop_spawn_mon;
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if (stopSpawn) {
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// 降至恢复阈值以下 → 恢复刷怪
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if (monsterCount <= resume) smc.mission.stop_spawn_mon = false;
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return;
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}
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// 超过上限 → 暂停刷怪
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if (monsterCount >= max) smc.mission.stop_spawn_mon = true;
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}
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/** 检测场上英雄是否全员存活(清屏 Perfect 判定用,独立于评分统计逻辑) */
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@@ -998,13 +952,13 @@ export class MissionComp extends CCComp {
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}
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/**
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* 回合超时强制结束(僵局兜底):
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* 战斗超时强制结束(僵局兜底):
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* 1. 预扣留存分(残留怪销毁后 mon_num 会被下一次同步清零,BattleEnd 的累加会漏扣,故在此显式预扣并置防重标志)。
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* 2. 销毁全部残留怪(不触发 MonDead、不掉金币——超时是对"清不掉"的惩罚)。
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* 3. 复用正常回合推进流;DynamicTuner 因 clearTime 远超阈值会自动放水,无需特殊处理。
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* 3. 一场定胜负,超时按怪物全灭同等处理——直接结算整局。
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*/
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private onBattleTimeout() {
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// 防重入:同一回合只触发一次
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// 防重入:只触发一次
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if (this.currentPhase !== MissionPhase.Battle) return;
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smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
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@@ -1018,13 +972,9 @@ export class MissionComp extends CCComp {
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});
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smc.vmdata.mission_data.mon_num = 0;
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mLogger.log(this.debugMode, 'MissionComp', `[WaveTimeout] wave=${this.currentWave} 超时强制结束`);
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mLogger.log(this.debugMode, 'MissionComp', `[BattleTimeout] 超时强制结算`);
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if (this.currentWave >= MAX_WAVE) {
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this.open_Victory(null, false);
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} else {
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oops.message.dispatchEvent("TimeUpAdvanceWave");
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}
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this.open_Victory(null, false);
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}
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// ======================== 清理 ========================
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