feat(rogue): 调整Boss占用槽位为3格并重构波次配置
- 将Boss默认占用槽位从2格改为3格,允许在任意连续三格空闲位置放置 - 简化波次配置,第1波改为2近战+1近战Boss,第2波改为2近战+1远程Boss - 更新怪物池配置,调整近战Boss池包含6006和6105 - 重构怪物分配逻辑,统一处理所有类型怪物的槽位分配 - 优化远程Boss的放置策略,优先从后往前寻找空闲槽位
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@@ -10,7 +10,7 @@
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*
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* 关键设计:
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* - 全场固定 5 个槽位(索引 0-4),每个槽位占固定 X 坐标。
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* - Boss 占 2 个连续槽位,只能放在 0、2 号位。
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* - Boss 默认占 3 个连续槽位,只要有连续三格空闲即可。
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* - slotOccupiedEids 记录每个槽位占用的怪物 ECS 实体 ID。
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* - resetSlotSpawnData(wave) 在每波开始时读取配置,分配并立即生成所有怪物。
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* - refreshSlotOccupancy() 定期检查槽位占用的实体是否仍存活,清除已死亡的占用。
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@@ -177,14 +177,23 @@ export class MissionMonCompComp extends CCComp {
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const item = this.MonQueue[0];
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const isBoss = MonList[MonType.MeleeBoss].includes(item.uuid) || MonList[MonType.LongBoss].includes(item.uuid);
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const slotsPerMon = isBoss ? 2 : 1;
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const isLongBoss = MonList[MonType.LongBoss].includes(item.uuid);
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const slotsPerMon = isBoss ? 3 : 1;
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// 查找空闲槽位
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let slotIndex = -1;
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if (slotsPerMon === 2) {
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// Boss 只能放在 0, 2(需要连续 2 格空闲)
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for (const idx of [0, 2]) {
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if (!this.slotOccupiedEids[idx] && !this.slotOccupiedEids[idx + 1]) {
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if (slotsPerMon === 3) {
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// 构造可用索引列表
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let allowedIndices = [];
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS - 2; i++) {
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allowedIndices.push(i);
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}
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// 远程 Boss 插队时优先尝试从后往前找
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if (isLongBoss) {
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allowedIndices.reverse();
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}
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for (const idx of allowedIndices) {
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if (!this.slotOccupiedEids[idx] && !this.slotOccupiedEids[idx + 1] && !this.slotOccupiedEids[idx + 2]) {
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slotIndex = idx;
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break;
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}
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@@ -309,59 +318,53 @@ export class MissionMonCompComp extends CCComp {
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const config: IWaveSlot[] = WaveSlotConfig[wave] || DefaultWaveSlot;
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this.slotOccupiedEids = Array(MissionMonCompComp.MAX_SLOTS).fill(null);
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let bosses: any[] = [];
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let normals: any[] = [];
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let allMons: any[] = [];
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// 按类型分类
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// 解析配置
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for (const slot of config) {
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const slotsPerMon = slot.slotsPerMon || 1;
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const isBoss = slot.type === MonType.MeleeBoss || slot.type === MonType.LongBoss;
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const slotsPerMon = slot.slotsPerMon || (isBoss ? 3 : 1);
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for (let i = 0; i < slot.count; i++) {
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const uuid = this.getRandomUuidByType(slot.type);
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const upType = this.getRandomUpType();
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const req = { uuid, isBoss, upType, monLv: wave, slotsPerMon };
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if (isBoss || slotsPerMon === 2) {
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bosses.push(req);
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} else {
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normals.push(req);
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}
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allMons.push(req);
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}
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}
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this.waveTargetCount = bosses.length + normals.length;
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this.waveTargetCount = allMons.length;
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this.waveSpawnedCount = 0;
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// Boss 优先分配(只能放在 0, 2)
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let bossAllowedIndices = [0, 2];
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let assignedSlots = new Array(MissionMonCompComp.MAX_SLOTS).fill(null);
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for (const boss of bosses) {
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// 统一按顺序分配(根据所需格数找连续空位)
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for (const mon of allMons) {
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let placed = false;
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for (const idx of bossAllowedIndices) {
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if (!assignedSlots[idx] && !assignedSlots[idx + 1]) {
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assignedSlots[idx] = boss;
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assignedSlots[idx + 1] = "occupied"; // 占位标记
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placed = true;
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break;
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if (mon.slotsPerMon === 3) {
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// 需要 3 格,占满连续的 3 格
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for (let idx = 0; idx < MissionMonCompComp.MAX_SLOTS - 2; idx++) {
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if (!assignedSlots[idx] && !assignedSlots[idx + 1] && !assignedSlots[idx + 2]) {
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assignedSlots[idx] = mon;
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assignedSlots[idx + 1] = "occupied"; // 占位标记
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assignedSlots[idx + 2] = "occupied"; // 占位标记
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placed = true;
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break;
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}
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}
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} else {
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// 只需要 1 格
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for (let idx = 0; idx < MissionMonCompComp.MAX_SLOTS; idx++) {
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if (!assignedSlots[idx]) {
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assignedSlots[idx] = mon;
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placed = true;
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break;
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}
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}
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}
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if (!placed) {
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] No slot for boss!");
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}
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}
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// 普通怪填充剩余空位
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for (const normal of normals) {
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let placed = false;
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS; i++) {
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if (!assignedSlots[i]) {
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assignedSlots[i] = normal;
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placed = true;
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break;
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}
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}
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if (!placed) {
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] No slot for normal monster!");
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] No slot for monster! uuid:", mon.uuid);
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}
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}
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