feat(怪物系统): 重构怪物类型与属性计算系统
引入MonType枚举支持普通、精英、BOSS三种怪物类型 新增getMonAttr函数实现基于等级和类型的动态属性计算 更新Mon.ts的load和hero_init方法以支持新参数 扩展heroSet.ts添加多种新怪物类型配置 重构属性初始化流程,移除strengthMultiplier机制 更新相关文档和流程图反映最新设计
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@@ -10,8 +10,17 @@
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- [GameEvent.ts](file://assets/script/game/common/config/GameEvent.ts)
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- [GameUIConfig.ts](file://assets/script/game/common/config/GameUIConfig.ts)
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- [SingletonModuleComp.ts](file://assets/script/game/common/SingletonModuleComp.ts)
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- [RogueConfig.ts](file://assets/script/game/map/RogueConfig.ts) - *新增怪物类型配置*
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</cite>
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## 更新摘要
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**变更内容**
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- 更新了“怪物击杀触发机制”部分,反映MissionMonComp.ts中重构的刷怪逻辑
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- 新增“怪物类型与配置”章节,描述基于RogueConfig.ts的新型怪物生成系统
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- 修正了核心组件架构图中的类名拼写错误(MissionHeroCompComp → MissionHeroComp)
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- 更新了事件驱动机制中的流程图,以反映最新的事件处理逻辑
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- 增加了对精英怪物和Boss怪物的奖励机制说明
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## 目录
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1. [系统概述](#系统概述)
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2. [核心组件架构](#核心组件架构)
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@@ -57,7 +66,7 @@ class VictoryComp {
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+restart() void
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+double_reward() void
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}
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class MissionHeroCompComp {
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class MissionHeroComp {
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+Friend_is_dead : boolean
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+current_hero_uuid : number
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+heros : any[]
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@@ -65,13 +74,13 @@ class MissionHeroCompComp {
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+fight_ready() void
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+addHero(uuid, is_zhaohuan) void
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}
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class MissionMonCompComp {
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+monsterQueue : Array
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class MissionMonComp {
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+MonQueue : Array
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+spawnInterval : number
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+spawnCount : number
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+onLoad() void
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+fight_ready() void
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+generateMonstersFromStageConfig(configs) void
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+generateMonsters(monsConf) void
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}
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class MissionHomeComp {
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+onLoad() void
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@@ -87,8 +96,8 @@ class SingletonModuleComp {
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MissionComp --> VictoryComp : "触发FightEnd事件"
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MissionComp --> SingletonModuleComp : "更新游戏状态"
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VictoryComp --> SingletonModuleComp : "读取游戏数据"
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MissionHeroCompComp --> SingletonModuleComp : "监控英雄状态"
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MissionMonCompComp --> SingletonModuleComp : "监控怪物状态"
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MissionHeroComp --> SingletonModuleComp : "监控英雄状态"
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MissionMonComp --> SingletonModuleComp : "监控怪物状态"
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MissionHomeComp --> SingletonModuleComp : "监控关卡状态"
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```
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@@ -179,6 +188,9 @@ Continue --> Monitor
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- 触发相应的事件通知
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- 记录战斗统计数据
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**章节来源**
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- [MissionMonComp.ts](file://assets/script/game/map/MissionMonComp.ts#L15-L199)
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### 基地保护触发机制
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MissionHomeComp负责监控基地状态,当基地受到威胁时:
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@@ -191,6 +203,59 @@ MissionHomeComp负责监控基地状态,当基地受到威胁时:
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- [MissionMonComp.ts](file://assets/script/game/map/MissionMonComp.ts#L47-L52)
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- [MissionHomeComp.ts](file://assets/script/game/map/MissionHomeComp.ts#L25-L35)
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### 怪物类型与配置
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#### 怪物类型枚举
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系统定义了三种主要怪物类型,通过MonType枚举实现:
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```typescript
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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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```
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**章节来源**
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- [RogueConfig.ts](file://assets/script/game/map/RogueConfig.ts#L31-L31)
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#### 怪物生成逻辑
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MissionMonComp使用新的刷怪队列机制,基于RogueConfig.ts中的配置生成不同类型的怪物:
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```mermaid
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flowchart TD
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Start[开始生成怪物] --> CheckStage{判断关卡类型}
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CheckStage --> |Boss关卡| AddBoss[添加Boss怪物]
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CheckStage --> |精英关卡| AddElite[添加精英怪物]
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CheckStage --> |普通关卡| AddNormal[添加普通怪物]
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AddBoss --> ReduceNormal[减少普通怪物数量]
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AddElite --> ReduceNormal
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ReduceNormal --> GenerateNormal[生成剩余普通怪物]
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GenerateNormal --> CheckExtra{是否生成额外怪物?}
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CheckExtra --> |是| AddExtra[添加额外怪物]
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CheckExtra --> |否| End[生成完成]
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AddExtra --> End
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```
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**图表来源**
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- [MissionMonComp.ts](file://assets/script/game/map/MissionMonComp.ts#L15-L199)
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- [RogueConfig.ts](file://assets/script/game/map/RogueConfig.ts#L95-L173)
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#### 奖励机制差异
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不同类型的怪物提供不同的奖励:
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| 怪物类型 | 基础奖励倍率 | 特殊奖励 | 击杀经验 |
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|---------|------------|---------|---------|
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| 普通怪物 | 1.0x | 无 | 10 |
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| 精英怪物 | 1.5x | 随机道具 | 25 |
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| Boss怪物 | 3.0x | 稀有装备 | 100 |
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**章节来源**
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- [RogueConfig.ts](file://assets/script/game/map/RogueConfig.ts#L65-L73)
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## UI界面展示
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### 胜利界面结构
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