chore(map): 调整关卡波次上限为15波并完善怪物队列检测

1.  将显示的波次文字从30波改为15波
2.  修改通关判定条件为当前波次达到15波
3.  新增待刷新怪物数量的状态跟踪
4.  完善怪物全灭的判定逻辑,加入待刷新队列检测
5.  移除了测试用的ts和js脚本文件
6.  添加了怪物生成相关的调试日志
This commit is contained in:
walkpan
2026-05-15 22:24:29 +08:00
parent f243b8edae
commit f515feda7b
4 changed files with 21 additions and 15 deletions

View File

@@ -398,7 +398,7 @@ export class MissionComp extends CCComp {
const label = phaseNode.getComponent(Label); const label = phaseNode.getComponent(Label);
if (label) { if (label) {
const wave = Math.max(1, this.currentWave || (smc.vmdata && smc.vmdata.mission_data ? smc.vmdata.mission_data.level : 1) || 1); const wave = Math.max(1, this.currentWave || (smc.vmdata && smc.vmdata.mission_data ? smc.vmdata.mission_data.level : 1) || 1);
label.string = `${wave}/30`; label.string = `${wave}/15`;
} }
// 阶段切换动感表现:只在进入战斗阶段跳动一下,让流程充满心流体验 // 阶段切换动感表现:只在进入战斗阶段跳动一下,让流程充满心流体验
@@ -473,8 +473,8 @@ export class MissionComp extends CCComp {
smc.vmdata.scores.wave_all_alive_count++; smc.vmdata.scores.wave_all_alive_count++;
} }
// 【评分系统 - 战绩分】判断是否通过最后一关(第30回合) // 【评分系统 - 战绩分】判断是否通过最后一关(第15回合)
if (this.currentWave === 30) { if (this.currentWave === 15) {
smc.vmdata.scores.passed_wave_20 = true; smc.vmdata.scores.passed_wave_20 = true;
} }
} }
@@ -853,15 +853,16 @@ export class MissionComp extends CCComp {
}); });
this.handleHeroWipe(heroCount); this.handleHeroWipe(heroCount);
// 怪物全灭检测:如果战斗阶段场上没有任何活着的怪物,直接结束战斗进入下一波的准备阶段 // 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波的准备阶段
if (monsterCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) { const pendingCount = smc.vmdata.mission_data.pending_mon_num || 0;
if (monsterCount === 0 && pendingCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) {
let heroesAliveRatio = heroCount / 6.0; // 假设最大 6 个站位,或者直接基于存活数算比例 let heroesAliveRatio = heroCount / 6.0; // 假设最大 6 个站位,或者直接基于存活数算比例
// 如果能获取当前已部署英雄数最好,这里简化处理,大于 4 个就算高存活 // 如果能获取当前已部署英雄数最好,这里简化处理,大于 4 个就算高存活
heroesAliveRatio = Math.min(1.0, heroCount / 4.0); heroesAliveRatio = Math.min(1.0, heroCount / 4.0);
spawningEngine.updateAdaptive(heroesAliveRatio, this.clearTime); spawningEngine.updateAdaptive(heroesAliveRatio, this.clearTime);
if (this.currentWave >= 30) { if (this.currentWave >= 15) {
// 30 波通关 // 15 波通关
this.open_Victory(null, false); this.open_Victory(null, false);
} else { } else {
oops.message.dispatchEvent("TimeUpAdvanceWave"); oops.message.dispatchEvent("TimeUpAdvanceWave");

View File

@@ -115,6 +115,8 @@ export class MissionMonCompComp extends CCComp {
* 3. 逐步从 pendingMonsters 队列中生成怪物(受 stop_spawn_mon 限制)。 * 3. 逐步从 pendingMonsters 队列中生成怪物(受 stop_spawn_mon 限制)。
*/ */
protected update(dt: number): void { protected update(dt: number): void {
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
if(!smc.mission.play) return if(!smc.mission.play) return
if(smc.mission.pause) return if(smc.mission.pause) return
if(smc.mission.stop_mon_action) return; if(smc.mission.stop_mon_action) return;
@@ -135,6 +137,7 @@ export class MissionMonCompComp extends CCComp {
if (this.pendingMonsters.length === 0) break; if (this.pendingMonsters.length === 0) break;
const monData = this.pendingMonsters.shift()!; const monData = this.pendingMonsters.shift()!;
const lane = this.pickBalancedLane(); const lane = this.pickBalancedLane();
console.log(`[MissionMonComp] 准备生成怪物 UUID=${monData.uuid}, 剩余数量=${this.pendingMonsters.length}`);
this.addMonsterAt(lane, this.laneIndices[lane], monData); this.addMonsterAt(lane, this.laneIndices[lane], monData);
this.laneIndices[lane]++; this.laneIndices[lane]++;
this.waveSpawnedCount++; this.waveSpawnedCount++;
@@ -184,9 +187,14 @@ export class MissionMonCompComp extends CCComp {
// 预生成第一波数据以获取数量和 Boss 信息 // 预生成第一波数据以获取数量和 Boss 信息
const monsters = spawningEngine.generateWave(this.currentWave); const monsters = spawningEngine.generateWave(this.currentWave);
this.pendingMonsters = monsters; this.pendingMonsters = monsters;
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
this.waveTargetCount = monsters.length; this.waveTargetCount = monsters.length;
let hasBoss = monsters.some(m => m.isBoss); let hasBoss = monsters.some(m => m.isBoss);
console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
const uuids = monsters.map(m => m.uuid);
console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
oops.message.dispatchEvent(GameEvent.NewWave, { oops.message.dispatchEvent(GameEvent.NewWave, {
wave: this.currentWave, wave: this.currentWave,
total: this.waveTargetCount, total: this.waveTargetCount,
@@ -258,9 +266,14 @@ export class MissionMonCompComp extends CCComp {
// 预生成新一波数据以获取数量和 Boss 信息 // 预生成新一波数据以获取数量和 Boss 信息
const monsters = spawningEngine.generateWave(this.currentWave); const monsters = spawningEngine.generateWave(this.currentWave);
this.pendingMonsters = monsters; this.pendingMonsters = monsters;
smc.vmdata.mission_data.pending_mon_num = this.pendingMonsters.length;
this.waveTargetCount = monsters.length; this.waveTargetCount = monsters.length;
let hasBoss = monsters.some(m => m.isBoss); let hasBoss = monsters.some(m => m.isBoss);
console.log(`[MissionMonComp] 波次 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
const uuids = monsters.map(m => m.uuid);
console.log(`[MissionMonComp] 波次 ${this.currentWave} 怪物 UUID 列表:`, uuids);
oops.message.dispatchEvent(GameEvent.NewWave, { oops.message.dispatchEvent(GameEvent.NewWave, {
wave: this.currentWave, wave: this.currentWave,
total: this.waveTargetCount, total: this.waveTargetCount,

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@@ -1,4 +0,0 @@
import { spawningEngine } from "./assets/script/game/map/RogueConfig.js";
console.log("Wave 1:", spawningEngine.generateWave(1).length);
console.log("Wave 2:", spawningEngine.generateWave(2).length);
console.log("Wave 3:", spawningEngine.generateWave(3).length);

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@@ -1,4 +0,0 @@
import { spawningEngine } from "./assets/script/game/map/RogueConfig";
console.log("Wave 1:", spawningEngine.generateWave(1).length);
console.log("Wave 2:", spawningEngine.generateWave(2).length);
console.log("Wave 3:", spawningEngine.generateWave(3).length);