feat(肉鸽): 实现动态难度和配置化刷怪系统

- 新增 RogueConfig 配置文件,定义怪物类型、成长曲线和刷新参数
- 重构 MissionMonComp 刷怪逻辑,支持普通怪、Boss 和特殊队列三种生成方式
- 引入阶段成长机制,怪物属性随游戏时间动态增强
- 添加随机成长类型,使同阶段怪物属性具有差异性
- 支持外部事件插队刷怪,用于运营活动和技能召唤等场景
This commit is contained in:
panw
2026-03-17 16:04:09 +08:00
parent 8505522c7e
commit f713a82a2d
2 changed files with 169 additions and 23 deletions

View File

@@ -3,12 +3,12 @@ import { mLogger } from "../common/Logger";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { Monster } from "../hero/Mon";
import { MonStart } from "../common/config/heroSet";
import { HeroInfo, MonStart } from "../common/config/heroSet";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
// 导入新的肉鸽配置
import { BuffConf } from "../common/config/SkillSet";
import {BoxSet } from "../common/config/GameSet";
import { BossList, BossSpawnCd, MonList, MonType, SpawnBaseCd, SpawnMinCd, SpawnPowerBias, SpawnStageReduce, StageBossGrow, StageDuration, StageGrow, UpType } from "./RogueConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@@ -18,42 +18,44 @@ export class MissionMonCompComp extends CCComp {
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = false;
// 刷怪队列 (主要用于特殊事件插队)
// 刷怪队列(用于插队生成:比如运营活动怪、技能召唤怪、剧情强制怪)
// 约定:队列里的怪会优先于常规刷新处理
private MonQueue: Array<{
uuid: number,
level: number,
}> = [];
private spawnCount: number = 0; // 召唤计数器
/** 全局生成顺序计数器,用于层级管理 */
private spawnCount: number = 0; // 总生成计数,用于控制横向分布位置
/** 全局生成顺序计数器,用于层级管理(预留) */
private globalSpawnOrder: number = 0;
/** 游戏进行时间(秒) */
/** 局内战斗运行时间(秒) */
private gameTime: number = 0;
/** 波次刷怪计时器 */
/** 普通怪刷新计时器 */
private waveTimer: number = 0;
/** 队列处理计时器 */
/** 插队刷怪处理计时器 */
private queueTimer: number = 0;
/** Boss 刷新计时器 */
private bossTimer: number = 0;
onLoad(){
// 关卡准备、切换波次时重置刷怪状态
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.NewWave,this.fight_ready,this)
// 监听特殊刷怪事件 (精英/Boss)
// 支持外部模块主动推入特殊怪(优先级高于常规刷新)
this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this);
}
/**
* 处理特殊刷怪事件
* @param event 事件名
* @param args 参数 { uuid, type, level, position?, buffs? }
* 接收特殊刷怪事件并入队
* 事件数据最小结构:{ uuid, level }
*/
private onSpawnSpecialMonster(event: string, args: any) {
if (!args) return;
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args);
// 插入队列
this.MonQueue.push({
uuid: args.uuid,
level: args.level,
});
// 立即触发一次队列检查 (可选,让 update 尽快处理)
// 让队列在下一帧附近尽快消费,提升事件响应感
this.queueTimer = 1.0;
}
@@ -61,12 +63,13 @@ export class MissionMonCompComp extends CCComp {
}
fight_ready(){
// 仅重置“本组件”刷怪状态,不处理其他系统状态
smc.vmdata.mission_data.mon_num=0
// 重置生成顺序计数器
this.globalSpawnOrder = 0
this.gameTime = 0
this.waveTimer = 0
this.queueTimer = 0
this.bossTimer = 0
this.MonQueue = []
this.spawnCount = 0
@@ -74,36 +77,142 @@ export class MissionMonCompComp extends CCComp {
}
protected update(dt: number): void {
// 统一战斗状态门禁:未开战/暂停/角色死亡阶段均不刷怪
if(!smc.mission.play) return
if(smc.mission.pause) return
// 如果英雄死亡停止怪物行动标志为true则停止刷怪逻辑
if(smc.mission.stop_mon_action) return;
if(!smc.mission.in_fight) return;
// 累加游戏时间
// 计时推进:所有“按时间驱动”的曲线都依赖 gameTime
this.gameTime += dt;
// 刷怪优先级:特殊队列 > 普通怪 > Boss都满足条件时同帧可连续执行
this.updateSpecialQueue(dt);
this.updateNormalSpawn(dt);
this.updateBossSpawn(dt);
}
private updateSpecialQueue(dt: number) {
if (this.MonQueue.length <= 0) return;
this.queueTimer += dt;
// 轻微节流,避免同帧内突发大量插队导致瞬间堆怪
if (this.queueTimer < 0.15) return;
this.queueTimer = 0;
const item = this.MonQueue.shift();
if (!item) return;
// 特殊怪同样走随机成长类型,保持局内随机性一致
const upType = this.getRandomUpType();
this.addMonster(item.uuid, this.spawnCount, BossList.includes(item.uuid), upType);
this.spawnCount += 1;
}
private updateNormalSpawn(dt: number) {
this.waveTimer += dt;
// 普通怪刷新间隔会随 stage 增长而缩短
const spawnCd = this.getCurrentSpawnCd();
if (this.waveTimer < spawnCd) return;
this.waveTimer = 0;
// 先随机怪物类型,再在该类型池内随机具体 uuid
const uuid = this.getRandomNormalMonsterUuid();
// 每只怪独立抽取成长方案,使同时间段怪群有轻微离散性
const upType = this.getRandomUpType();
this.addMonster(uuid, this.spawnCount, false, upType);
this.spawnCount += 1;
}
private updateBossSpawn(dt: number) {
this.bossTimer += dt;
// Boss 按固定周期出现,不受普通怪 CD 影响
if (this.bossTimer < BossSpawnCd) return;
this.bossTimer = 0;
const uuid = this.getRandomBossUuid();
const upType = this.getRandomUpType();
this.addMonster(uuid, this.spawnCount, true, upType);
this.spawnCount += 1;
}
private getCurrentStage(): number {
// 每 30 秒提升 1 阶(由配置 StageDuration 控制)
return Math.floor(this.gameTime / StageDuration);
}
private getCurrentSpawnCd(): number {
const stage = this.getCurrentStage();
const cd = SpawnBaseCd - stage * SpawnStageReduce;
// 保护下限,避免后期刷新间隔过小打爆性能
return Math.max(SpawnMinCd, cd);
}
private getRandomUpType(): UpType {
// 从 StageGrow 的 key 中采样,保证新增配置无需改逻辑
const keys = Object.keys(StageGrow).map(v => Number(v) as UpType);
const index = Math.floor(Math.random() * keys.length);
return keys[index] ?? UpType.AP1_HP1;
}
private getRandomNormalMonsterUuid(): number {
// MonType 是常量对象,这里通过值采样拿到怪物类型 id
const typeKeys = Object.keys(MonType).map(k => (MonType as any)[k]).filter(v => typeof v === "number");
const randomType = typeKeys[Math.floor(Math.random() * typeKeys.length)] as number;
// 如果某类型配置被清空,回退到 AP 类型,避免空池异常
const pool = MonList[randomType] || MonList[MonType.AP];
const index = Math.floor(Math.random() * pool.length);
return pool[index];
}
private getRandomBossUuid(): number {
// 目前 Boss 池可扩展为多个,先走随机抽取
const index = Math.floor(Math.random() * BossList.length);
return BossList[index];
}
private resolveGrowPair(upType: UpType, isBoss: boolean): [number, number] {
// 普通怪基础成长StageGrow
const grow = StageGrow[upType] || StageGrow[UpType.AP1_HP1];
if (!isBoss) return [grow[0], grow[1]];
// Boss 额外成长StageBossGrow在普通成长上叠加
const bossGrow = StageBossGrow[upType] || StageBossGrow[UpType.AP1_HP1];
return [grow[0] + bossGrow[0], grow[1] + bossGrow[1]];
}
private getSpawnPowerBias(): number {
// 动态难度偏差入口:当前固定读取配置,后续可切到玩家表现驱动
return SpawnPowerBias;
}
private addMonster(
uuid: number = 1001,
i: number = 0,
isBoss: boolean = false,
upType: UpType = UpType.AP1_HP1,
) {
// 创建 ECS 怪物实体
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
// 按生成序号做横向错列,减轻重叠感
const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
let y = BoxSet.GAME_LINE;
let pos: Vec3 = v3(x, y, 0);
// 递增全局生成顺序 - 溢出保护
// 递增全局生成顺序,做溢出保护
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
// 生成怪物
mon.load(pos, scale, uuid, false);
// 先用原始配置创建怪物,再覆盖成长后属性
mon.load(pos, scale, uuid, isBoss);
const model = mon.get(HeroAttrsComp);
const base = HeroInfo[uuid];
if (!model || !base) return;
const stage = this.getCurrentStage();
const grow = this.resolveGrowPair(upType, isBoss);
// 偏差值用于整体系数缩放1=不变,>1增强<1减弱
const bias = Math.max(0.1, this.getSpawnPowerBias());
// 最终公式:基础值 + 阶段成长,再乘偏差
model.ap = Math.max(1, Math.floor((base.ap + stage * grow[0]) * bias));
model.hp_max = Math.max(1, Math.floor((base.hp + stage * grow[1]) * bias));
// 满血登场,保证 hp/hp_max 一致
model.hp = model.hp_max;
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */

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@@ -1 +1,38 @@
export enum UpType {
AP1_HP1 = 0, //平衡
HP2 = 1, //强hp
AP2 = 2 //强ap
}
export const StageGrow = {
[UpType.AP1_HP1]: [4,10],
[UpType.HP2]: [2,20],
[UpType.AP2]: [8,0],
}
export const StageBossGrow = {
[UpType.AP1_HP1]: [3,16],
[UpType.HP2]: [1,24],
[UpType.AP2]: [10,4],
}
export const MonType = {
AP: 0, // 近战高功
SPEED: 1, // 高速贴近
HP: 2, // 高血皮厚
//远程攻击
//
}
export const MonList = {
[MonType.AP]: [5201,5401], // 近战高功
[MonType.SPEED]: [5301], // 高速贴近
[MonType.HP]: [5501], // 高血皮厚
//远程攻击
//
}
export const BossList = [5701]
export const StageDuration = 30
export const SpawnBaseCd = 1.6
export const SpawnMinCd = 0.5
export const SpawnStageReduce = 0.08
export const BossSpawnCd = 90
export const SpawnPowerBias = 1