19 Commits

Author SHA1 Message Date
panFD
4fee02d82e refactor(hero): 移除英雄等级显示相关逻辑
1. 从HeroTopBarComp中移除等级Label组件、lvShow方法以及等级显示调用
2. 从HeroViewComp的update逻辑中移除等级脏数据监听
3. 调整英雄顶栏预制体的布局参数并隐藏等级节点
2026-08-13 23:16:44 +08:00
panFD
15d14f7d59 refactor(hero&monster): 调整英雄与怪物的攻速配置与近战停止距离
1.  全局重构攻击攻速分级配置,统一放缓慢攻速档位上限为1.10s以紧凑战斗节奏
2.  调整近战单位停止追击距离从60提升至80,优化近战英雄作战手感
3.  批量更新所有英雄与怪物的技能攻击间隔,匹配新的攻速配置
2026-08-13 23:07:09 +08:00
panFD
9579c4f75e refactor(monster): 重构怪物分层显示与战斗逻辑
1.  重构怪物挂载逻辑,按Boss/小怪分别挂载到对应场景层
2.  调整怪物出生落点逻辑,移除额外Y轴偏移
3.  优化场景节点清理范围,新增MON/BOSS层清理
4.  重构渲染排序逻辑,分层管理怪物渲染层级
5.  新增5套攻击技能预制体与动画资源
6.  修复技能配置参数冗余注释与类型错误
2026-08-13 23:05:51 +08:00
pan
d54e6ce1d6 fix: 调整游戏地平线高度与UI、场景位置
统一修正游戏内角色控制器UI位置、地图物体Y轴偏移
调整游戏地平线基准值,修复场景显示偏移问题
2026-08-13 17:29:53 +08:00
pan
d06c99e2f1 refactor(hero): 重构英雄头顶状态栏逻辑到独立组件
将原HeroViewComp中的头顶血条、等级、护盾UI逻辑抽离为HeroTopBarComp,
统一管理头顶状态栏的初始化、数据更新、动画和显隐逻辑,减少HeroViewComp代码冗余,
提升代码可维护性和复用性。同时更新预制体关联,适配新的组件结构。
2026-08-13 17:20:38 +08:00
pan
76082d8e1f refactor: 重构护盾机制为数值减免型
1. 调整护盾逻辑:从单次抵挡改为按伤害量减免
2. 更新配置、注释与UI提示文本,统一术语表述
3. 修复prefab布局适配新的护盾显示样式
2026-08-13 16:53:15 +08:00
pan
695a9e2b66 refactor(skill): 重构技能配置加载逻辑,将参数下沉至prefab配置
1. 新增SkillView组件属性runType/endType/speed/time,替换原配置表字段
2. 批量同步所有技能prefab的配置参数
3. 优化技能运行逻辑,优先使用prefab配置,配置表仅作兜底
4. 新增同步脚本用于批量迁移技能配置
2026-08-13 16:26:19 +08:00
pan
c6b5e1431f fix(skill): 修复技能相关的显示与逻辑问题
1. 调整技能预制体的锚点和攻击偏移参数
2. 修复SkillView.ts的代码格式与导入错误
3. 补充fixed类型技能的动画结束销毁逻辑
2026-08-13 15:36:57 +08:00
pan
7fa18329d6 fix(skill): 调整普攻技能配置与表现
1.  修改普攻预制体的缩放、尺寸、锚点与精灵贴图
2.  更新普攻动画的采样率、时长与帧动画帧
3.  调整技能配置,将默认普攻替换为6006并修正攻击类型
4.  统一全英雄与怪物的默认技能为6006普攻
2026-08-13 15:11:11 +08:00
panFD
a2c397120c docs(skill): 更新技能4的图标资源
替换了assets/resources/game/skill/skill4.png的图片资源
2026-08-13 14:22:41 +08:00
panFD
cb2a72da52 refactor(map): 重构rogue战斗数值生成逻辑
重构了Rogue模式的怪物数值计算方式,移除了基于英雄实时强度的动态缩放算法,改为统一使用基础属性乘以可调系数的固定缩放方案:
1.  更新了怪物配置基础属性,对齐1级英雄面板作为基准
2.  简化了数值公式,仅保留三个可调节的全局系数用于平衡难度
3.  删除了冗余的ECS查询、强度计算和类型系数逻辑
4.  更新了全部注释文档,明确数值校准目标和调整方式
2026-08-13 14:12:05 +08:00
pan
9da3e2d9fd fix(map): adjust global monster power multiplier to 1
更新全局怪物强度系数配置,将原本的2/3调整为1,让怪物强度和英雄能力持平
2026-08-13 11:17:29 +08:00
pan
eb4b370533 refactor: 重构击退机制,将概率改为距离增量
1. 调整近战默认攻击距离从150改为100
2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述
3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量
4. 优化受击击退的处理流程,统一参数传递
2026-08-13 11:09:37 +08:00
pan
a3375ec3b6 refactor(hero): 统一英雄攻击距离默认值并优化队友间距逻辑
1. 将英雄/怪物默认攻击距离调整为近战150、中程300、远程450,通过HeroDisVal统一管理
2. 新增同阵营单位移动和待机时的间距避让逻辑,避免单位重叠穿模,添加自然蠕动效果
2026-08-13 10:23:14 +08:00
pan
011e7b3dde refactor(MissionHeroComp): 重构英雄登场点位逻辑
1.  将动态生成的英雄站位改为硬编码固定3列位置
2.  更新站位分配优先级适配新的点位数组
3.  优化注释说明,明确点位规则和分配逻辑
2026-08-13 09:31:40 +08:00
pan
038abdc5d2 refactor(monster): 重构移动组件体系,统一英雄与怪物移动逻辑
1. 删除废弃的 MonMoveComp,将功能合并到 MoveComp 中
2. 移除 MissionComp 中冗余的怪物最大数量配置计算
3. 优化英雄站位分配逻辑,近战优先靠前站位
4. 统一移动系统的边界约束与渲染排序逻辑
5. 清理 Hero.ts 中未使用的导入项
2026-08-13 09:20:27 +08:00
panFD
c27c81cfa6 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
2026-08-13 00:21:54 +08:00
pan
a905db8e48 feat: 大幅优化战斗体验与编队系统
1. 扩展英雄/怪物网格站位到10个槽位
2. 重构默认攻击距离计算逻辑,按职业动态适配
3. 重做英雄站位与移动系统,新增同阵营间距约束
4. 调整rogue模式怪物数量与强度配置,提升战斗爽感
5. 重构刷怪逻辑为匀速曲线+欠账补刷,优化刷怪节奏
2026-08-12 17:56:59 +08:00
pan
3060ee7df7 refactor(hero): 重构英雄死亡与复活机制
1. 统一英雄真实死亡流程:死亡时快照数据到全局列表,动画结束后统一销毁实体
2. 移除回合自动复活逻辑,改为由复活系统主动读取快照重新召唤
3. 修复近战追敌可能脱离战场的问题,增加推进距离上限
4. 重构死亡计数与全员存活检测逻辑,基于死亡快照列表而非实体状态
2026-08-12 16:15:33 +08:00
72 changed files with 10049 additions and 3652 deletions

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},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "35nW0iQNBH2bqkWAr3MVkQ"
},
{
"__type__": "cc.RigidBody2D",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 1
},
"_enabled": true,
"__prefab": {
"__id__": 13
},
"enabledContactListener": true,
"bullet": false,
"awakeOnLoad": true,
"_group": 1,
"_type": 1,
"_allowSleep": false,
"_gravityScale": 1,
"_linearDamping": 0,
"_angularDamping": 0,
"_linearVelocity": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_angularVelocity": 0,
"_fixedRotation": false,
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "57cr7S0YpK4oEZCavwXtIX"
},
{
"__type__": "cc.BoxCollider2D",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
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},
"_enabled": true,
"__prefab": {
"__id__": 15
},
"tag": 0,
"_group": 1,
"_density": 1,
"_sensor": true,
"_friction": 0.2,
"_restitution": 0,
"_offset": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_size": {
"__type__": "cc.Size",
"width": 120,
"height": 120
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "ebw5mObxNGGKxnJXDgX5gl"
},
{
"__type__": "cc.Animation",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 1
},
"_enabled": true,
"__prefab": {
"__id__": 17
},
"playOnLoad": true,
"_clips": [
{
"__uuid__": "ba0a95bf-2ea1-4d27-9c4f-cbd970ca558c",
"__expectedType__": "cc.AnimationClip"
}
],
"_defaultClip": {
"__uuid__": "ba0a95bf-2ea1-4d27-9c4f-cbd970ca558c",
"__expectedType__": "cc.AnimationClip"
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "20U0hP/NZErJJXRCEib1lq"
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__id__": 0
},
"fileId": "c46/YsCPVOJYA4mWEpNYRx",
"instance": null,
"targetOverrides": null
}
]

View File

@@ -0,0 +1,13 @@
{
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "7227b42b-9cc7-41bd-8858-9d05c4cc758b",
"files": [
".json"
],
"subMetas": {},
"userData": {
"syncNodeName": "atk5"
}
}

View File

@@ -282,7 +282,11 @@
},
"atk_x": 10,
"atk_y": 25,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -368,4 +372,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -282,7 +282,11 @@
},
"atk_x": 10,
"atk_y": 25,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -368,4 +372,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -282,7 +282,11 @@
},
"atk_x": 10,
"atk_y": 25,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -368,4 +372,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -253,7 +253,11 @@
},
"atk_x": 0,
"atk_y": 0,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -368,4 +372,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -389,7 +389,11 @@
},
"atk_x": 0,
"atk_y": 0,
"_id": ""
"_id": "",
"runType": 0,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -504,4 +508,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

View File

@@ -250,7 +250,11 @@
},
"atk_x": 10,
"atk_y": 15,
"_id": ""
"_id": "",
"runType": 1,
"endType": 2,
"speed": 720,
"time": 0
},
{
"__type__": "cc.CompPrefabInfo",
@@ -336,4 +340,4 @@
"instance": null,
"targetOverrides": null
}
]
]

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@@ -232,7 +232,7 @@
"_top": 0,
"_bottom": 546.004,
"_horizontalCenter": 0,
"_verticalCenter": 143,
"_verticalCenter": -7,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
@@ -276,7 +276,7 @@
"value": {
"__type__": "cc.Vec3",
"x": 0,
"y": 783,
"y": 633,
"z": 0
}
},

View File

@@ -38,6 +38,23 @@ export interface CloudData {
openid: string;
data: GameDate;
}
/**
* 死亡英雄快照:英雄真实死亡时记录,供后续复活机制(重新召唤)消费。
* 仅记录静态/成长数据不含战斗内临时状态buff、CD 等)。
*/
export interface DeadHeroRecord {
/** 英雄模板 uuid决定重新召唤哪个英雄 */
uuid: number;
/** 死亡时的英雄等级(复活后继承) */
lv: number;
/** 卡牌等级(驱动 bg_node 颜色) */
card_lv: number;
/** 死亡时占用的站位索引(复活时优先归位,-1 表示未分配) */
posIndex: number;
/** 死亡时的回合数(用于统计/按回合清理) */
wave: number;
}
/** 游戏模块 */
@ecs.register('SingletonModule')
export class SingletonModuleComp extends ecs.Comp {
@@ -58,8 +75,10 @@ export class SingletonModuleComp extends ecs.Comp {
in_select: false,
in_fight: false,
stop_mon_action: false,
heroGrid: [-1, -1, -1, -1, -1, -1],
heroGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
monGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
/** 本局真实死亡的英雄快照列表,供后续复活机制消费;整局结束(MissionEnd)时清空 */
dead_heroes: [] as DeadHeroRecord[],
};
data: any = {
openid: '',

View File

@@ -104,12 +104,12 @@ export const BuffList: Record<number, BuffConfig> = {
modifiers: [{ attr: Attrs.critical, op: ModOp.Flat, value: 30 }],
info: "暴击率提升 30%,持续 5 秒",
},
// 击退概率强化(限时)
// 击退距离强化(限时)
7013: {
id: 7013, name: "击退爆发", icon: "Stat_Stun_01",
category: BuffCategory.Buff, duration: 5, max_stack: 1,
modifiers: [{ attr: Attrs.knockback_chance, op: ModOp.Flat, value: 30 }],
info: "击退概率提升 30%,持续 5 秒",
info: "击退距离提升 30持续 5 秒",
},
// 穿透强化(限时)
7014: {

View File

@@ -13,7 +13,7 @@ export enum BoxSet {
LETF_END = -360,
RIGHT_END = 360,
//游戏地平线
GAME_LINE = 160,
GAME_LINE = 10,
/** 技能/装备各自独立的上限 */
BOX_MAX = 6,
}
@@ -39,12 +39,12 @@ export enum FightSet {
// BACK_RANG=30,//后退范围
BACK_RANG = 30,//后退范围
FiIGHT_TIME = 30,//战斗时间
// BACK_CHANCE=40,//击退概率
FROST_TIME = 3,//冰冻时间
STUN_TIME = 2,//击晕时间
SKILL_CAST_DELAY = 0.15,
CSKILL_START_X = -340,
CSKILL_START_Y = 30,
/** 护盾数值上限数值减免型1 点护盾吸收 1 点伤害) */
SHIELD_MAX = 5,
WAVE_HEAL_RATE = 0.4, // 回合结束时所有英雄恢复最大生命值的比例(与 DDA 放水兜底分层:回血保节奏,放水防崩盘)
PUNCTURE_DOWN = 50,

View File

@@ -31,7 +31,7 @@ export enum Attrs {
freeze_res = "freeze_res", // 冰冻抗性
stun_chance = "stun_chance", // 击晕概率
stun_res = "stun_res", // 击晕抗性
knockback_chance = "knockback_chance", // 击退概率
knockback_chance = "knockback_chance", // 击退强化(原击退概率,现转换为击退距离增量)
knockback_distance = "knockback_distance", // 击退距离强化
knockback_res = "knockback_res", // 击退抗性
invincible_time = "invincible_time",// 无敌时间

View File

@@ -38,7 +38,7 @@ const ItemCardData: ItemCardRaw[] = [
// ==================== 计时性强化(统一 5s ====================
{ uuid: 9102, skill: 6503, icon: "Sub_Item-FA_WP_Sub_Potion_001_Red", name: "攻击药水", info: "全体友方攻击力提升", cost: 0, weight: 15 },
{ uuid: 9103, skill: 6504, icon: "Sub_Item-FA_WP_Sub_Potion_001_Yellow", name: "暴击药水", info: "全体友方暴击率提升", cost: 0, weight: 15 },
{ uuid: 9104, skill: 6505, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "击退药水", info: "全体友方击退概率提升", cost: 0, weight: 12 },
{ uuid: 9104, skill: 6505, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "击退药水", info: "全体友方击退距离提升", cost: 0, weight: 12 },
{ uuid: 9105, skill: 6506, icon: "Sub_Item-FA_WP_Sub_Potion_001_Blue", name: "穿透药水", info: "全体友方穿透概率提升", cost: 0, weight: 12 },
{ uuid: 9106, skill: 6507, icon: "Sub_Item-FA_WP_Sub_Potion_001_Red", name: "攻速药水", info: "全体友方攻击速度提升", cost: 0, weight: 15 },
{ uuid: 9107, skill: 6508, icon: "Sub_Item-FA_WP_Sub_Potion_001_Purple", name: "风怒药水", info: "全体友方风怒概率提升", cost: 0, weight: 12 },

View File

@@ -221,7 +221,7 @@ export const SkillDescSet: Record<number, SkillDescConfig> = {
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},
6505: {
verb: "击退概率提升", unit: "%", permField: "ap", timedField: "buff_value",
verb: "击退距离提升", unit: "", permField: "ap", timedField: "buff_value",
templPerm: "{target}{verb}{value}{unit}",
templTimed: "{target}{verb}{value}{unit},持续{dur}秒",
},

View File

@@ -152,7 +152,7 @@ export interface SkillConfig {
crt?: number, // 额外暴击率
frz?: number, // 额外冰冻概率
stun?: number, // 额外击晕概率
bck?: number, // 额外击退概率
bck?: number, // 额外击退强化(击退距离增量)
buff_type?: Attrs, // Buff 类型 (单一职责)
timed_buff_id?: number, // 计时性 buff 配置 id指向 BuffList存在时走 buffManager 而非永久 add_*
buff_value?: number, // 覆写计时 buff 的修饰数值modifiers.value / tick.damage_or_heal由药水卡自定义档位
@@ -363,7 +363,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6406: {
uuid: 6406, name: "击退强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率限时提升, 持续5秒",
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退距离限时提升, 持续5秒",
},
6407: {
uuid: 6407, name: "距推强化", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
@@ -416,7 +416,7 @@ export const SkillSet: Record<number, SkillConfig> = {
6505: {
uuid: 6505, name: "击退爆发", sp_name: "buff_wind", icon: "Stat_Stun_01", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 0, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退概率提升30%, 持续5秒",
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, timed_buff_id: 7013, info: "全体友方击退距离提升30, 持续5秒",
},
6506: {
uuid: 6506, name: "穿透爆发", sp_name: "buff_wind", icon: "Stat_Tripleshot", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",

View File

@@ -42,6 +42,7 @@ export const MonTypeName: Record<number, string> = {
* 英雄攻击速度分级配置 (数值为攻击间隔cd越小越快)
* 每档3个速度级别Lv1(最快) → Lv2(中间) → Lv3(最慢)
* 6档共18级覆盖所有英雄/怪物的攻击间隔
* 注:最慢档 Slow3/VerySlow 系列上限 1.10s,保证战斗节奏紧凑
*/
export enum AtkSpeedLv {
VeryFast1 = 1, VeryFast2 = 2, VeryFast3 = 3,
@@ -55,22 +56,22 @@ export enum AtkSpeedLv {
export const AtkSpeedSet = {
[AtkSpeedLv.VeryFast1]: { name: "极速++", cd: 0.15 },
[AtkSpeedLv.VeryFast2]: { name: "极速+", cd: 0.20 },
[AtkSpeedLv.VeryFast3]: { name: "极速", cd: 0.30 },
[AtkSpeedLv.Fast1]: { name: "快速++", cd: 0.40 },
[AtkSpeedLv.Fast2]: { name: "快速+", cd: 0.50 },
[AtkSpeedLv.Fast3]: { name: "快速", cd: 0.70 },
[AtkSpeedLv.Normal1]: { name: "中速++", cd: 0.80 },
[AtkSpeedLv.Normal2]: { name: "中速+", cd: 0.90 },
[AtkSpeedLv.Normal3]: { name: "中速", cd: 1.00 },
[AtkSpeedLv.Mid1]: { name: "一般+", cd: 1.10 },
[AtkSpeedLv.Mid2]: { name: "一般", cd: 1.20 },
[AtkSpeedLv.Mid3]: { name: "一般-", cd: 1.30 },
[AtkSpeedLv.Slow1]: { name: "慢", cd: 1.50 },
[AtkSpeedLv.Slow2]: { name: "慢+", cd: 1.60 },
[AtkSpeedLv.Slow3]: { name: "慢++", cd: 1.80 },
[AtkSpeedLv.VerySlow1]: { name: "很慢", cd: 2.30 },
[AtkSpeedLv.VerySlow2]: { name: "很慢+", cd: 2.50 },
[AtkSpeedLv.VerySlow3]: { name: "很慢++", cd: 2.80 },
[AtkSpeedLv.VeryFast3]: { name: "极速", cd: 0.28 },
[AtkSpeedLv.Fast1]: { name: "快速++", cd: 0.36 },
[AtkSpeedLv.Fast2]: { name: "快速+", cd: 0.44 },
[AtkSpeedLv.Fast3]: { name: "快速", cd: 0.52 },
[AtkSpeedLv.Normal1]: { name: "中速++", cd: 0.60 },
[AtkSpeedLv.Normal2]: { name: "中速+", cd: 0.68 },
[AtkSpeedLv.Normal3]: { name: "中速", cd: 0.76 },
[AtkSpeedLv.Mid1]: { name: "一般+", cd: 0.84 },
[AtkSpeedLv.Mid2]: { name: "一般", cd: 0.92 },
[AtkSpeedLv.Mid3]: { name: "一般-", cd: 1.00 },
[AtkSpeedLv.Slow1]: { name: "慢", cd: 1.05 },
[AtkSpeedLv.Slow2]: { name: "慢+", cd: 1.08 },
[AtkSpeedLv.Slow3]: { name: "慢++", cd: 1.10 },
[AtkSpeedLv.VerySlow1]: { name: "很慢", cd: 1.10 },
[AtkSpeedLv.VerySlow2]: { name: "很慢+", cd: 1.10 },
[AtkSpeedLv.VerySlow3]: { name: "很慢++", cd: 1.10 },
};
export const HeroPos = {
@@ -85,10 +86,11 @@ export const FormationPointX = {
[HType.Long]: 100,
} as const;
/** 各攻击定位的默认攻击距离像素近战100 / 中程300 / 远程450英雄配置了 dis 时优先取配置值 */
export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
[HType.Melee]: 120,
[HType.Mid]: 720,
[HType.Long]: 720,
[HType.Melee]: 100,
[HType.Mid]: 300,
[HType.Long]: 450,
}
export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
@@ -402,8 +404,8 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5001 铁壁战士 — atked 护盾标杆原5011
5001: {
uuid: 5001, name: "铁壁战士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5001, name: "铁壁战士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 300, ap: 22,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
@@ -415,8 +417,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5002 影袭刺客 — atking 自身攻击
5002: {
uuid: 5002, name: "影袭刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 300, ap: 28,
skills: { 6003: { uuid: 6003, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
uuid: 5002, name: "影袭刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 300, ap: 22,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
atking: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
@@ -428,8 +430,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5003 遗志将军 — dead 全队攻击
5003: {
uuid: 5003, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 300, ap: 28,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5003, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 300, ap: 22,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -441,8 +443,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5004 破晓先知 — fstart 全队攻击
5004: {
uuid: 5004, name: "破晓先知", path: "hm1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 143, ap: 40,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
uuid: 5004, name: "破晓先知", path: "hm1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 143, ap: 32,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -454,8 +456,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5005 战歌法师 — field 攻击光环
5005: {
uuid: 5005, name: "战歌法师", path: "hm2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 143, ap: 40,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
uuid: 5005, name: "战歌法师", path: "hm2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 143, ap: 32,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [
{ lv: 1, uuids: [{ uuid: 7002, value: 0.1 }] },
{ lv: 3, uuids: [{ uuid: 7002, value: 0.2 }] },
@@ -468,8 +470,8 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5101 不死斗士 — atked 回血(更高数值)
5101: {
uuid: 5101, name: "不死斗士", path: "hk3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5101, name: "不死斗士", path: "hk3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 600, ap: 46,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6302: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 200 } },
@@ -481,8 +483,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5102 致命杀手 — atking 暴击(更高数值)
5102: {
uuid: 5102, name: "致命杀手", path: "hc2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 600, ap: 57,
skills: { 6003: { uuid: 6003, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
uuid: 5102, name: "致命杀手", path: "hc2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 600, ap: 46,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
atking: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -494,8 +496,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5103 殉道勇士 — dead 全队护盾(更高数值)
5103: {
uuid: 5103, name: "殉道勇士", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 600, ap: 57,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5103, name: "殉道勇士", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 600, ap: 46,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -507,8 +509,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5104 圣光祭司 — fstart 全队护盾(更高数值)
5104: {
uuid: 5104, name: "圣光祭司", path: "hm3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 287, ap: 80,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
uuid: 5104, name: "圣光祭司", path: "hm3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 287, ap: 64,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
@@ -520,7 +522,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5105 风怒先知 — field 攻速光环
5105: {
uuid: 5105, name: "风怒先知", path: "hm1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 287, ap: 80,
uuid: 5105, name: "风怒先知", path: "hm1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 287, ap: 64,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [
{ lv: 1, uuids: [{ uuid: 7006, value: 0.1 }] },
@@ -531,8 +533,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5106 破甲射手 — atking 自身穿透伤害计时buff增强
5106: {
uuid: 5106, name: "破甲射手", path: "ha1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 287, ap: 80,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
uuid: 5106, name: "破甲射手", path: "ha1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 287, ap: 64,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: {
6512: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7022, buff_value: 5, buff_duration: 5 } },
@@ -547,8 +549,8 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5201 怒血勇士 — atked 全队攻击(范围扩大)
5201: {
uuid: 5201, name: "怒血勇士", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5201, name: "怒血勇士", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 900, ap: 68,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 1 } },
@@ -560,7 +562,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5202 援护射手 — atking 队友攻击(范围扩大)
5202: {
uuid: 5202, name: "援护射手", path: "ha1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 430, ap: 120,
uuid: 5202, name: "援护射手", path: "ha1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 430, ap: 96,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: {
6401: [
@@ -573,8 +575,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5203 传承卫士 — dead 全队生命(范围扩大)
5203: {
uuid: 5203, name: "传承卫士", path: "hk1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 900, ap: 85,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5203, name: "传承卫士", path: "hk1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 900, ap: 68,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6402: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
@@ -586,8 +588,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5204 晨光贤者 — fstart 全队暴击(范围扩大)
5204: {
uuid: 5204, name: "晨光贤者", path: "hm2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 430, ap: 120,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
uuid: 5204, name: "晨光贤者", path: "hm2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 430, ap: 96,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -599,7 +601,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5205 精准术士 — field 暴击光环(范围扩大)
5205: {
uuid: 5205, name: "精准术士", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 430, ap: 120,
uuid: 5205, name: "精准术士", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 430, ap: 96,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [
{ lv: 1, uuids: [{ uuid: 7004, value: 0.1 }] },
@@ -613,8 +615,8 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5301 复仇守护者 — atked 全队暴击(范围+数值)
5301: {
uuid: 5301, name: "复仇守护者", path: "hk2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1200, ap: 113,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
uuid: 5301, name: "复仇守护者", path: "hk2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1200, ap: 90,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -626,8 +628,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5302 破灭游侠 — atking 队友暴伤(范围+数值)
5302: {
uuid: 5302, name: "破灭游侠", path: "ha2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 573, ap: 160,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
uuid: 5302, name: "破灭游侠", path: "ha2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 573, ap: 128,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: {
6404: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
@@ -639,8 +641,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5303 亡语刺客 — dead 全队暴击+暴伤(双效果)
5303: {
uuid: 5303, name: "亡语刺客", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 1200, ap: 113,
skills: { 6003: { uuid: 6003, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
uuid: 5303, name: "亡语刺客", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 1200, ap: 90,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
dead: {
6403: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
@@ -657,7 +659,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5304 战吼术士 — fstart 全队攻击+生命(双效果)
5304: {
uuid: 5304, name: "战吼术士", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 573, ap: 160,
uuid: 5304, name: "战吼术士", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 573, ap: 128,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6401: [
@@ -675,7 +677,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5305 领域贤者 — field 暴伤+攻速光环(双效果)
5305: {
uuid: 5305, name: "领域贤者", path: "hm2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 573, ap: 160,
uuid: 5305, name: "领域贤者", path: "hm2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 573, ap: 128,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
field: [
{ lv: 1, uuids: [{ uuid: 7005, value: 0.2 }, { uuid: 7006, value: 0.1 }] },
@@ -689,8 +691,8 @@ export const HeroInfo: Record<number, heroInfo> = {
// 5401 不灭战魂 — atked 攻击 + revive双技能
5401: {
uuid: 5401, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1500, ap: 142,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5401, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1500, ap: 114,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
atked: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
@@ -707,7 +709,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5402 战歌游侠 — atking 攻击 + field 攻速光环(双技能)
5402: {
uuid: 5402, name: "战歌游侠", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 717, ap: 200,
uuid: 5402, name: "战歌游侠", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 717, ap: 160,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
atking: {
6401: [
@@ -725,8 +727,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5403 凤凰祭司 — dead 攻击+护盾 + revive双技能
5403: {
uuid: 5403, name: "凤凰祭司", path: "hk4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 1500, ap: 142,
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
uuid: 5403, name: "凤凰祭司", path: "hk4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 1500, ap: 114,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
dead: {
6401: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
@@ -748,8 +750,8 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5404 涅槃贤者 — fstart 护盾+攻击 + revive双技能
5404: {
uuid: 5404, name: "涅槃贤者", path: "hm3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 717, ap: 200,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } },
uuid: 5404, name: "涅槃贤者", path: "hm3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 717, ap: 160,
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
fstart: {
6301: [
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
@@ -771,7 +773,7 @@ export const HeroInfo: Record<number, heroInfo> = {
},
// 5405 圣言诗人 — atking 治疗 + field 生命光环(双技能)
5405: {
uuid: 5405, name: "圣言诗人", path: "hh1", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: 717, ap: 200,
uuid: 5405, name: "圣言诗人", path: "hh1", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: 717, ap: 160,
skills: { 6015: { uuid: 6015, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
atking: {
6302: [
@@ -789,76 +791,76 @@ export const HeroInfo: Record<number, heroInfo> = {
},
/*
*=============怪物配置列表================
* 基础近战型(lv:1) SPEED:800 |AP:12 | HP:360 | skills[0].cd=0.65
* 重型坦克型(lv:1) SPEED:800 |AP:30 | HP:1050 | skills[0].cd=2
* 远程dps(lv:1) SPEED:800 |AP:45 | HP:240 | skills[0].cd=1.5
* 远程辅助(lv:1) SPEED:800 |AP:20 | HP:240 | skills[0].cd=1
* 精英 (lv:1) SPEED:800 |AP:20 | HP:4500 | skills[0].cd=1
*=============怪物配置列表================
* 性能基准1 级怪物与 1 级英雄card_lv=1单体性能持平 ——
* 近战怪镜像 5001hp300/ap22/cd0.92),远程怪镜像 5004hp160/ap28/cd0.84
* 重型/Boss 以更高 hp 换取更低 DPS承担"墙"与"压场"定位。
* 运行时最终属性 = 本表基础值 × RogueConfig.MON_HP_MUL / MON_AP_MUL
* Boss 额外 × BOSS_HP_BONUS_MUL校准目标整场战斗双方对砍 ≈ 30s。
*/
// 基础怪物 (全部固定点位站桩攻击HType仅决定是前排还是后排)
// 前排怪物 (站在前排,承受更多伤害) — v5: TD节奏CD多而弱爽感设计
// 前排怪物 — 近战镜像 1 级英雄基准hp300/ap22/cd0.92),变体微分定位
6001: {
uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 220, ap: 10, speed: 70,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "基础前排怪"
uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 22, speed: 70,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "基础前排怪, 与1级近战英雄持平"
},
6002: {
uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 14, speed: 110,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 340, ap: 26, speed: 110,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
},
6003: {
uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 850, ap: 20, speed: 50,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "重型坦克怪, 高HP慢攻"
uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 800, ap: 14, speed: 50,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "重型坦克怪, 高HP低攻承伤位"
},
// 后排怪物 (站在后排,输出更高)
// 后排怪物 — 远程镜像 1 级法师基准hp160/ap28/cd0.84),变体微分定位
6004: {
uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 190, ap: 35, speed: 70,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排高DPS怪"
uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 160, ap: 28, speed: 70,
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } }, info: "后排输出怪, 与1级远程英雄持平"
},
6005: {
uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 210, ap: 38, speed: 130,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "高AP快速攻击刺客"
uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 130, ap: 26, speed: 130,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } }, info: "高攻速低HP刺客"
},
// 特殊位怪物
6006: {
uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.MeleeBoss, hp: 5000, ap: 20, speed: 60,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排MiniBoss级坦克"
uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.MeleeBoss, hp: 900, ap: 20, speed: 60,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排MiniBoss级坦克"
},
6007: {
uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 300, ap: 24, speed: 70,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排法师怪, 魔法攻击"
uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 240, ap: 18, speed: 70,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "后排辅助法师怪"
},
6008: {
uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 270, ap: 32, speed: 70,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排高输出法师怪"
uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 220, ap: 24, speed: 70,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "后排召唤系法师怪"
},
// BOSS怪物 — Boss节奏1.2-1.5s删除不存在的6206技能
// BOSS怪物 — 与6006同基准以高HP压场血量经 BOSS_HP_BONUS_MUL 单独放大
6101: {
uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1900, ap: 30, speed: 120,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排Boss, 攻速"
uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1200, ap: 24, speed: 120,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "前排Boss, 攻速"
},
6102: {
uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 7500, ap: 26, speed: 60,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "前排Boss, 超高HP"
uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1500, ap: 18, speed: 60,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排Boss, 超高HP"
},
6103: {
uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2250, ap: 38, speed: 110,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排法系Boss, 高AP"
uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1000, ap: 28, speed: 110,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "后排法系Boss"
},
6104: {
uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 6800, ap: 30, speed: 70,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "后排位Boss, 均衡型"
uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1100, ap: 24, speed: 70,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, info: "后排位Boss, 均衡型"
},
6105: {
uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2600, ap: 42, speed: 110,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排高AP Boss"
uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1000, ap: 30, speed: 110,
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, info: "后排高AP Boss"
},
6106: {
uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 9000, ap: 26, speed: 130,
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1800, ap: 20, speed: 130,
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
},
@@ -1160,7 +1162,9 @@ function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number,
return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds;
case Attrs.stun_chance:
case Attrs.freeze_chance:
return value * weights.W_control;
case Attrs.knockback_chance:
// 击退强化已改为击退距离增量,按距离价值折算
return value * weights.W_control;
case Attrs.speed:
return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
@@ -1182,7 +1186,8 @@ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | un
case SkillKind.Heal:
return ((config.ap || 0) / 100) * apEff * weights.W_heal;
case SkillKind.Shield:
return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
// 护盾为数值减免型1 点护盾 ≈ 1 点预期伤害减免
return (config.ap || 0) * weights.W_shield;
case SkillKind.Support:
return calcSupportEffectValue(config, apEff, cd, seconds);
default:

View File

@@ -5,9 +5,9 @@ import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, HeroPos, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, calcGrowBonus } from "../common/config/heroSet";
import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, calcGrowBonus, HeroDisVal } from "../common/config/heroSet";
import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { SkillTriggerType, HType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper";
import { Attrs } from "../common/config/HeroAttrs";
import { MoveComp } from "./MoveComp";
@@ -122,7 +122,8 @@ export class Hero extends ecs.Entity {
model.grow_type = hero.grow_type;
model.role = hero.role;
model.fac = FacSet.HERO;
model.dis = hero.dis ?? 720;
// 攻击距离配置优先未配置按攻击定位取默认值近战100 / 中程300 / 远程450
model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
model.posIndex = posIndex;
if (posIndex >= 0) {
smc.mission.heroGrid[posIndex] = this.eid;

View File

@@ -146,15 +146,15 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
}
}
mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit", damage)
// 护盾吸收
// 护盾数值减免1 点护盾吸收 1 点伤害,扣完为止,溢出部分继续扣血)
const shieldResult = this.absorbShield(TAttrsComp, damage);
damage = shieldResult.remainingDamage;
if (shieldResult.absorbedDamage > 0) {
// 【评分系统 - 防御分】统计护盾成功抵挡伤害的次数
smc.vmdata.scores.shield_block_count += 1;
// 【评分系统 - 防御分】统计护盾累计吸收的伤害量
smc.vmdata.scores.shield_block_count += Math.floor(shieldResult.absorbedDamage);
}
mLogger.log(this.debugMode, 'HeroAtkSystem', " after shield", damage)
// 显示护盾格挡飘字
// 显示护盾减免飘字
if (shieldResult.absorbedDamage > 0 && targetView) {
targetView.shield_tip(shieldResult.absorbedDamage);
}
@@ -175,11 +175,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
TAttrsComp.atked_count++;
this.checkAndTriggerAtkedSkills(TAttrsComp, targetView);
// 受击者产生击退效果
// if (damage > 0 && targetView) {
// targetView.back();
// }
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 英雄${TAttrsComp.hero_name} (uuid: ${TAttrsComp.hero_uuid}) 受到 eid:${casterEid} 的 伤害 ${damage},${isCrit ? "暴击" : "普通"}攻击,技能ID ${damageEvent.s_uuid}`);
// 冰冻判定
@@ -190,13 +185,14 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
const stunChance = (damageEvent.Attrs[Attrs.stun_chance] || 0) - TAttrsComp.getFinalStunRes();
const isStun = !TAttrsComp.isStun() && this.checkChance(stunChance);
// 击退判定
const knockbackChance = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.knockback_res || 0);
const isKnockback = this.checkChance(knockbackChance);
// 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量
// 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化
const knockbackBonus = (damageEvent.Attrs[Attrs.knockback_chance] || 0) - (TAttrsComp.getFinalKnockbackRes() || 0);
const knockbackExtra = Math.max(0, knockbackBonus + (damageEvent.Attrs[Attrs.knockback_distance] || 0));
// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
if (targetView) {
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, false);
targetView.do_atked(damage, isCrit, damageEvent.s_uuid, knockbackExtra);
targetView.playEnd(skillConf.endAnm);
if (isFrost) {
TAttrsComp.toFrost();
@@ -212,18 +208,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
smc.vmdata.scores.stun_count++;
}
}
if (isKnockback) {
targetView.back(damageEvent.Attrs[Attrs.knockback_distance] || 0);
}
}
// 检查死亡
if (TAttrsComp.hp <= 0) {
// 先触发死亡技能(如亡语),不管后续是否复活都应触发
// 先触发死亡技能(如亡语),不管后续是否续命都应触发
this.triggerDeadSkills(target);
// 复活机制:如果玩家属性内的复活属性值>=1 则执行复活,原地50%血量复活
// 濒死回血revive 系):不是真正复活,而是血量归零瞬间消耗 1 次续命次数,
// 按比例回血继续战斗。次数每回合重置(见 MissionComp.healAllHeroes
let canRevive = false;
let maxReviveCount = 0;
let reviveHpPercent = 50; // 默认恢复50%
@@ -338,16 +332,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
/**
* 处理角色死亡
*
*
* 死亡处理流程:
* 1. 标记死亡状态is_dead = true
* 2. 触发死亡事件onDeath
* 3. 记录调试信息(如启用调试模式
*
* 2. 英雄阵营:快照死亡状态到 smc.mission.dead_heroes供后续复活机制重新召唤
* 3. 触发死亡事件onDeath
*
* @param entity 死亡的实体
*
*
* @important 死亡状态一旦设置,该实体将不再处理新的伤害事件
* 这确保了死亡逻辑的单一性和一致性
* 英雄为真实死亡:视图动画结束后由 HeroViewComp.realDead 销毁实体
*/
private doDead(entity: ecs.Entity): void {
const TAttrsComp = entity.get(HeroAttrsComp);
@@ -355,6 +349,11 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
TAttrsComp.is_dead = true;
// 英雄真实死亡:记录快照,供后续复活机制(重新召唤)消费
if (TAttrsComp.fac === FacSet.HERO) {
this.recordDeadHero(TAttrsComp);
}
// 触发死亡事件
this.onDeath(entity);
@@ -363,6 +362,24 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
}
}
/**
* 快照死亡英雄的静态/成长数据到 smc.mission.dead_heroes。
* 仅记录重新召唤所需字段不含战斗内临时状态buff、技能 CD 等)。
*
* @param attrs 死亡英雄的属性组件
*/
private recordDeadHero(attrs: HeroAttrsComp): void {
smc.mission.dead_heroes.push({
uuid: attrs.hero_uuid,
lv: attrs.lv,
card_lv: attrs.card_lv,
posIndex: attrs.posIndex,
wave: Math.max(1, smc.vmdata?.mission_data?.level ?? 1),
});
mLogger.log(this.debugMode, 'HeroAtkSystem',
` 死亡英雄已记录: ${attrs.hero_name}(uuid=${attrs.hero_uuid}) lv=${attrs.lv} pos=${attrs.posIndex} wave=${smc.vmdata?.mission_data?.level}, 当前共 ${smc.mission.dead_heroes.length}`);
}
/**
@@ -371,7 +388,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
* 用于所有概率相关的判定:
* - 暴击率判定
* - 闪避率判定
* - 击退概率判定
* - 冰冻/击晕概率判定
* - 其他特殊效果概率
*
* @param rate 概率值0-100的百分比
@@ -396,29 +413,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
/**
* 护盾吸收伤害
*
* 护盾吸收逻辑
* 1. 护盾值大于 0 时,抵挡本次伤害(免伤)
* 2. 每次抵挡消耗 1 点护盾值
* 3. 护盾归零时,重置护盾最大值属性
*
* 护盾数值减免伤害
*
* 护盾为数值减免型
* 1. 1 点护盾吸收 1 点伤害
* 2. 护盾扣减实际吸收量,溢出部分继续结算到血量
*
* @param TAttrsComp 被攻击者的属性组件(包含当前护盾值)
* @param damage 原始伤害值
* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被格挡的伤害值
* @returns {remainingDamage, absorbedDamage} 剩余伤害值和被护盾减免的伤害值
*/
private absorbShield(TAttrsComp: HeroAttrsComp, damage: number): { remainingDamage: number, absorbedDamage: number } {
if (TAttrsComp.shield <= 0) {
mLogger.log(this.debugMode, 'HeroAtkSystem', " 护盾值小于等于0无法吸收伤害");
return { remainingDamage: damage, absorbedDamage: 0 };
}
TAttrsComp.shield = Math.max(0, TAttrsComp.shield - 1);
if (TAttrsComp.shield <= 0) {
TAttrsComp.shield = 0;
}
const absorbed = Math.min(TAttrsComp.shield, damage);
TAttrsComp.shield = Math.max(0, TAttrsComp.shield - absorbed);
TAttrsComp.dirty_shield = true;
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾抵挡1次伤害,剩余次数 ${TAttrsComp.shield}`);
return { remainingDamage: 0, absorbedDamage: damage };
mLogger.log(this.debugMode, 'HeroAtkSystem', ` 护盾减免 ${absorbed.toFixed(1)}伤害,剩余护盾 ${TAttrsComp.shield.toFixed(1)}`);
return { remainingDamage: damage - absorbed, absorbedDamage: absorbed };
}
/**

View File

@@ -82,9 +82,9 @@ export class HeroAttrsComp extends ecs.Comp {
freeze_res: number = 0; // 冰冻抗性
stun_chance: number = 0; // 击晕概率
stun_res: number = 0; // 击晕抗性
knockback_chance: number = 0; // 击退概率
knockback_chance: number = 0; // 击退强化(原击退概率,现转换为击退距离增量)
knockback_distance: number = 0; // 击退距离强化
knockback_res: number = 0; // 击退抗性
knockback_res: number = 0; // 击退抗性(削减击退距离增量)
crit_damage: number = 0; // 额外暴击伤害
puncture_chance: number = 0; // 穿透概率
puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成)
@@ -153,11 +153,11 @@ export class HeroAttrsComp extends ecs.Comp {
const addValue = Math.max(0, Math.floor(value));
if (addValue <= 0) return;
this.shield += addValue;
this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾最大层数
this.shield = Math.min(this.shield, FightSet.SHIELD_MAX); // 限制护盾值上限(数值减免型)
if (this.shield < 0) this.shield = 0;
this.dirty_shield = true; // 标记护盾需要更新
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾次数变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾变更: ${this.hero_name}, 变化=${addValue}, ${Math.floor(oldShield)} -> ${Math.floor(this.shield)}`);
}
}
add_hp_max(value: number) {
@@ -449,7 +449,7 @@ export class HeroAttrsComp extends ecs.Comp {
return base + mods.flatSum + mods.pctSum;
}
/** 最终击退概率 = 基础击退 + 限时修饰(加法模型) */
/** 最终击退强化 = 基础击退强化 + 限时修饰(加法模型,转换为击退距离增量 */
public getFinalKnockbackChance(): number {
const mods = this.aggregateTimedMods(Attrs.knockback_chance);
return this.knockback_chance + mods.flatSum + mods.pctSum;

View File

@@ -0,0 +1,173 @@
import { _decorator, ProgressBar, Sprite, UIOpacity, Vec3, v3, tween, Tween, Color, clamp } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { FacSet, FightSet } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
/**
* 英雄头顶状态栏组件
*
* 挂载在英雄节点下的 "top" 子节点上,独立管理:
* - 血条进度ProgressBar
* - 护盾数值条ProgressBartop/shield 节点,显示 shield / SHIELD_MAX
* - 透明度激活 / 闲置
* - 受击抖动动画
*
* 数据流HeroViewComp 将 HeroAttrsComp 引用传入,本组件通过 model 读取属性。
* 注意:英雄根节点下的 "shielded" 是护盾特效动画节点,由 HeroViewComp 管理,不在本组件职责内。
*/
@ccclass('HeroTopBarComp')
@ecs.register('HeroTopBar', false)
export class HeroTopBarComp extends CCComp {
// ==================== @property 绑定(编辑器拖拽) ====================
@property({ type: ProgressBar, tooltip: "血条进度条" })
private hpProgressBar: ProgressBar = null!;
@property({ type: ProgressBar, tooltip: "护盾数值条top 下的 shield 节点)" })
private shieldProgressBar: ProgressBar = null!;
@property({ type: Sprite, tooltip: "血条填充 Sprite用于设置阵营颜色" })
private hpBarSprite: Sprite = null!;
// ==================== 内部引用 ====================
private topOpacity: UIOpacity = null!;
private basePos: Vec3 = v3();
// ==================== 配置 ====================
private hp_height: number = 90;
private boss_hp_height: number = 160;
// ==================== 透明度 ====================
private readonly barIdleOpacity: number = 153;
private readonly barActiveOpacity: number = 255;
private readonly idleOpacityDelay: number = 0.25;
/** 外部赋值:英雄数据模型 */
private _model: HeroAttrsComp = null!;
public get model(): HeroAttrsComp { return this._model; }
public set model(value: HeroAttrsComp) { this._model = value; }
private readonly restoreBarIdleOpacity = () => {
this.setTopBarOpacity(false);
};
/**
* 初始化 / 对象池复用时重置
* @param model 英雄属性组件
* @param direction 显示方向1 或 -1
*/
public init(model: HeroAttrsComp, direction: number = 1): void {
this._model = model;
// UIOpacity 无 @property 绑定,运行时获取或添加
this.topOpacity = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
// 方向取 abs避免对象池复用时 scale 累乘导致血条反转
this.node.setScale(direction * Math.abs(this.node.scale.x), 1 * this.node.scale.y);
// 位置
const height = model.is_boss ? this.boss_hp_height : this.hp_height;
this.node.setPosition(0, height, 0);
this.basePos = this.node.position.clone();
// 血条颜色(英雄阵营为绿色)
if (model.fac === FacSet.HERO && this.hpBarSprite) {
this.hpBarSprite.color = new Color("#2ECC71");
}
// 确保血条等 UI 始终在最上层
this.node.setSiblingIndex(999);
// 重置显示状态
this.node.getChildByName("hp")!.active = true;
this.node.getChildByName("cd")!.active = false;
this.node.getChildByName("lv")!.active = false;
this.node.active = true;
this.setTopBarOpacity(false);
this.hpShow();
this.shieldShow(model.shield);
}
/** 更新血量进度条 */
public hpShow(): void {
if (!this._model || !this.hpProgressBar) return;
const hp = this._model.hp;
const hpMax = this._model.hp_max;
let targetProgress = hpMax > 0 ? hp / hpMax : 0;
targetProgress = clamp(targetProgress, 0, 1);
const prevProgress = this.hpProgressBar.progress;
if (targetProgress < prevProgress) {
this.activateTopBar();
this.playHpBarShake();
}
this.hpProgressBar.progress = targetProgress;
if (targetProgress > prevProgress) {
this.setTopBarOpacity(false);
}
}
/** 更新护盾数值条(百分比 = shield / SHIELD_MAX */
public shieldShow(shield: number = 0): void {
if (!this.shieldProgressBar) return;
const progress = FightSet.SHIELD_MAX > 0 ? shield / FightSet.SHIELD_MAX : 0;
this.shieldProgressBar.progress = clamp(progress, 0, 1);
// 护盾节点显隐
this.shieldProgressBar.node.active = shield > 0;
}
/** 激活顶栏(高亮 + 延迟恢复闲置透明度) */
public activateTopBar(): void {
this.setTopBarOpacity(true);
this.unschedule(this.restoreBarIdleOpacity);
this.scheduleOnce(this.restoreBarIdleOpacity, this.idleOpacityDelay);
}
/** 设置顶栏透明度 */
public setTopBarOpacity(isActive: boolean): void {
if (!this.node || !this.node.isValid) return;
if (this.topOpacity) {
this.topOpacity.opacity = isActive ? this.barActiveOpacity : this.barIdleOpacity;
}
this.node.active = true;
}
/** 显示顶栏 */
public show(): void {
if (this.node && this.node.isValid) this.node.active = true;
}
/** 隐藏顶栏 */
public hide(): void {
if (this.node && this.node.isValid) this.node.active = false;
}
/** 血条受击抖动动画 */
private playHpBarShake(): void {
if (!this.node || !this.node.isValid) return;
Tween.stopAllByTarget(this.node);
this.node.setPosition(this.basePos);
tween(this.node)
.by(0.04, { position: v3(-3, 0, 0) })
.by(0.04, { position: v3(6, 0, 0) })
.by(0.04, { position: v3(-5, 0, 0) })
.by(0.04, { position: v3(2, 0, 0) })
.call(() => {
this.node.setPosition(this.basePos);
})
.start();
}
/** 对象池回收 / 组件重置时调用 */
public reset(): void {
this.unscheduleAllCallbacks();
if (this.node && this.node.isValid) {
Tween.stopAllByTarget(this.node);
this.node.setPosition(this.basePos);
}
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "a3113d69-645e-4a4b-bf68-a434fcbd6d8d",
"uuid": "c4181fc5-1168-4a6d-8d03-d0f2dd0b22a2",
"files": [],
"subMetas": {},
"userData": {}

View File

@@ -1,8 +1,9 @@
import { Vec3, _decorator, v3, Collider2D, Contact2DType, Label, Node, Prefab, instantiate, ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform, UIOpacity } from "cc";
import { Vec3, _decorator, v3, Collider2D, Contact2DType, Node, Prefab, instantiate, tween, Tween, BoxCollider2D, UITransform } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { mLogger } from "../common/Logger";
import { HeroSpine } from "./HeroSpine";
import { HeroTopBarComp } from "./HeroTopBarComp";
import { BoxSet, FacSet, FightSet, NumberFormatter, TooltipTypes } from "../common/config/GameSet";
import { smc } from "../common/SingletonModuleComp";
import { SkillSet, } from "../common/config/SkillSet";
@@ -37,21 +38,10 @@ export class HeroViewComp extends CCComp {
realDeadTime: number = 0.1
deadCD: number = 0
monDeadTime: number = 0.1
hp_height: number = 90
boss_hp_height: number = 160
// 血条显示相关
lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
// ==================== UI 节点引用 ====================
private top_node: Node = null!;
private topOpacity: UIOpacity = null!;
private topBasePos: Vec3 = v3();
private lvLabel: Label | null = null; // 等级显示文本
private readonly barIdleOpacity: number = 153;
private readonly barActiveOpacity: number = 255;
private readonly idleOpacityDelay: number = 0.25;
private readonly restoreBarIdleOpacity = () => {
this.setTopBarOpacity(false);
};
private topBar: HeroTopBarComp = null!;
// ==================== 直接访问 HeroAttrsComp ====================
get model() {
@@ -96,67 +86,26 @@ export class HeroViewComp extends CCComp {
this.lastBarUpdateTime = 0;
this.status_change("idle");
// 初始化 UI 节点
this.initUINodes();
// 初始化头顶状态栏
const topNode = this.node.getChildByName("top");
this.topBar = topNode.getComponent(HeroTopBarComp) || topNode.addComponent(HeroTopBarComp);
this.topBar.init(this.model, this.scale);
/** 方向 */
this.node.setScale(this.scale * Math.abs(this.node.scale.x), 1 * this.node.scale.y); // 确保 scale.x 为正后再乘方向
// top_node 取 abs 避免对象池复用时 scale 累乘导致血条方向反转
this.top_node.setScale(this.scale * Math.abs(this.top_node.scale.x), 1 * this.top_node.scale.y);
/* 显示角色血*/
this.top_node.getChildByName("hp").active = true;
this.top_node.getChildByName("cd").active = false;
this.top_node.getChildByName("shield").active = false;
this.top_node.getChildByName("lv").active = true;
this.top_node.active = true;
this.setTopBarOpacity(false);
// 初始化等级显示
this.lv_show();
// 🔥 重置血条 UI 显示状态
// 🔥 重置描边
if (this.model) {
this.hp_show();
// 根据英雄模型中的等级数据设置描边
// 注意HeroViewComp 是挂在 node 上的,而 FlashSprite 可能挂在子节点(如 Sprite/anm 节点)
let flashSprite = this.node.getComponent(FlashSprite);
if (!flashSprite) {
// 如果当前节点没有,尝试在所有子节点中查找
flashSprite = this.node.getComponentInChildren(FlashSprite);
}
if (flashSprite) {
flashSprite.setOutlineByLevel(this.model.lv);
}
}
}
/** 初始化 UI 节点引用 */
private initUINodes() {
this.top_node = this.node.getChildByName("top");
this.topOpacity = this.top_node.getComponent(UIOpacity) || this.top_node.addComponent(UIOpacity);
this.top_node.setPosition(0, this.hp_height, 0);
if (this.model.is_boss) this.top_node.setPosition(0, this.boss_hp_height, 0);
this.topBasePos = this.top_node.position.clone();
const hpNode = this.top_node.getChildByName("hp");
if (this.model.fac == FacSet.HERO) {
hpNode.getChildByName("Bar").getComponent(Sprite).color = new Color("#2ECC71")
}
// 确保血条等UI始终在最上层显示
this.top_node.setSiblingIndex(999);
// 缓存等级显示 Labellv 节点下的 Label 子节点)
const lvNode = this.top_node.getChildByName("lv");
if (lvNode) {
this.lvLabel = lvNode.getChildByName("Label")?.getComponent(Label) ?? null;
}
}
/**
* View 层每帧更新
* 注意:数据更新逻辑已移到 HeroAttrSystem这里只负责显示
@@ -181,103 +130,21 @@ export class HeroViewComp extends CCComp {
// ✅ 按需更新 UI脏标签模式- 只在属性变化时更新
if (this.model.dirty_hp) {
this.hp_show();
this.topBar.hpShow();
this.model.dirty_hp = false;
}
if (this.model.dirty_shield) {
this.show_shield(this.model.shield);
this.topBar.shieldShow(this.model.shield);
this.model.dirty_shield = false;
}
if (this.model.dirty_lv) {
this.lv_show();
this.model.dirty_lv = false;
}
}
public cd_show() {
return;
}
/** 显示护盾 */
private show_shield(shield: number = 0) {
this.lastBarUpdateTime = Date.now() / 1000;
this.node.getChildByName("shielded").active = shield > 0;
}
/** 显示血量 */
private hp_show() {
this.lastBarUpdateTime = Date.now() / 1000;
// 不再基于血量是否满来决定显示状态,只更新进度条
let hp = this.model.hp;
let hp_max = this.model.hp_max;
// mLogger.log(this.debugMode, 'HeroViewComp', "hp_show",hp,hp_max)
let targetProgress = hp_max > 0 ? hp / hp_max : 0;
targetProgress = clamp(targetProgress, 0, 1);
let hpNode = this.top_node.getChildByName("hp");
let hpProgressBar = hpNode.getComponent(ProgressBar);
const prevProgress = hpProgressBar.progress;
if (targetProgress < hpProgressBar.progress) {
this.activateTopBar();
this.playHpBarShake();
}
hpProgressBar.progress = targetProgress;
if (targetProgress > prevProgress) {
this.setTopBarOpacity(false);
}
}
private isFullHpAndNoShield(): boolean {
if (!this.model) return false;
if (this.model.hp_max <= 0) return false;
return this.model.hp >= this.model.hp_max;
}
/** 更新等级显示 */
private lv_show() {
if (!this.lvLabel || !this.model) return;
this.lvLabel.string = String(this.model.lv);
}
private setTopBarOpacity(isActive: boolean) {
if (!this.top_node || !this.top_node.isValid) return;
if (this.topOpacity) {
this.topOpacity.opacity = this.barActiveOpacity;
}
if (isActive) {
this.top_node.active = true;
return;
}
this.top_node.active = true;
}
private activateTopBar() {
this.setTopBarOpacity(true);
this.unschedule(this.restoreBarIdleOpacity);
this.scheduleOnce(this.restoreBarIdleOpacity, this.idleOpacityDelay);
}
private playHpBarShake() {
if (!this.top_node || !this.top_node.isValid) return;
Tween.stopAllByTarget(this.top_node);
this.top_node.setPosition(this.topBasePos);
tween(this.top_node)
.by(0.04, { position: v3(-3, 0, 0) })
.by(0.04, { position: v3(6, 0, 0) })
.by(0.04, { position: v3(-5, 0, 0) })
.by(0.04, { position: v3(2, 0, 0) })
.call(() => {
this.top_node.setPosition(this.topBasePos);
})
.start();
}
/** 升级特效 */
public lv_up() {
this.spawnTimedFx("game/skill/buff/buff_lvup", this.node, 1.0);
@@ -349,7 +216,7 @@ export class HeroViewComp extends CCComp {
Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON);
}
/** 护盾格挡提示 */
/** 护盾减免提示 */
shield_tip(absorbed: number) {
this.hp_tip(TooltipTypes.shield, NumberFormatter.formatNumber(Math.max(0, Math.floor(absorbed))));
}
@@ -432,7 +299,7 @@ export class HeroViewComp extends CCComp {
}
add_shield(shield: number) {
// 护盾数据更新由 Model 层处理,这里只负责视图表现
if (this.model && this.model.shield > 0) this.show_shield(this.model.shield);
if (this.model && this.model.shield > 0) this.topBar.shieldShow(this.model.shield);
}
health(hp: number = 0) {
@@ -458,7 +325,7 @@ export class HeroViewComp extends CCComp {
}
// 恢复UI
this.top_node.active = true;
this.topBar.show();
this.status_change("idle");
@@ -504,7 +371,7 @@ export class HeroViewComp extends CCComp {
}
// 隐藏UI
this.top_node.active = false;
this.topBar.hide();
// 在销毁实体前先禁用碰撞体,从源头减少"尸体"参与碰撞
const collider = this.node.getComponent(Collider2D);
@@ -516,23 +383,19 @@ export class HeroViewComp extends CCComp {
let isHero = this.model.fac === FacSet.HERO;
let dirX = isHero ? -800 : 800;
// 死亡往后飞出屏幕动画
// 死亡往后飞出屏幕动画,结束后统一销毁实体
// 英雄为真实死亡:快照已在 doDead 阶段写入 smc.mission.dead_heroes此处直接销毁
tween(this.node)
.by(0.5, { position: v3(dirX, 700, 0) }, { easing: "quadOut" })
.call(() => {
if (isHero) {
// 将英雄移到玩家看不到的墓地,留待下回合上场
this.node.setPosition(v3(-2000, -2000, 0));
} else {
// 动画结束后销毁怪物实体
this.ent.destroy();
}
this.ent.destroy();
})
.start();
}
do_atked(damage: number, isCrit: boolean, s_uuid: number, isBack: boolean = false) {
/** 受击表现(伤害数字、受击动画、击退) */
do_atked(damage: number, isCrit: boolean, s_uuid: number, knockbackExtra: number = 0) {
// 受到攻击时更新最后更新时间
this.activateTopBar();
this.topBar.activateTopBar();
this.lastBarUpdateTime = Date.now() / 1000;
if (damage <= 0) return;
@@ -547,7 +410,7 @@ export class HeroViewComp extends CCComp {
// 视图层表现
let SConf = SkillSet[s_uuid]
const hitAnm = SConf?.DAnm || "atked";
if (isBack) this.back()
this.back(knockbackExtra)
this.in_atked(hitAnm, this.model.fac == FacSet.HERO ? 1 : -1);
this.showDamage(damage, isCrit);
}
@@ -634,7 +497,7 @@ export class HeroViewComp extends CCComp {
if (!this.model) return;
const damageText = NumberFormatter.formatNumber(Math.max(0, Math.floor(damage)));
this.hp_show();
this.topBar.hpShow();
if (isCrit) {
this.hp_tip(TooltipTypes.crit, damageText);
} else {
@@ -645,10 +508,7 @@ export class HeroViewComp extends CCComp {
// 清理残留的定时器和缓动
this.unscheduleAllCallbacks();
Tween.stopAllByTarget(this.node);
if (this.top_node && this.top_node.isValid) {
Tween.stopAllByTarget(this.top_node);
this.top_node.setPosition(this.topBasePos);
}
this.topBar.reset();
// 清理碰撞器事件监听
const collider = this.getComponent(Collider2D);
@@ -657,7 +517,6 @@ export class HeroViewComp extends CCComp {
}
this.deadCD = 0
this.lastBarUpdateTime = 0
this.unschedule(this.restoreBarIdleOpacity);
// 清理伤害队列
this.damageQueue.length = 0;

View File

@@ -3,13 +3,12 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
import { HeroInfo, resolveTriggerByLv, resolveReviveByLv } from "../common/config/heroSet";
import { HeroInfo, resolveTriggerByLv, resolveReviveByLv, HeroDisVal } from "../common/config/heroSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { MoveComp } from "./MoveComp";
import { MonMoveComp } from "./MonMoveComp";
import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { SkillTriggerType, HType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper";
/** 怪物实体:负责怪物对象池复用、属性初始化、入场动画与回收 */
@ecs.register(`Monster`)
@@ -19,7 +18,7 @@ export class Monster extends ecs.Entity {
/** 怪物表现组件引用 */
HeroView!: HeroViewComp;
/** 怪物移动组件引用 */
MonMove!: MonMoveComp;
MonMove!: MoveComp;
/** 调试开关,控制生命周期日志输出 */
private debugMode: boolean = false;
@@ -98,7 +97,7 @@ export class Monster extends ecs.Entity {
/** 注册实体必需组件:移动 + 属性 */
protected init() {
this.addComponents<ecs.Comp>(
MonMoveComp,
MoveComp,
HeroAttrsComp,
);
}
@@ -149,8 +148,9 @@ export class Monster extends ecs.Entity {
(node as any)._baseScale = node.scale.clone();
}
// 统一挂到实体显示层 HERO 节点下
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
// 按身份挂载显示层Boss → BOSS 层(最底),小怪 → MON 层(编辑器已配置好层级顺序)
const layerName = is_boss ? "BOSS" : "MON";
node.parent = scene.entityLayer!.node!.getChildByName(layerName)!;
var view = node.getComponent(HeroViewComp)!;
const collider = node.getComponent(BoxCollider2D);
// 入场期间关闭碰撞,防止下落时提前参与战斗
@@ -175,7 +175,8 @@ export class Monster extends ecs.Entity {
model.speed = hero.speed ?? 800;
model.type = hero.type;
model.fac = FacSet.MON;
model.dis = hero.dis ?? 720;
// 攻击距离配置优先未配置按攻击定位取默认值近战100 / 中程300 / 远程450
model.dis = hero.dis ?? HeroDisVal[hero.type as HType.Melee | HType.Mid | HType.Long];
model.posIndex = laneIndex;
if (laneIndex >= 0) {
smc.mission.monGrid[laneIndex] = this.eid;
@@ -248,7 +249,7 @@ export class Monster extends ecs.Entity {
// 广播怪物加载事件,供刷怪与战斗系统联动
oops.message.dispatchEvent("monster_load", this)
// 初始化移动参数:方向、目标 X、站位基准 Y
const move = this.get(MonMoveComp);
const move = this.get(MoveComp);
move.reset();
move.direction = -1;
move.targetX = pos.x;

View File

@@ -1,201 +0,0 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { Node } from "cc";
@ecs.register('MonMoveComp')
export class MonMoveComp extends ecs.Comp {
/** 朝向1=向右,-1=向左 */
direction: number = -1;
/** 当前移动目标 X */
targetX: number = 0;
/** 是否允许移动(出生落地前会短暂关闭) */
moving: boolean = true;
/** 站位基准 Y */
baseY: number = 0;
/** 出生序,用于同条件渲染排序稳定 */
spawnOrder: number = 0;
reset() {
this.direction = -1;
this.targetX = 0;
this.moving = true;
this.baseY = 0;
this.spawnOrder = 0;
}
}
@ecs.register('MonMoveSystem')
export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
/** 怪物接近英雄后的停船距离:小于该阈值即停下交战 */
private readonly combatHaltDistance = 80;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private monMoveMatcher: ecs.IMatcher | null = null;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number }[] = [];
private renderEntryCount = 0;
private getMonMoveMatcher(): ecs.IMatcher {
if (!this.monMoveMatcher) {
this.monMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MonMoveComp);
}
return this.monMoveMatcher;
}
private getHeroViewMatcher(): ecs.IMatcher {
if (!this.heroViewMatcher) {
this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
}
return this.heroViewMatcher;
}
filter(): ecs.IMatcher {
return ecs.allOf(MonMoveComp, HeroViewComp, HeroAttrsComp);
}
update(e: ecs.Entity) {
/** 战斗未开始/暂停时不驱动移动 */
if (!smc.mission.play || smc.mission.pause) return;
const model = e.get(HeroAttrsComp);
const move = e.get(MonMoveComp);
const view = e.get(HeroViewComp);
if (!model || !move || !view || !view.node) return;
if (model.fac !== FacSet.MON) return;
if (!move.moving) return;
/** 关卡阶段性冻结怪物行为 */
if (smc.mission.stop_mon_action) {
this.clearCombatTarget(model);
view.status_change("idle");
return;
}
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost() || model.isStun()) {
this.clearCombatTarget(model);
if (!model.is_reviving) view.status_change("idle");
return;
}
/** 所有移动都锁定在 baseY避免出现“漂移” */
if (view.node.position.y !== move.baseY) {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
// 渲染层级统交由 MoveSystem 统一处理,避免两个 System 争抢 setSiblingIndex
// 仅在战斗中才处理索敌;非战斗阶段也允许向左推进,让怪物自然逼近英雄阵地
const nearestEnemy = smc.mission.in_fight ? this.findNearestEnemy(e) : null;
if (nearestEnemy) {
/** 有敌人:边移动边攻击 */
this.processCombatLogic(e, move, view, model, nearestEnemy);
this.syncCombatTarget(model, view, nearestEnemy);
} else {
/** 无敌人:清目标并继续向左推进 */
this.clearCombatTarget(model);
model.is_atking = false;
this.moveLeft(view, move, model);
}
}
private clearCombatTarget(model: HeroAttrsComp): void {
model.combat_target_eid = -1;
model.enemy_in_cast_range = false;
}
private syncCombatTarget(model: HeroAttrsComp, selfView: HeroViewComp, enemyView: HeroViewComp): void {
if (!enemyView || !enemyView.node || !enemyView.ent) {
this.clearCombatTarget(model);
return;
}
const enemyAttrs = enemyView.ent.get(HeroAttrsComp);
if (!enemyAttrs || enemyAttrs.is_dead || enemyAttrs.is_reviving || enemyAttrs.fac === model.fac) {
this.clearCombatTarget(model);
return;
}
model.combat_target_eid = enemyView.ent.eid;
model.enemy_in_cast_range = this.isEnemyInAttackRange(model, selfView.node.position.x, enemyView.node.position.x);
}
private isEnemyInAttackRange(model: HeroAttrsComp, selfX: number, enemyX: number): boolean {
const dist = Math.abs(selfX - enemyX);
const attackRange = model.dis;
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MonMoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const selfX = view.node.position.x;
const enemyX = enemy.node.position.x;
// 停船判定使用固定阈值80不依赖技能攻击范围
const inRange = Math.abs(selfX - enemyX) <= this.combatHaltDistance;
if (inRange) {
// 接触到英雄方:停止移动,进入攻击状态,由 SCastSystem 负责技能释放
model.is_atking = true;
const dir = enemyX > selfX ? 1 : -1;
view.scale = dir;
if (view.status === "move") {
view.status_change("idle");
}
} else {
// 未接触:继续向左推进
model.is_atking = false;
this.moveLeft(view, move, model);
}
}
/**
* 持续向左推进:怪物不再固定站位,而是以 speed/3 的速度向左移动,
* 直到抵达左边界(基地位置)后转入待机,由 SCastSystem 继续负责技能释放。
*/
private moveLeft(view: HeroViewComp, move: MonMoveComp, model: HeroAttrsComp) {
const currentX = view.node.position.x;
if (currentX <= BoxSet.LETF_END) {
if (view.status !== "atk") {
view.status_change("idle");
}
return;
}
const dir = -1;
move.direction = dir;
const speed = model.speed / 3;
const delta = speed * this.dt * dir;
const newX = Math.max(BoxSet.LETF_END, currentX + delta);
if (Math.abs(newX - currentX) >= 0.01) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
}
}
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
const currentView = entity.get(HeroViewComp);
if (!currentView?.node) return null;
const currentPos = currentView.node.position;
const myFac = entity.get(HeroAttrsComp).fac;
let nearest: HeroViewComp | null = null;
let minDis = Infinity;
/** 遍历筛出最近敌人:以 X 轴距离为主Y 轴距离作为同排的决胜权重,使角色优先攻击同路的敌人 */
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const m = e.get(HeroAttrsComp);
if (m.fac !== myFac && !m.is_dead) {
const v = e.get(HeroViewComp);
if (v?.node) {
const dx = Math.abs(currentPos.x - v.node.position.x);
const dy = Math.abs(currentPos.y - v.node.position.y);
const d = dx + dy * 0.1; // Y轴权重较小仅在 X 相近时起决定作用
if (d < minDis) {
minDis = d;
nearest = v;
}
}
}
});
return nearest;
}
}

View File

@@ -1,26 +1,31 @@
/**
* @file MoveComp.ts
* @description 统一移动组件与系统(英雄 + 怪物)
*
* 核心规则:
* 1. 准备阶段:双方原地待命,不推进不索敌。
* 2. 战斗阶段双方向最近敌人推进进入攻击范围model.dis后停止移动并攻击。
* 3. 场上无敌人:停止移动(战斗结束,由 MissionComp 进入结算)。
* 4. 击退/位移不会把单位推出屏幕HERO 不越过 BoxSet.LETF_ENDMON 不越过 BoxSet.RIGHT_END。
* 5. 推进方向无上限限制,直到接触敌人或抵达敌方边界。
*/
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroViewComp } from "./HeroViewComp";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { HeroDisVal, HType, HRole } from "../common/config/heroSet";
import { BoxCollider2D, Node } from "cc";
import { MonMoveComp } from "./MonMoveComp";
import { Node } from "cc";
@ecs.register('MoveComp')
export class MoveComp extends ecs.Comp {
/** 朝向1=向右-1=向左 */
/** 朝向1=向右HERO-1=向左MON由系统根据 fac 自动维护 */
direction: number = 1;
/** 当前移动目标 X(战斗/回位都会更新) */
/** 当前移动目标 X */
targetX: number = 0;
/** 是否允许移动(出生落地前会短暂关闭) */
moving: boolean = true;
/** 预留:目标 Y当前逻辑主要使用 baseY 锁定地平线) */
targetY: number = 0;
/** 角色所属车道的地平线 Y移动时强制贴地 */
/** 站位基准 Y移动时强制贴地 */
baseY: number = 0;
/** 预留:车道索引 */
lane: number = 0;
/** 出生序,用于同条件渲染排序稳定 */
spawnOrder: number = 0;
@@ -28,68 +33,20 @@ export class MoveComp extends ecs.Comp {
this.direction = 1;
this.targetX = 0;
this.moving = true;
this.targetY = 0;
this.baseY = 0;
this.lane = 0;
this.spawnOrder = 0;
}
}
interface MoveFacConfig {
/** 阵营可前进边界(靠近敌方一侧) */
moveFrontX: number;
/** 阵营可后退边界(靠近己方一侧) */
moveBackX: number;
/** 被逼退时前侧安全边界 */
retreatFrontX: number;
/** 被逼退时后侧安全边界 */
retreatBackX: number;
}
@ecs.register('MoveSystem')
export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
private readonly heroFrontAnchorX = -200;
private readonly monFrontAnchorX = 0;
/** 常规同阵营横向最小间距(英雄) */
private readonly heroAllySpacingX = 100;
/** 常规同阵营横向最小间距(怪物) */
private readonly monAllySpacingX = 75;
/** 纵向判定为同排的最大 Y 差 */
private readonly minSpacingY = 30;
/** 渲染层级重排节流,避免每帧排序 */
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private heroMoveMatcher: ecs.IMatcher | null = null;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
private renderEntryCount = 0;
/**
* 阵营可移动边界配置。
* HERO 在左侧出生并向右推进MON 在右侧出生并向左推进。
*/
private readonly facConfigs: Record<number, MoveFacConfig> = {
[FacSet.HERO]: {
moveFrontX: 999999,
moveBackX: -999999,
retreatFrontX: 999999,
retreatBackX: -999999,
},
[FacSet.MON]: {
moveFrontX: -999999,
moveBackX: 999999,
retreatFrontX: -999999,
retreatBackX: 999999,
}
};
private getHeroMoveMatcher(): ecs.IMatcher {
if (!this.heroMoveMatcher) {
this.heroMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp);
}
return this.heroMoveMatcher;
}
private getHeroViewMatcher(): ecs.IMatcher {
if (!this.heroViewMatcher) {
this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
@@ -109,52 +66,49 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const move = e.get(MoveComp);
const view = e.get(HeroViewComp);
if (!model || !move || !view || !view.node) return;
if (model.fac !== FacSet.HERO) return; // 只处理英雄移动
if (!move.moving) return;
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost()) {
/** 关卡阶段性冻结怪物行为 */
if (smc.mission.stop_mon_action && model.fac === FacSet.MON) {
this.clearCombatTarget(model);
view.status_change("idle");
return;
}
/** 死亡/复活/控制状态:停止移动与索敌 */
if (model.is_stop || model.is_dead || model.is_reviving || model.isFrost() || model.isStun()) {
this.clearCombatTarget(model);
if (!model.is_reviving) view.status_change("idle");
return;
}
// 1. 获取全局排位目标
const slot = this.getGlobalFormationSlot(e, model);
move.baseY = slot.targetY;
move.targetX = slot.targetX;
// 2. 平滑 Y 轴换路(不分阶段,立即响应编队变化)
let isChangingLane = false;
if (Math.abs(view.node.position.y - move.baseY) > 2) {
const currentY = view.node.position.y;
const deltaY = move.baseY - currentY;
const step = 400 * this.dt; // 换路速度
const newY = currentY + Math.sign(deltaY) * Math.min(Math.abs(deltaY), step);
view.node.setPosition(view.node.position.x, newY, 0);
isChangingLane = true;
} else {
/** 所有移动都锁定在 baseY避免出现“漂移” */
if (view.node.position.y !== move.baseY) {
view.node.setPosition(view.node.position.x, move.baseY, 0);
}
// 渲染层级重排
this.updateRenderOrder();
/** 准备阶段:双方原地待命,不推进不索敌 */
if (!smc.mission.in_fight) {
this.clearCombatTarget(model);
model.is_atking = false;
if (view.status !== "atk") view.status_change("idle");
return;
}
/** 战斗阶段:索敌并推进 */
const nearestEnemy = this.findNearestEnemy(e);
if (nearestEnemy) {
/** 有敌人:进入战斗位移逻辑(立即向编队目标移动) */
this.processCombatLogic(e, move, view, model, nearestEnemy);
this.syncCombatTarget(model, view, nearestEnemy);
} else {
/** 无敌人:清目标并回归编队站位 */
/** 无敌人:停止移动,等待战斗结束结算 */
this.clearCombatTarget(model);
this.moveToSlot(view, move, model, move.targetX);
model.is_atking = false;
if (view.status !== "atk") view.status_change("idle");
}
// 如果只在 Y 轴移动,也要播放 move 动画
if (isChangingLane && view.status !== "move" && view.status !== "atk") {
view.status_change("move");
}
/** 渲染层级重排(双阵营统一处理) */
this.updateRenderOrder();
}
private clearCombatTarget(model: HeroAttrsComp): void {
@@ -182,232 +136,55 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return dist <= attackRange;
}
private processCombatLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
switch (rangeType) {
case HType.Melee:
this.processMeleeLogic(e, move, view, model, enemy);
break;
case HType.Mid:
this.processMidLogic(e, move, view, model, enemy);
break;
case HType.Long:
this.processLongLogic(e, move, view, model, enemy);
break;
default:
this.processMidLogic(e, move, view, model, enemy); // 默认中程
break;
}
}
/**
* 近战交战:有怪物时向右推进,贴近到固定接触距离后停下攻击
* Why: 近战手短需主动逼近;停止判定用固定接触距离(非攻击距离 dis
* 使英雄进入攻击范围后仍继续贴近,直到贴上目标才站稳输出。
* 怪物 y 与英雄同在 GAME_LINE 附近(微调也在攻击范围内),无需管 Y 轴。
* 战斗位移:向最近敌人推进,进入攻击范围后停止
* 推进无上限限制,但击退/位移受阵营后退边界保护。
*/
private processMeleeLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
if (!enemy?.node) {
this.processFormationCombat(e, move, view, model);
return;
}
private processCombatLogic(_e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
const selfX = view.node.position.x;
const enemyX = enemy.node.position.x;
const dist = Math.abs(selfX - enemyX);
// 已贴近到固定接触距离:停下攻击
if (dist <= MoveSystem.MELEE_ENGAGE_X) {
const attackRange = model.dis;
/** 近战贴身作战:攻击距离 dis(100) 大于技能范围(60),推进到与敌人相隔 60 才停下,保证技能可命中且不过度贴身 */
const stopRange = model.type === 0 ? 80 : attackRange;
const inRange = dist <= stopRange;
if (inRange) {
/** 进入攻击范围:停止移动,进入攻击状态,由 SCastSystem 负责技能释放 */
model.is_atking = true;
if (view.status !== "atk") view.status_change("idle");
return;
}
// 未贴近:向怪物方向推进(攻击范围内也继续移动),于接触距离处停下
const dir = enemyX > selfX ? 1 : -1;
move.direction = dir;
const stopX = enemyX - dir * MoveSystem.MELEE_ENGAGE_X;
const speed = model.speed / 3;
this.moveEntity(view, dir, speed, stopX);
model.is_atking = false;
}
private processMidLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processLongLogic(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp, enemy: HeroViewComp) {
this.processFormationCombat(e, move, view, model);
}
private processFormationCombat(e: ecs.Entity, move: MoveComp, view: HeroViewComp, model: HeroAttrsComp) {
this.moveToSlot(view, move, model, move.targetX);
model.is_atking = true;
}
private getGlobalFormationSlot(self: ecs.Entity, model: HeroAttrsComp): { targetX: number, targetY: number } {
const allAllies: ecs.Entity[] = [];
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
const move = e.get(MoveComp);
if (!attrs || !view?.node || !move) return;
if (attrs.is_dead || attrs.is_reviving) return;
if (attrs.fac !== model.fac) return;
allAllies.push(e);
});
allAllies.sort((a, b) => {
const attrsA = a.get(HeroAttrsComp);
const attrsB = b.get(HeroAttrsComp);
const priorityA = attrsA ? this.getFormationPriority(attrsA) : 0;
const priorityB = attrsB ? this.getFormationPriority(attrsB) : 0;
if (priorityA !== priorityB) return priorityB - priorityA;
const lvA = attrsA?.lv ?? 1;
const lvB = attrsB?.lv ?? 1;
if (lvA !== lvB) return lvB - lvA;
const moveA = a.get(MoveComp);
const moveB = b.get(MoveComp);
const orderA = moveA?.spawnOrder ?? 0;
const orderB = moveB?.spawnOrder ?? 0;
if (orderA !== orderB) return orderA - orderB;
return a.eid - b.eid;
});
// allAllies 按优先级降序(索引 0 = 最高优先级 = 最靠右/最先接敌),
// 反转为"从左侧起的排位"后再分配 X最高优先级 → 最右
const priorityRank = Math.max(0, allAllies.findIndex(entity => entity === self));
const rankFromLeft = allAllies.length - 1 - priorityRank;
const targetX = this.calcSlotX(rankFromLeft, allAllies.length);
return { targetX, targetY: BoxSet.GAME_LINE };
}
// ==================== 编队站位(方案 A单行横向分布 ====================
/** 编队左端起点(最靠后/最后接敌) */
private static readonly FORMATION_LEFT_X = -320;
/** 编队右端终点(最靠前/最先接敌) */
private static readonly FORMATION_RIGHT_X = 100;
/** 固定步进间距(人数较少时按此从左侧逐位右排) */
private static readonly FORMATION_STEP_X = 60;
/** 近战贴近怪物的固定接触距离:小于攻击距离 dis使英雄进攻击范围后仍继续贴近到此间距才停 */
private static readonly MELEE_ENGAGE_X = 60;
/**
* 计算某个槽位的目标 X。
* Why: 单行站位避免横版拥挤——人少时按 60 固定步进从 -320 起步逐位右排(保持松散),
* 人多到 60 步进装不下时,改为在 [-320, 100] 区间均分(利用全宽)。
* @param rankFromLeft 从左侧起的排位0=最靠左/最后,越大越靠右/越先接敌)
* @param total 当前存活英雄总数
*/
private calcSlotX(rankFromLeft: number, total: number): number {
const left = MoveSystem.FORMATION_LEFT_X;
const right = MoveSystem.FORMATION_RIGHT_X;
const step = MoveSystem.FORMATION_STEP_X;
if (total <= 1) return left;
// 固定步进能容纳的最大人数:相邻 60且最右不超过 right
const maxStepCount = Math.floor((right - left) / step) + 1;
if (total <= maxStepCount) {
return left + rankFromLeft * step;
}
// 超出后均分整段区间(含左右端点)
return left + (right - left) * (rankFromLeft / (total - 1));
}
private moveToSlot(view: HeroViewComp, move: MoveComp, model: HeroAttrsComp, targetX: number) {
const currentX = view.node.position.x;
const currentY = view.node.position.y;
// 当 X 和 Y 都到达目标时,才算真正到达
if (Math.abs(currentX - targetX) <= 2 && Math.abs(currentY - move.baseY) <= 2) {
view.node.setPosition(targetX, move.baseY, 0);
view.status_change("idle");
return;
}
const dir = targetX > currentX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;
this.moveEntity(view, dir, speed, targetX);
}
private moveEntity(view: HeroViewComp, direction: number, speed: number, stopAtX?: number) {
const model = view.ent.get(HeroAttrsComp);
const move = view.ent.get(MoveComp);
if (!model || !move) return;
/** 按阵营边界裁剪,防止跑出战场可移动区域 */
const cfg = this.facConfigs[model.fac] || this.facConfigs[FacSet.HERO];
const moveMinX = Math.min(cfg.moveBackX, cfg.moveFrontX);
const moveMaxX = Math.max(cfg.moveBackX, cfg.moveFrontX);
const currentX = view.node.position.x;
const currentY = view.node.position.y;
const delta = speed * this.dt * direction;
let newX = view.node.position.x + delta;
if (currentX < moveMinX && direction < 0) {
// X 轴到底了,如果 Y 轴还在换路,继续维持 move 状态
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
const dir = enemyX > selfX ? 1 : -1;
view.scale = dir;
if (view.status === "move") {
view.status_change("idle");
}
return;
}
if (currentX > moveMaxX && direction > 0) {
if (Math.abs(currentY - move.baseY) > 2) {
} else {
/** 未接触:向敌人方向推进 */
model.is_atking = false;
const dir = enemyX > selfX ? 1 : -1;
move.direction = dir;
const speed = model.speed / 3;
const delta = speed * this.dt * dir;
let newX = selfX + delta;
/** 后退边界钳制:防止被击退/位移推出屏幕 */
newX = this.clampByFacBoundary(newX, model.fac);
if (Math.abs(newX - selfX) >= 0.01) {
view.node.setPosition(newX, view.node.position.y, 0);
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
newX = Math.max(moveMinX, Math.min(moveMaxX, newX));
if (stopAtX !== undefined) {
/** 指定停止点时,限制不越过 stopAtX */
newX = direction > 0 ? Math.min(newX, stopAtX) : Math.max(newX, stopAtX);
}
if (Math.abs(newX - currentX) < 0.01) {
// X轴虽然没变化但如果Y轴还在移动依然是move状态
if (Math.abs(currentY - move.baseY) > 2) {
view.status_change("move");
} else {
view.status_change("idle");
}
return;
}
view.node.setPosition(newX, view.node.position.y, 0); // 注意:这里只更新 XY 在外部平滑逻辑更新
view.status_change("move");
}
/**
* 编队站位优先级(数值越大越靠前/越靠右)
* Why: 阵容职能决定承伤顺序——死亡触发英雄需最先阵亡以触发遗志,
* 其次坦克承伤,再次战士/刺客,远程射手/法师/辅助依次靠后保护。
* 排序档位:死亡触发 > 坦克 > 战士 > 刺客 > 射手 > 法师 > 辅助
* 按阵营裁剪 X 坐标,防止被击退/位移推出屏幕
* HERO 后退不越过 BoxSet.LETF_ENDMON 后退不越过 BoxSet.RIGHT_END。
*/
private getFormationPriority(model: HeroAttrsComp): number {
// 死亡触发英雄最高优先:需要先死以发动遗志/献祭
if (model.dead && Object.keys(model.dead).length > 0) return 100;
if (model.role !== undefined) {
switch (model.role) {
case HRole.Tank: return 90;
case HRole.Warrior: return 80;
case HRole.Assassin: return 70;
case HRole.Archer: return 60;
case HRole.Mage: return 50;
case HRole.Support: return 40;
}
private clampByFacBoundary(x: number, fac: number): number {
if (fac === FacSet.HERO) {
return Math.max(BoxSet.LETF_END, x);
}
// 兜底:未配置 role 时按攻击定位(近战 > 中程 > 远程)
const rangeType = model.type as HType.Melee | HType.Mid | HType.Long;
if (rangeType === HType.Melee) return 30;
if (rangeType === HType.Mid) return 20;
return 10;
}
private resolveCombatRange(model: HeroAttrsComp, defaultMin: number, defaultMax: number): [number, number] {
const minRange = model.getCachedMinSkillDistance();
const maxRange = model.getCachedMaxSkillDistance();
if (maxRange <= 0) return [defaultMin, defaultMax];
const safeMin = Math.max(0, Math.min(minRange, maxRange - 20));
return [safeMin, maxRange];
return Math.min(BoxSet.RIGHT_END, x);
}
private findNearestEnemy(entity: ecs.Entity): HeroViewComp | null {
@@ -441,13 +218,19 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private updateRenderOrder() {
const scene = smc.map?.MapView?.scene;
const actorRoot = scene?.entityLayer?.node?.getChildByName("HERO");
if (!actorRoot) return;
const layerNode = scene?.entityLayer?.node;
if (!layerNode) return;
const now = Date.now() / 1000;
if (now - this.lastRenderSortAt < this.renderSortInterval) return;
this.lastRenderSortAt = now;
const heroRoot = layerNode.getChildByName("HERO");
const monRoot = layerNode.getChildByName("MON");
const bossRoot = layerNode.getChildByName("BOSS");
/** 分层重排同层节点:各阵营层内按 Y 轴路次 -> 前后位置 -> 出生序 -> eid 排序
* Boss 已有独立 BOSS 层固定在最底,无需 bossPriority 参与排序) */
this.renderEntryCount = 0;
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
@@ -455,24 +238,23 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (!attrs || !actorView?.node || attrs.is_dead) return;
if (attrs.fac !== FacSet.HERO && attrs.fac !== FacSet.MON) return;
if (actorView.node.parent !== actorRoot) {
actorView.node.parent = actorRoot;
/** 按阵营/身份归位到对应显示层 */
let targetRoot: Node | null | undefined;
if (attrs.fac === FacSet.HERO) {
targetRoot = heroRoot;
} else {
targetRoot = attrs.is_boss ? (bossRoot ?? monRoot ?? heroRoot) : (monRoot ?? heroRoot);
}
if (!targetRoot) return;
if (actorView.node.parent !== targetRoot) {
actorView.node.parent = targetRoot;
}
// 获取 spawnOrder由于可能挂载 MoveComp 或 MonMoveComp我们需要动态获取
let spawnOrder = 0;
const heroMove = e.get(MoveComp);
if (heroMove) {
spawnOrder = heroMove.spawnOrder;
} else {
const monMove = e.get(MonMoveComp);
if (monMove) {
spawnOrder = monMove.spawnOrder;
}
}
/** 统一从 MoveComp 获取 spawnOrder */
const move = e.get(MoveComp);
const spawnOrder = move?.spawnOrder ?? 0;
// 按 Y 轴计算渲染层级权重Y 越小,说明越靠近屏幕下方,应该渲染在越前面)
// 之前的 isFly 逻辑已被移除,统一按 Y 轴处理三路渲染
const laneScore = -actorView.node.position.y;
// X 轴权重:站在前排的(交战处)优先渲染
const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
@@ -484,7 +266,6 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
this.renderEntries.push(entry);
}
entry.node = actorView.node;
entry.bossPriority = attrs.is_boss ? 1 : 0;
entry.laneScore = laneScore;
entry.frontScore = frontScore;
entry.spawnOrder = spawnOrder;
@@ -493,9 +274,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
});
this.renderEntries.length = this.renderEntryCount;
/** 定时重排同层节点Boss 优先级 -> Y 轴路次 -> 前后位置 -> 出生序 -> eid */
this.renderEntries.sort((a, b) => {
if (a.bossPriority !== b.bossPriority) return a.bossPriority - b.bossPriority;
// Y轴靠下的laneScore 较大)应该在后面,从而渲染在上面
if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
@@ -503,8 +282,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
return a.eid - b.eid;
});
this.renderEntries.forEach((item, index) => {
/** 分层应用 siblingIndex各层内部从 0 递增 */
const layerCounters = new Map<Node, number>();
this.renderEntries.forEach((item) => {
const parent = item.node.parent;
if (!parent) return;
const index = layerCounters.get(parent) ?? 0;
item.node.setSiblingIndex(index);
layerCounters.set(parent, index + 1);
});
}
}

View File

@@ -61,10 +61,10 @@ export class HeroMoreCom extends Component {
/** 冰冻率附加值 */
@property(Label)
private freeze_plus_label: Label = null;
/** 击退总值(百分点 */
/** 击退强化总值(击退距离增量 */
@property(Label)
private knockback_all_label: Label = null;
/** 击退附加值 */
/** 击退强化附加值 */
@property(Label)
private knockback_plus_label: Label = null;
/** 穿透率总值(百分点) */
@@ -177,12 +177,13 @@ export class HeroMoreCom extends Component {
const finalCritDmg = this.model.getFinalCritDamage();
this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
// ---- 冰冻率 / 击退 / 穿透率 / 风怒率(百分点) ----
// ---- 冰冻率 / 击退强化 / 穿透率 / 风怒率 ----
const finalFreeze = this.model.getFinalFreezeChance();
this.setStatRow(this.freeze_all_label, this.freeze_plus_label, finalFreeze, finalFreeze - (this.model.freeze_chance ?? 0), "%");
// 击退强化已改为击退距离增量,不再按百分比显示
const finalKnockback = this.model.getFinalKnockbackChance();
this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "%");
this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "");
const finalPuncture = this.model.getFinalPunctureChance();
this.setStatRow(this.puncture_all_label, this.puncture_plus_label, finalPuncture, finalPuncture - (this.model.puncture_chance ?? 0), "%");

View File

@@ -192,13 +192,10 @@ export class MissionCardComp extends CCComp {
private itemCardComps: ItemListComp[] = [];
/** 是否已召唤过英雄(用于控制其他面板按钮是否可点击) */
private hasCalledHero: boolean = false;
/**
* 招募计数:每次点击招募 +1。
* 节奏为「每 4 次一循环」:前 3 次直接随机召唤,第 4 次走三选一。
*/
private recruitCount: number = 0;
/** 全远程阵容时近战卡的权重放大倍数(近战保底) */
private static readonly MELEE_PITY_WEIGHT_MUL = 3;
/** 开局免费连续三选一的总次数 */
private static readonly OPENING_FREE_PICK_COUNT = 3;
/** 开局免费三选一剩余次数(>0 时招募不扣费,选完 1 张自动弹出下一组) */
private openingFreePicks: number = 0;
// ======================== 面板划出状态 ========================
@@ -362,6 +359,10 @@ export class MissionCardComp extends CCComp {
// 暂不启用 herobox 同步显示英雄信息(后续可能恢复),保留代码备查
// this.refreshHeroBoxSlots();
// 重置开局免费三选一次数,随后立即弹出第 1 组三选一
this.openingFreePicks = MissionCardComp.OPENING_FREE_PICK_COUNT;
this.showCardsPanel();
mLogger.log(this.debugMode, "MissionCardComp", "mission start");
}
@@ -876,8 +877,18 @@ export class MissionCardComp extends CCComp {
if (heroIdx >= 0) {
const cards = this.buildDrawCards();
this.dispatchCardsToSlots(cards);
// 抽 1 张后关闭英雄卡池面板
this.hideCardsPanel();
// 开局免费三选一次数未用完时保持面板展开,连续弹出下一组三选一
if (this.openingFreePicks > 0) {
this.openingFreePicks--;
if (this.openingFreePicks <= 0) {
// 最后一组选完,免费次数耗尽,收起面板并通知自动进入战斗
this.hideCardsPanel();
oops.message.dispatchEvent("OpeningPicksDone");
}
} else {
// 抽 1 张后关闭英雄卡池面板
this.hideCardsPanel();
}
mLogger.log(this.debugMode, "MissionCardComp", "refresh hero pool after buy", {
triggerSlot: heroIdx
});
@@ -1226,40 +1237,22 @@ export class MissionCardComp extends CCComp {
}
/**
* 英雄招募按钮(每 4 次一循环):
* - 前 3 次:扣面板开启费后直接随机召唤 1 个英雄(不开面板,无需玩家选)
* - 第 4 次:扣费后展开三选一面板(缩放 0→1玩家选 1。
* 英雄招募按钮:每次都展开三选一面板,玩家选 1
* 开局免费三选一次数未用完时不扣面板开启费
* 满员HERO_MAX_NUM时气泡提示并拦截不扣费、不计数。
*/
private onShowHerosClick() {
oops.audio.playEffect("music/button");
// 满员拦截:随机招募与三选一都禁止
// 满员拦截
if (this.getAliveHeroCount() >= this.getMissionHeroMaxNum()) {
this.showSmallTip("panel_hero_full", "英雄槽已满");
return;
}
// 随机招募与三选一都需支付面板开启费,金币不足则提示并中止
if (!this.tryPayPanelOpenCost(0)) return;
// 先计数再按节奏分支count % 4 == 0 展开三选一,其余直接随机召唤
this.recruitCount++;
const isPickOneOfThree = (this.recruitCount % 4) === 0;
mLogger.log(this.debugMode, "MissionCardComp", "hero recruit", {
recruitCount: this.recruitCount,
mode: isPickOneOfThree ? "pick_one_of_three" : "random_summon"
});
// 收起装备/技能/药品覆盖面板,回到英雄面板
// 开局免费次数内不扣面板开启费
if (this.openingFreePicks <= 0 && !this.tryPayPanelOpenCost(0)) return;
this.slideToPanel(0);
if (isPickOneOfThree) {
// 第 4 次:展开英雄抽卡面板(缩放 0→1点亮按钮 active 高亮)
this.showCardsPanel();
} else {
// 前 3 次:直接随机召唤,不开面板
this.randomSummonOne();
}
this.showCardsPanel();
}
// ======================== 英雄信息盒herosBoxNode ========================
@@ -1812,60 +1805,11 @@ export class MissionCardComp extends CCComp {
}
/**
* 直接随机召唤 1 个英雄:
* - 全英雄卡池按权重随机(不过滤已召唤英雄,配合二合一合成)。
* - 近战保底:场上已有英雄且全部为远程/中程(无近战)时,近战卡权重放大。
*/
private randomSummonOne() {
const pool = this.buildRandomSummonPool();
if (pool.length === 0) return;
const pick = this.weightedPick(pool);
if (!pick) return;
mLogger.log(this.debugMode, "MissionCardComp", "random summon", { uuid: pick.uuid });
oops.message.dispatchEvent(GameEvent.CallHero, {
uuid: pick.uuid,
hero_lv: 1,
card_lv: pick.card_lv ?? 1
});
}
/**
* 构建随机召唤卡池:全英雄卡,必要时按近战保底放大近战权重。
* @returns 带运行时权重的卡配置数组weight 已按保底调整)
* 构建随机召唤卡池:全英雄卡。
* @returns 卡配置数组
*/
private buildRandomSummonPool(): CardConfig[] {
const heroCards = CardPoolList.filter(c => c.type === CardType.Hero);
if (heroCards.length === 0) return [];
// 全远程判定:有存活英雄但没有任何近战 → 触发放大近战权重
const meleeMul = this.isAllRangedFormation()
? MissionCardComp.MELEE_PITY_WEIGHT_MUL
: 1;
if (meleeMul === 1) return heroCards;
return heroCards.map(c => {
const hero = HeroInfo[c.uuid];
const isMelee = hero && hero.type === HType.Melee;
// 复制一份避免污染卡池原始 weight
return isMelee ? { ...c, weight: (c.weight ?? 0) * meleeMul } : c;
});
}
/**
* 判断当前场上是否为「全远程阵容」:
* 有至少 1 个存活英雄且没有任何近战Melee英雄。
*/
private isAllRangedFormation(): boolean {
let heroCount = 0;
let meleeCount = 0;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const model = entity.get(HeroAttrsComp);
if (!model || model.fac !== FacSet.HERO || model.is_dead) return;
heroCount++;
if (model.type === HType.Melee) meleeCount++;
});
return heroCount > 0 && meleeCount === 0;
return CardPoolList.filter(c => c.type === CardType.Hero);
}
// ======================== 阶段切换 ========================

View File

@@ -48,7 +48,7 @@ import { Tooltip } from "../skill/Tooltip";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FieldSkillType } from "../common/config/SkillSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
import { spawningEngine, MAX_WAVE, DynamicTuner, WAVE_TIMEOUT, WAVE_TIMEOUT_BOSS, BATCH_INTERVAL, BATCH_COUNT, WAVE_DURATION } from "./RogueConfig";
import { spawningEngine, WAVE_DURATION, BATTLE_TIMEOUT } from "./RogueConfig";
const { ccclass, property } = _decorator;
/** 任务(关卡)生命周期阶段 */
@@ -82,11 +82,6 @@ export class MissionComp extends CCComp {
// ======================== 配置参数 ========================
/** 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 */
private maxMonsterCount: number = 60;
/** 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) */
private resumeMonsterCount: number = 40;
// ======================== 编辑器绑定节点 ========================
/** 开始战斗按钮 */
@@ -196,8 +191,8 @@ export class MissionComp extends CCComp {
this.on(GameEvent.NewWave, this.onNewWave, this)
this.on(GameEvent.DO_AD_BACK, this.do_ad, this)
this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
// 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)
oops.message.on(GameEvent.MasterCalled, this.onHeroSummoned, this);
// 开局免费三选一选完后自动进入战斗
oops.message.on("OpeningPicksDone", this.onOpeningPicksDone, this);
this.removeMemoryPanel()
}
@@ -219,7 +214,7 @@ export class MissionComp extends CCComp {
if (this.start_btn && this.start_btn.isValid) {
this.start_btn.off(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this);
}
oops.message.off(GameEvent.MasterCalled, this.onHeroSummoned, this);
oops.message.off("OpeningPicksDone", this.onOpeningPicksDone, this);
}
/**
@@ -259,9 +254,8 @@ export class MissionComp extends CCComp {
this.clearTime += dt
this.update_time();
// 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
const timeout = this.isBossWave ? WAVE_TIMEOUT_BOSS : WAVE_TIMEOUT;
if (this.clearTime >= timeout) {
// 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
if (this.clearTime >= BATTLE_TIMEOUT) {
this.onBattleTimeout();
}
}
@@ -522,11 +516,11 @@ export class MissionComp extends CCComp {
case MissionPhase.BattleStart:
// 触发战斗开始技能fstart
this.triggerHeroBattleSkills(true);
// 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
// Boss 预警:Boss 同步场立即登场eta=0
if (this.isBossWave) {
oops.message.dispatchEvent(GameEvent.BossWarning, {
wave: this.currentWave,
eta: BATCH_INTERVAL * (BATCH_COUNT - 1),
eta: 0,
});
}
break;
@@ -560,37 +554,26 @@ export class MissionComp extends CCComp {
let allAlive = true;
let hasHero = false;
let heroDeathCount = 0;
ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.HERO) {
hasHero = true;
if (attrs.is_dead) {
allAlive = false;
heroDeathCount++;
}
}
});
// 英雄为真实死亡(实体已销毁),本回合死亡数取死亡记录长度
const heroDeathCount = smc.mission.dead_heroes.length;
if (heroDeathCount > 0) allAlive = false;
// 【动态难度调节】根据本回合战况自动放水 / 加压
// 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
const effectiveClearTime = this.clearTime + smc.vmdata.mission_data.wave_early_skip;
const tuned = DynamicTuner.adjust(effectiveClearTime, heroDeathCount);
if (tuned) {
mLogger.log(this.debugMode, 'MissionComp', `[DynamicTuner] wave=${this.currentWave} effClear=${effectiveClearTime.toFixed(1)}s deaths=${heroDeathCount} factor=${DynamicTuner.factor.toFixed(3)}`);
}
// 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
// 快照供倒计时档位判定onNewWave 会清零 clearTime必须提前快照
this.lastWaveDeathCount = heroDeathCount;
this.lastWaveClearTime = effectiveClearTime;
this.lastWaveClearTime = this.clearTime;
// 【评分系统 - 战绩分】记录全员存活的胜利回合数(额外加分)
if (hasHero && allAlive) {
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20回合
if (this.currentWave === MAX_WAVE) {
smc.vmdata.scores.passed_wave_20 = true;
}
// 【评分系统 - 战绩分】单场 Boss 战定胜负,通过即视为通关
smc.vmdata.scores.passed_wave_20 = true;
}
// 触发战斗结束技能fend
@@ -753,13 +736,8 @@ export class MissionComp extends CCComp {
this.to_fight();
}
/**
* 英雄召唤事件回调:
* 第一回合准备阶段Prepare只有第 1 回合才会进入,
* 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。
* 后续回合走 PrepareStart 倒计时自动流转,不会进入 Prepare。
*/
private onHeroSummoned() {
/** 开局免费三选一选完,自动进入战斗(等效于点击开始按钮) */
private onOpeningPicksDone() {
if (this.currentPhase !== MissionPhase.Prepare) return;
if (!smc.mission.play || smc.mission.pause) return;
this.to_fight();
@@ -827,7 +805,6 @@ export class MissionComp extends CCComp {
this.clearTime = 0
smc.vmdata.mission_data.mon_num = 0
smc.vmdata.mission_data.level = 1
smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount))
this.currentPhase = MissionPhase.None;
this.currentWave = 1;
this.isBossWave = false;
@@ -879,7 +856,7 @@ export class MissionComp extends CCComp {
const wave = Number(data?.wave ?? 0);
if (wave <= 0) return;
this.isBossWave = !!data?.bossWave;
this.isBossWave = true; // 单场 Boss 战,恒为 Boss 战(超时阈值/预警走 Boss 档)
if (wave > 1) {
// 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
@@ -903,21 +880,10 @@ export class MissionComp extends CCComp {
// ======================== 怪物数量管理 ========================
/**
* 获取怪物数量阈值配置。
* @returns { max: 刷怪上限, resume: 恢复刷怪阈值 }
*/
private getMonsterThresholds(): { max: number; resume: number } {
const max = Math.max(1, Math.floor(this.maxMonsterCount));
const resume = Math.min(max - 1, Math.max(0, Math.floor(this.resumeMonsterCount)));
return { max, resume };
}
/**
* 同步怪物刷新状态(降频执行,每 0.2 秒一次):
* 1. 遍历所有 HeroAttrsComp 实体,统计怪物和英雄数量。
* 2. 检测英雄全灭。
* 3. 根据 max/resume 阈值切换 stop_spawn_mon 状态。
* 2. 检测英雄全灭 / 怪物全灭
*
* @param dt 帧间隔
*/
@@ -940,53 +906,37 @@ export class MissionComp extends CCComp {
});
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,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
// 怪物全灭检测:一场定胜负,全灭即整局通关,直接进入结算
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) {
if (this.currentWave >= MAX_WAVE) {
// 20 回合通关
this.open_Victory(null, false);
} else {
// 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)
const allAlive = this.checkAllHeroAlive();
const fastClear = this.clearTime < WAVE_DURATION * 0.5 ? 2
: this.clearTime < WAVE_DURATION * 0.75 ? 1 : 0;
oops.message.dispatchEvent(GameEvent.WaveClear, {
wave: this.currentWave,
clearTime: this.clearTime,
allAlive,
fastClear,
});
oops.message.dispatchEvent("TimeUpAdvanceWave");
}
// 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)
const allAlive = this.checkAllHeroAlive();
const fastClear = this.clearTime < WAVE_DURATION * 0.5 ? 2
: this.clearTime < WAVE_DURATION * 0.75 ? 1 : 0;
oops.message.dispatchEvent(GameEvent.WaveClear, {
wave: this.currentWave,
clearTime: this.clearTime,
allAlive,
fastClear,
});
this.open_Victory(null, false);
return;
}
smc.vmdata.mission_data.mon_num = monsterCount;
const { max, resume } = this.getMonsterThresholds();
smc.vmdata.mission_data.mon_max = max;
const stopSpawn = !!smc.mission.stop_spawn_mon;
if (stopSpawn) {
// 降至恢复阈值以下 → 恢复刷怪
if (monsterCount <= resume) smc.mission.stop_spawn_mon = false;
return;
}
// 超过上限 → 暂停刷怪
if (monsterCount >= max) smc.mission.stop_spawn_mon = true;
}
/** 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) */
private checkAllHeroAlive(): boolean {
let hasHero = false;
let allAlive = true;
ecs.query(this.heroAttrsMatcher).forEach(entity => {
const attrs = entity.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.HERO) {
hasHero = true;
if (attrs.is_dead) allAlive = false;
}
});
return hasHero && allAlive;
// 英雄为真实死亡(实体已销毁),有死亡记录即非全员存活
return hasHero && smc.mission.dead_heroes.length === 0;
}
/**
@@ -1001,13 +951,13 @@ export class MissionComp extends CCComp {
}
/**
* 回合超时强制结束(僵局兜底):
* 战斗超时强制结束(僵局兜底):
* 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)。
* 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)。
* 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
* 3. 一场定胜负,超时按怪物全灭同等处理——直接结算整局
*/
private onBattleTimeout() {
// 防重入:同一回合只触发一次
// 防重入:只触发一次
if (this.currentPhase !== MissionPhase.Battle) return;
smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
@@ -1021,13 +971,9 @@ export class MissionComp extends CCComp {
});
smc.vmdata.mission_data.mon_num = 0;
mLogger.log(this.debugMode, 'MissionComp', `[WaveTimeout] wave=${this.currentWave} 超时强制结`);
mLogger.log(this.debugMode, 'MissionComp', `[BattleTimeout] 超时强制结`);
if (this.currentWave >= MAX_WAVE) {
this.open_Victory(null, false);
} else {
oops.message.dispatchEvent("TimeUpAdvanceWave");
}
this.open_Victory(null, false);
}
// ======================== 清理 ========================
@@ -1059,21 +1005,17 @@ export class MissionComp extends CCComp {
this.clearBattleSceneNodes();
}
/** 清理战斗场景中的 HERO 和 SKILL 根节点下的所有子节点 */
/** 清理战斗场景中的 HERO/MON/BOSS 和 SKILL 根节点下的所有子节点 */
private clearBattleSceneNodes() {
const scene = smc.map?.MapView?.scene;
const layer = scene?.entityLayer?.node;
if (!layer) return;
const heroRoot = layer.getChildByName("HERO");
const skillRoot = layer.getChildByName("SKILL");
if (heroRoot) {
for (let i = heroRoot.children.length - 1; i >= 0; i--) {
heroRoot.children[i].destroy();
}
}
if (skillRoot) {
for (let i = skillRoot.children.length - 1; i >= 0; i--) {
skillRoot.children[i].destroy();
for (const name of ["HERO", "MON", "BOSS", "SKILL"]) {
const root = layer.getChildByName(name);
if (root) {
for (let i = root.children.length - 1; i >= 0; i--) {
root.children[i].destroy();
}
}
}
}

View File

@@ -15,6 +15,11 @@
* 旧英雄移动合并销毁,新英雄以 **两者最高等级 + 1** 落地(封顶 HERO_MAX_LV
* 等级已达上限时拒绝召唤。英雄也可通过升级卡SpecialUpgrade升级。
*
* 死亡机制:
* 英雄为真实死亡HeroAtkSystem.doDead → 快照至 smc.mission.dead_heroes → 实体销毁),
* 本组件不做回合自动复活;复活由后续复活机制读取 dead_heroes 重新召唤。
* revive 系技能为"濒死回血"(血量归零时消耗次数回血续命),不触发真死。
*
* 依赖:
* - Herohero/Hero.ts—— 英雄 ECS 实体类
* - HeroAttrsComp —— 英雄属性组件
@@ -48,14 +53,16 @@ const { ccclass } = _decorator;
export class MissionHeroComp extends CCComp {
// ======================== 常量 ========================
/** 硬编码的6个英雄占位点 */
/**
* 英雄登场占位点(固定 3 列):
* - index 0/1/2 分别对应 x=-320/-260/-200。
* - 分配规则近战优先靠前x 更大),远程/中程优先靠后x 更小);
* 同类型按召唤先后从该类型的一侧开始依次填充。
*/
public static readonly HERO_POSITIONS: Vec3[] = [
v3(-220, BoxSet.GAME_LINE, 0), // index 0 (node_index 1): Top Front 第二
v3(-140, BoxSet.GAME_LINE, 0), // index 1 (node_index 2): Mid Front 第一
v3(-300, BoxSet.GAME_LINE, 0), // index 2 (node_index 3): Bot Front 第三
// v3(-280, BoxSet.GAME_LINE + 100, 0), // index 3 (node_index 4): Top Back
// v3(-280, BoxSet.GAME_LINE, 0), // index 4 (node_index 5): Mid Back
// v3(-280, BoxSet.GAME_LINE - 100, 0), // index 5 (node_index 6): Bot Back
v3(-320, BoxSet.GAME_LINE, 0),
v3(-260, BoxSet.GAME_LINE, 0),
v3(-200, BoxSet.GAME_LINE, 0),
];
/** 英雄出生时的掉落高度(从空中落到地面的像素差) */
@@ -102,34 +109,28 @@ export class MissionHeroComp extends CCComp {
// ======================== 事件处理 ========================
/** 关卡结束时清理全部英雄 ECS 实体 */
/** 关卡结束时清理全部存活英雄 ECS 实体,并清空本局死亡英雄记录 */
clear_heros() {
const heroes = this.getAllHeroes();
for (let i = 0; i < heroes.length; i++) {
heroes[i].destroy();
}
// 整局结束,死亡记录失效(复活机制仅限局内)
smc.mission.dead_heroes = [];
}
/** 战斗准备阶段:重置出战英雄计数,恢复满血重新登场 */
/**
* 战斗准备阶段:刷新存活英雄计数与血条。
*
* 说明:英雄为真实死亡(实体已销毁,快照存于 smc.mission.dead_heroes
* 本阶段不再做回合自动复活;复活由后续复活机制(重新召唤)显式触发。
*/
fight_ready() {
const heroes = this.getAllHeroes();
smc.vmdata.mission_data.hero_num = heroes.length;
for (let i = 0; i < heroes.length; i++) {
const hero = heroes[i];
const model = hero.get(HeroAttrsComp);
const view = hero.get(HeroViewComp);
if (model && view) {
if (model.is_dead) {
view.alive();
const posIndex = this.pickPositionIndexForHero([hero.eid]);
const landingPos = MissionHeroComp.HERO_POSITIONS[posIndex];
// 计算出生点(空中)
const spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
view.node.setPosition(spawnPos);
model.posIndex = posIndex;
if (posIndex >= 0) smc.mission.heroGrid[posIndex] = hero.eid;
hero.playDropAnim(spawnPos, landingPos.y);
}
const model = heroes[i].get(HeroAttrsComp);
if (model) {
model.dirty_hp = true;
}
}
@@ -200,7 +201,7 @@ export class MissionHeroComp extends CCComp {
* 动态分配英雄上场的位置
* @param excludeEids 排除计算的实体ID数组避免复活时把自己算成占据的位置
*/
private pickPositionIndexForHero(excludeEids: number[] = []): number {
private pickPositionIndexForHero(excludeEids: number[] = [], heroType: HType = HType.Melee): number {
const heroes = this.getAllHeroes().filter(h => {
const m = h.get(HeroAttrsComp);
return m && !m.is_dead && !excludeEids.includes(h.eid);
@@ -212,16 +213,18 @@ export class MissionHeroComp extends CCComp {
if (m && m.posIndex >= 0) occupied.add(m.posIndex);
}
// 优先中前(1) -> 上前(0) -> 下前(2) -> 中后(4) -> 上后(3) -> 下后(5)
const slotPriority = [1, 0, 2, 4, 3, 5];
// 近战优先靠前x 更大,索引更大);远程/中程优先靠后x 更小,索引更小)
const slotPriority = heroType === HType.Melee
? [2, 1, 0]
: [0, 1, 2];
for (const idx of slotPriority) {
if (!occupied.has(idx)) {
if (!occupied.has(idx) && MissionHeroComp.HERO_POSITIONS[idx]) {
return idx;
}
}
// 溢出:默认中前
return 1;
// 溢出兜底:复用 index 0坐标有效避免越界崩溃
return 0;
}
/**
@@ -252,8 +255,9 @@ export class MissionHeroComp extends CCComp {
private spawnHeroAt(uuid: number, hero_lv: number, card_lv: number, posIndex: number) {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
const finalPosIndex = posIndex >= 0 ? posIndex : this.pickPositionIndexForHero();
const landingPos = MissionHeroComp.HERO_POSITIONS[finalPosIndex];
const finalPosIndex = posIndex >= 0 ? posIndex : this.pickPositionIndexForHero([], HeroInfo[uuid]?.type ?? HType.Melee);
// 兜底:索引越界或点位缺失时复用 index 0保证 landingPos 一定有效
const landingPos = MissionHeroComp.HERO_POSITIONS[finalPosIndex] ?? MissionHeroComp.HERO_POSITIONS[0];
let spawnPos: Vec3 = v3(landingPos.x, landingPos.y + MissionHeroComp.HERO_DROP_HEIGHT, 0);
hero.load(spawnPos, scale, uuid, landingPos.y, hero_lv, card_lv, finalPosIndex);

View File

@@ -1,17 +1,15 @@
/**
* @file MissionMonComp.ts
* @description 怪物Monster回合刷新管理组件(逻辑层)
* @description 怪物Monster登场管理组件(逻辑层)
*
* 职责:
* 1. 管理每一回合怪物的生成计划:根据 RogueConfig 生成怪物
* 2. 自动推进回合在准备阶段结束时PhasePrepareEnd启动分批释放
* 3. 分批刷怪:每回合固定 3 批,每 10 秒释放一批,批内按 MON_SPAWN_INTERVAL 逐个刷出。
* 1. 预生成战斗怪物FightReady 时通过 RogueSpawningEngine.generateBossCombo 随机一组 Boss 组合,并立即登场展示(供玩家侦查后再选英雄)
* 2. 战斗开始PhasePrepareEnd 时恢复怪物行动in_fight 前怪物仅原地待命,不会推进/索敌)
*
* 关键设计:
* - 所有怪物统一从右侧 X=400 出生点逐个刷出MON_SPAWN_INTERVAL 节奏控制)
* - 实际阵型与推进由 MonMoveComp 在战斗中向移动自然形成,不再使用固定网格点。
* - 槽位索引3行×4列仅用于 monGrid 寻路与 SCastSystem 索敌定位。
* - 上一回合残留怪在回合结束/开始时统一清理。
* - 5 只怪在 X∈[100,320] 内按登场序号均匀铺开Boss/小怪同时登场,玩家看清阵容后三选一
* - 实际推进由统一 MoveComp 在战斗中向敌人移动自然形成,不再使用固定网格点。
* - 槽位索引仅用于 monGrid 寻路与 SCastSystem 索敌定位。
*/
import { _decorator, v3, Vec3 } from "cc";
import { mLogger } from "../common/Logger";
@@ -21,10 +19,10 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { Monster } from "../hero/Mon";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { spawningEngine, GeneratedMonster, TestModeConfig, MAX_MONSTERS, BATCH_COUNT, BATCH_INTERVAL, getWaveType, SPAWN_INTERVAL_BY_TYPE } from "./RogueConfig";
import { BoxSet } from "../common/config/GameSet";
import { spawningEngine, GeneratedMonster, TestModeConfig, BOSS_COUNT, MINION_COUNT } from "./RogueConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { MonMoveComp } from "../hero/MonMoveComp";
import { MoveComp } from "../hero/MoveComp";
const { ccclass, property } = _decorator;
@@ -35,30 +33,25 @@ export class MissionMonCompComp extends CCComp {
/** 怪物出生掉落高度 */
private static readonly MON_DROP_HEIGHT = 0;
/** 怪物统一从右侧 X=400 出生点逐个刷出,随后向左推进 */
private static readonly MON_SPAWN_X = 400;
/** 逐个刷怪默认间隔(秒):保证怪物排成纵队,避免堆叠;运行时按回合类型查 SPAWN_INTERVAL_BY_TYPE 覆盖 */
private static readonly MON_SPAWN_INTERVAL = 0.3;
/** 怪物登场 X 范围下限(靠近英雄侧) */
private static readonly SPAWN_X_MIN = 100;
/** 怪物登场 X 范围上限(靠近右侧) */
private static readonly SPAWN_X_MAX = 320;
/**
* 怪物占位点:所有槽位统一以右侧出生点 (X=400) 作为坐标,
* 实际阵型由 MonMoveComp 在战斗中向左推进时自然拉开。
* 槽位索引仍保留 3 行 × 4 列结构,供 monGrid 寻路与 SCastSystem 索敌使用。
* 超出 12 个槽位的怪物(放松回合)按 spawnIndex % 12 复用槽位。
*/
/** 槽位基准 Y3行×4列结构仅供 monGrid 寻路与 SCastSystem 索敌定位) */
public static readonly MON_POSITIONS: Vec3[] = [
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 0: Col1-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 1: Col1-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 2: Col1-Bot
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 3: Col2-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 4: Col2-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 5: Col2-Bot
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 6: Col3-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 7: Col3-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 8: Col3-Bot
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 9: Col4-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 10: Col4-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 11: Col4-Bot
v3(0, BoxSet.GAME_LINE, 0), // index 0: Col1-Top
v3(0, BoxSet.GAME_LINE, 0), // index 1: Col1-Mid
v3(0, BoxSet.GAME_LINE, 0), // index 2: Col1-Bot
v3(0, BoxSet.GAME_LINE, 0), // index 3: Col2-Top
v3(0, BoxSet.GAME_LINE, 0), // index 4: Col2-Mid
v3(0, BoxSet.GAME_LINE, 0), // index 5: Col2-Bot
v3(0, BoxSet.GAME_LINE, 0), // index 6: Col3-Top
v3(0, BoxSet.GAME_LINE, 0), // index 7: Col3-Mid
v3(0, BoxSet.GAME_LINE, 0), // index 8: Col3-Bot
v3(0, BoxSet.GAME_LINE, 0), // index 9: Col4-Top
v3(0, BoxSet.GAME_LINE, 0), // index 10: Col4-Mid
v3(0, BoxSet.GAME_LINE, 0), // index 11: Col4-Bot
];
// ======================== 编辑器属性 ========================
@@ -70,114 +63,30 @@ export class MissionMonCompComp extends CCComp {
/** 全局生成顺序计数器(用于渲染层级排序) */
private globalSpawnOrder: number = 0;
/** 当前回合数 */
private currentWave: number = 0;
/** 当前回合的目标怪物总数 */
/** 战斗场次(本局恒为 1保留供 HUD/事件协议) */
private currentWave: number = 1;
/** 本场战斗的怪物总数 */
private waveTargetCount: number = 0;
/** 当前回合已生成的怪物数量 */
/** 已登场的怪物数量 */
private waveSpawnedCount: number = 0;
/** 等待生成的怪物队列按批次分组batch 0~2 */
private pendingBatches: GeneratedMonster[][] = [[], [], []];
/** 当前正在释放的批次索引 */
private currentBatch: number = 0;
/** 批次释放计时器(秒) */
private batchTimer: number = 0;
/** 是否正在分批释放中 */
private isReleasing: boolean = false;
/** 逐个刷怪队列:从当前批次转入,按节奏在 update 中释放 */
/** 待登场队列FightReady 时整组进入PhasePrepareEnd 时一次全量刷出 */
private spawnQueue: GeneratedMonster[] = [];
/** 逐个刷怪累计计时(秒) */
private spawnTimer: number = 0;
/** 当前回合的逐个刷怪间隔(秒),按回合类型查 SPAWN_INTERVAL_BY_TYPE */
private spawnInterval: number = MissionMonCompComp.MON_SPAWN_INTERVAL;
/** 当前批已刷出的怪物数(清场加速存活比例分母) */
private batchReleasedCount: number = 0;
/** 当前批是否已通过清场加速提前推进过(每批只触发一次) */
private batchFastForwarded: boolean = false;
/** 清场加速检测节流计时器(秒) */
private aliveCheckTimer: number = 0;
/** 本回合因清场加速累计节省的秒数(供 MissionComp 还原 DDA 判定口径,避免双重惩罚) */
public waveEarlySkipTotal: number = 0;
/** 清场加速触发阈值当前批存活比例低于此值时提前推进0.25 = 清掉 75% */
private static readonly BATCH_EARLY_RATIO = 0.25;
/** 清场加速提前量(秒):等效 batchTimer 快进,保底批间隔不被瞬间叠爆 */
private static readonly BATCH_EARLY_SKIP = 2.0;
// ======================== 生命周期 ========================
onLoad() {
this.on(GameEvent.FightReady, this.fight_ready, this);
this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this);
this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this);
}
protected update(dt: number): void {
// 统计待刷出的怪物总数(未释放的批次 + 正在释放的队列
let pendingCount = this.spawnQueue.length;
for (let i = this.currentBatch; i < BATCH_COUNT; i++) {
pendingCount += this.pendingBatches[i].length;
}
smc.vmdata.mission_data.pending_mon_num = pendingCount;
// 场上怪物超阈值时暂停释放:冻结批次推进与逐个刷出计时(不推进计时器,恢复后从断点平滑续接)
// 注意 pending 统计必须在 return 之前执行保证回合结束检测pending==0语义不受暂停影响
if (smc.mission.stop_spawn_mon) return;
// 分批释放:按 BATCH_INTERVAL 节奏推进批次
if (this.isReleasing) {
this.batchTimer += dt;
if (this.batchTimer >= BATCH_INTERVAL && this.currentBatch < BATCH_COUNT - 1) {
this.batchTimer = 0;
this.advanceBatch();
}
// 清场加速0.2s 节流检测当前批存活比例,清得快则快进批次计时(学 PvZ 血量阈值提前刷新)
this.aliveCheckTimer += dt;
if (this.aliveCheckTimer >= 0.2) {
this.aliveCheckTimer = 0;
this.checkBatchEarlyAdvance();
}
}
// 逐个刷怪:按 spawnInterval 节奏从队列释放
if (this.spawnQueue.length > 0) {
this.spawnTimer += dt;
if (this.spawnTimer >= this.spawnInterval) {
this.spawnTimer = 0;
const monData = this.spawnQueue.shift()!;
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MON_POSITIONS.length;
this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
this.waveSpawnedCount++;
}
}
// 待登场统计(战斗结束检测与 HUD 进度消费
smc.vmdata.mission_data.pending_mon_num = this.spawnQueue.length;
}
start() { }
private setupWaveData(monsters: GeneratedMonster[]) {
// 按批次分组
this.pendingBatches = [[], [], []];
for (const m of monsters) {
const batch = Math.min(m.batch, BATCH_COUNT - 1);
this.pendingBatches[batch].push(m);
}
this.waveTargetCount = monsters.length;
smc.vmdata.mission_data.pending_mon_num = this.waveTargetCount;
let hasBoss = monsters.some(m => m.isBoss);
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 回合 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
oops.message.dispatchEvent(GameEvent.NewWave, {
wave: this.currentWave,
total: this.waveTargetCount,
bossWave: hasBoss,
});
}
/**
* 战斗准备:重置所有运行时状态并开始第一回合。
* 战斗准备:重置运行时状态并预生成本场 Boss 组合。
*/
fight_ready() {
smc.vmdata.mission_data.mon_num = 0;
@@ -186,156 +95,40 @@ export class MissionMonCompComp extends CCComp {
this.currentWave = 1;
this.waveTargetCount = 0;
this.waveSpawnedCount = 0;
this.pendingBatches = [[], [], []];
this.currentBatch = 0;
this.batchTimer = 0;
this.isReleasing = false;
this.spawnQueue = [];
this.spawnTimer = 0;
this.batchReleasedCount = 0;
this.batchFastForwarded = false;
this.aliveCheckTimer = 0;
this.waveEarlySkipTotal = 0;
// 预生成第一回合数据以获取数量和 Boss 信息
const monsters = spawningEngine.generateWave(this.currentWave);
this.setupWaveData(monsters);
// 随机一组 Boss 组合(最终 Boss 战强度)
const monsters = spawningEngine.generateBossCombo();
this.spawnQueue = monsters;
this.waveTargetCount = monsters.length;
smc.vmdata.mission_data.pending_mon_num = this.waveTargetCount;
// 怪物先行登场:玩家侦查 Boss 组合后再做英雄三选一in_fight 前怪物原地待命,不推进不索敌)
const squad = this.spawnQueue;
this.spawnQueue = [];
smc.vmdata.mission_data.pending_mon_num = 0;
for (const monData of squad) {
this.addMonsterAtGrid(this.waveSpawnedCount, monData, this.currentWave);
this.waveSpawnedCount++;
}
if (TestModeConfig.enable) {
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
}
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] Boss 组合生成完成,怪物总数: ${this.waveTargetCount}`);
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
}
// ======================== 回合管理 ========================
/**
* 开始下一回合:回合数 +1 并预生成数据
*/
private onTimeUpAdvanceWave() {
this.currentWave += 1;
smc.vmdata.mission_data.level = this.currentWave;
const monsters = spawningEngine.generateWave(this.currentWave);
this.setupWaveData(monsters);
}
private onPhasePrepareEnd() {
this.resetSlotSpawnData();
// 按回合类型确定本回合刷怪间隔(放松回合快速倾泻,压力回合稍慢聚焦)
this.spawnInterval = SPAWN_INTERVAL_BY_TYPE[getWaveType(this.currentWave)] ?? MissionMonCompComp.MON_SPAWN_INTERVAL;
// 准备结束阶段:启动分批释放,
// 第一批立即转入 spawnQueue后续批次由 update 按 BATCH_INTERVAL 推进。
this.startBatchRelease();
}
// ======================== 分批释放 ========================
/** 启动分批释放:立即释放第一批,启动批次计时器 */
private startBatchRelease() {
this.currentBatch = 0;
this.batchTimer = 0;
this.isReleasing = true;
this.releaseCurrentBatch();
}
/** 推进到下一批次 */
private advanceBatch() {
if (this.currentBatch >= BATCH_COUNT - 1) {
this.isReleasing = false;
return;
}
this.currentBatch++;
this.releaseCurrentBatch();
}
/** 将当前批次的怪物转入 spawnQueue等待逐个刷出 */
private releaseCurrentBatch() {
const batch = this.pendingBatches[this.currentBatch];
if (batch.length === 0) {
// 当前批次为空,尝试推进到下一批
if (this.currentBatch < BATCH_COUNT - 1) {
this.currentBatch++;
this.releaseCurrentBatch();
} else {
this.isReleasing = false;
}
return;
}
// 将批次怪物转入逐个刷怪队列
for (const m of batch) {
this.spawnQueue.push(m);
}
this.batchReleasedCount = batch.length;
this.batchFastForwarded = false;
batch.length = 0;
// 让首个怪物在下一帧立即刷出,避免额外延迟
this.spawnTimer = this.spawnInterval;
}
/**
* 清场加速检测:当前批已放完且存活比例 ≤ BATCH_EARLY_RATIO 时,快进批次计时器。
* 只奖励"清得快"的 build压缩批间垃圾时间弱 build 清不完则不触发、不叠加压力。
*/
private checkBatchEarlyAdvance() {
if (this.batchFastForwarded) return;
if (this.currentBatch >= BATCH_COUNT - 1) return;
if (this.spawnQueue.length > 0) return; // 本批还没放完,不判断
if (this.batchReleasedCount <= 0) return;
let alive = 0;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
const a = e.get(HeroAttrsComp);
if (a && a.fac === FacSet.MON && !a.is_dead) alive++;
oops.message.dispatchEvent(GameEvent.NewWave, {
wave: this.currentWave,
total: this.waveTargetCount,
bossWave: monsters.some(m => m.isBoss),
});
// alive 含前几批残留,比例 clamp 防低估
const aliveRatio = Math.min(1, alive / this.batchReleasedCount);
if (aliveRatio <= MissionMonCompComp.BATCH_EARLY_RATIO) {
this.batchFastForwarded = true;
this.batchTimer += MissionMonCompComp.BATCH_EARLY_SKIP;
this.waveEarlySkipTotal += MissionMonCompComp.BATCH_EARLY_SKIP;
smc.vmdata.mission_data.wave_early_skip = this.waveEarlySkipTotal;
mLogger.log(this.debugMode, 'MissionMonComp',
`[EarlyAdvance] batch=${this.currentBatch} alive=${alive}/${this.batchReleasedCount},快进 ${MissionMonCompComp.BATCH_EARLY_SKIP}s`);
}
}
// ======================== 槽位管理 ========================
/**
* 清理上一回合残留怪物,并重置生成计数与逐个刷怪队列
*/
private resetSlotSpawnData() {
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
const attrs = e.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) {
e.destroy();
}
});
this.waveSpawnedCount = 0;
// 同步丢弃上一回合未释放的队列,避免与新一回合混合
this.spawnQueue = [];
this.spawnTimer = 0;
this.isReleasing = false;
this.currentBatch = 0;
this.batchTimer = 0;
this.batchReleasedCount = 0;
this.batchFastForwarded = false;
this.aliveCheckTimer = 0;
this.waveEarlySkipTotal = 0;
smc.vmdata.mission_data.wave_early_skip = 0;
}
// ======================== 怪物生成 ========================
/**
* 在指定位置索引处生成一个怪物
* 5 只怪在 X∈[100,320] 内按登场序号均匀铺开Boss/小怪同时登场直接开打
*/
private addMonsterAtGrid(
posIndex: number,
@@ -346,8 +139,10 @@ export class MissionMonCompComp extends CCComp {
let scale = -1;
const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
const spawnX = basePos.x;
const landingY = basePos.y + (monData.isBoss ? 6 : 0);
const spawnX = MissionMonCompComp.SPAWN_X_MIN
+ (MissionMonCompComp.SPAWN_X_MAX - MissionMonCompComp.SPAWN_X_MIN)
* (posIndex / Math.max(1, BOSS_COUNT + MINION_COUNT - 1));
const landingY = basePos.y;
const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
@@ -363,12 +158,12 @@ export class MissionMonCompComp extends CCComp {
oops.message.dispatchEvent(GameEvent.BossSpawn, { pos: spawnPos.clone() });
}
const move = mon.get(MonMoveComp);
const move = mon.get(MoveComp);
if (move) {
move.spawnOrder = this.globalSpawnOrder;
}
// 应用引擎计算好的最终属性
// 应用引擎计算好的最终属性
const model = mon.get(HeroAttrsComp);
if (model) {
model.ap = monData.ap;

View File

@@ -1,197 +1,51 @@
/**
* @file RogueConfig.ts
* @description 肉鸽刷怪系统(基于英雄强度的动态难度 + 心流循环
* @description Boss 组合刷怪系统(单场 Boss 战定胜负
*
* 游戏机制:
* - 整局只有一场战斗:开局英雄三次三选一后自动开战。
* - 怪物从 BossComboLibrary 按权重随机抽一组1 Boss + 4 小怪),
* 战斗开始瞬间一次全量登场X∈[100,320] 均匀铺开),双方立即互相攻击。
* - 怪物全灭 → 胜利结算;英雄全灭 → 失败结算;无回合递进、无分批刷怪。
*
* 设计层次:
* 1. WaveType - 回合类型(普通 / 压力 / 放松5 回合一个心流循环
* 2. WaveConfig - 每回合硬编码(数量 + 小队池 + HP/AP 倍率 + 强度微调
* 3. DynamicTuner - 动态难度调节器(系统根据战况放水 / 加压
* 4. MonSkillSet - 怪物技能池atking / atked / dead 等全触发类型)
* 5. RogueSpawningEngine - 生成引擎(按英雄强度反推怪物强度)
* 1. BossComboLibrary - Boss 组合库(小怪构成 + Boss/小怪技能池 + 抽取权重)
* 2. MonSkillPool/BossSkillPool - 怪物技能池atking / atked / dead 等全触发类型
* 3. RogueSpawningEngine - 生成引擎(基础属性 × 可调系数
*
* 核心公式:
* heroPower = Σ calcHeroPower(HeroInfo[uuid], lv) (场上存活英雄
* targetPower = heroPower × 回合类型系数 × wave.power_adjust × DynamicTuner.factor
* hpScale = targetPower × wave.hp_mul ÷ Σ 怪物基础强度
* 怪物 hp = base_hp × hpScale (走总强度框架,自动匹配玩家)
*
* 怪物 ap 独立挂钩玩家输出(不走总强度,避免被 hp 挤占导致"涨不动"
* 怪物 ap = 玩家平均攻击 × getApWaveGrowth(wave) × AP_RELATIVE × 类型系数
* 回合递进取线性 1.0 → 3.0wave 1 → 20
* 说明ap_mul 字段已废弃(保留字段仅为兼容配置表,不再参与计算)
*
* 回合节奏:
* - 最大 20 回合,第 20 回合通关
* - 每回合 30 秒,固定分 3 批,每 10 秒释放一批
* - 普通回合 18~36 只,放松回合 × 1.5 = 27~54 只
* - wave % 5 === 0 → 压力回合(必带 Boss强度高、数量少
* - wave % 5 === 4 → 放松回合(数量 × 1.5,强度低,爽快清屏,大战前夜收割补给)
* 核心公式(基础属性 × 可调系数)
* 怪物 hp = HeroInfo 基础hp × MON_HP_MULBoss 额外 × BOSS_HP_BONUS_MUL
* 怪物 ap = HeroInfo 基础ap × MON_AP_MUL
* 怪物基础面板与 1 级英雄持平(近战镜像 hp300/ap22/cd1.8),默认系数校准为
* 整场战斗3 英雄 vs 4 小怪 + 1 Boss双方对砍 ≈ WAVE_DURATION(30s)。
* 手感微调只改 MON_HP_MUL / MON_AP_MUL / BOSS_HP_BONUS_MUL 三个系数即可。
*/
import { HeroInfo, MonType, MonTypeName, calcHeroPower, TriggerGrouped, LvReviveEntry, heroInfo } from "../common/config/heroSet";
import { HeroInfo, MonType, MonTypeName, TriggerGrouped, LvReviveEntry } from "../common/config/heroSet";
import { SkillOverrides } from "../common/config/SkillSet";
import { FacSet } from "../common/config/GameSet";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
// ======================== 1. 回合类型与节奏常量 ========================
// ======================== 1. 战斗常量 ========================
/** 回合类型枚举 */
export enum WaveType {
Normal = 0, // 普通回合
Pressure = 1, // 压力回合wave % 5 === 0必带 Boss
Relax = 2, // 放松回合wave % 5 === 4量大强度低大战前夜的收割补给
}
/** 回合类型名称 */
export const WaveTypeName: Record<WaveType, string> = {
[WaveType.Normal]: "普通",
[WaveType.Pressure]: "压力",
[WaveType.Relax]: "放松",
};
/** 回合类型强度系数(硬编码) */
export const WAVE_TYPE_POWER_RATIO: Record<WaveType, number> = {
[WaveType.Normal]: 0.9, // 普通回合:标准强度
[WaveType.Pressure]: 1.2, // 压力回合:强度高、数量少
[WaveType.Relax]: 0.6, // 放松回合:量大、强度低
};
/** 放松回合数量倍率(相对普通回合) */
export const RELAX_COUNT_MUL = 1.5;
/** 最大回合数(第 20 回合通关) */
export const MAX_WAVE = 20;
/** 每回合时长(秒) */
/** 单场战斗时长基准供清屏速度评价BattleBannerComp 清屏奖励)等使用 */
export const WAVE_DURATION = 30;
/** 每回合分批次数 */
export const BATCH_COUNT = 3;
/** 怪物登场固定构成1 个 Boss + 4 个小怪(一次全量登场,打完即整局结束) */
export const BOSS_COUNT = 1;
export const MINION_COUNT = 4;
/** 每批间隔30 秒 / 3 批 = 10 秒 */
export const BATCH_INTERVAL = WAVE_DURATION / BATCH_COUNT;
/** 怪物血量可调系数:最终 hp = HeroInfo 基础hp × MON_HP_MUL。
* 2.6 = 校准后怪物总血量 / 3 英雄 30s 输出≈30 DPS双方对砍 ≈ 30s 分胜负 */
export const MON_HP_MUL = 2.6;
/** 怪物攻击可调系数:最终 ap = HeroInfo 基础ap × MON_AP_MUL。
* 0.9 使 4 小怪+1 Boss 的总 DPS ≈ 2030s 恰好磨光 3 英雄总血量≈600 */
export const MON_AP_MUL = 0.9;
/** Boss 血量额外加成(在 MON_HP_MUL 之上乘算,突出压场定位) */
export const BOSS_HP_BONUS_MUL = 1.6;
/** 战斗超时(秒):超过后强制结算整局(残留怪销毁并扣留存分) */
export const BATTLE_TIMEOUT = 90;
/** 每回合怪物硬上限(放松回合 36 × 1.5 = 54 */
export const MAX_MONSTERS = 54;
/** Boss 护卫队数量(与 Boss 同批压轴进场,占用回合总名额) */
export const BOSS_GUARD_COUNT = 3;
/** 批次怪物数量占比(铺垫 → 加压 → 高潮,第三批另有收尾小队加压) */
export const BATCH_RATIO: number[] = [0.25, 0.35, 0.40];
/** 收尾高潮批额外补入的最强小队数量(非放松回合生效) */
export const FINALE_SQUAD_COUNT = 2;
/** 按回合类型的逐个刷怪间隔(秒):放松回合快速倾泻造潮水感,压力回合稍慢便于聚焦 */
export const SPAWN_INTERVAL_BY_TYPE: Record<WaveType, number> = {
[WaveType.Normal]: 0.18,
[WaveType.Pressure]: 0.25,
[WaveType.Relax]: 0.12,
};
/**
* 怪物 ap 回合递进曲线(挂钩玩家输出,独立于总强度框架)。
* 怪物 ap = 玩家平均攻击 × AP_WAVE_GROWTH(wave) × AP_RELATIVE × 怪物类型系数。
* 线性 1.0 → 3.0wave 1 → 20保证后期伤害有可感知的爬升。
*/
export function getApWaveGrowth(wave: number): number {
const t = Math.min(Math.max(wave, 1), MAX_WAVE);
return 1.0 + (t - 1) / (MAX_WAVE - 1) * 2.0; // wave1=1.0 → wave20=3.0
}
/** 怪物 ap 相对玩家平均攻击的基础系数(<1 保证单怪不至于一击致命,由 Boss/精英类型再上浮) */
export const AP_RELATIVE = 0.6;
/** 回合战斗超时超过后强制结束回合残留怪销毁并扣留存分DynamicTuner 因 clearTime 过大自动放水) */
export const WAVE_TIMEOUT = 75;
/** Boss 回合超时Boss 压轴进场(第 20 秒),击杀耗时更长,放宽兜底阈值 */
export const WAVE_TIMEOUT_BOSS = 90;
/**
* 获取指定回合的回合类型
* @param wave 回合1 起)
* @returns WaveType
*/
export function getWaveType(wave: number): WaveType {
if (wave % 5 === 0) return WaveType.Pressure;
if (wave % 5 === 4) return WaveType.Relax; // 大战前夜的收割补给:清杂攒金币备战 Boss
return WaveType.Normal;
}
// ======================== 2. 动态难度调节器 ========================
/**
* 动态难度调节器(系统控制放水 / 加压)
* 与硬编码系数并存,用于根据战况实时微调难度。
*
* 用法示例MissionComp 每回合结束时调用):
* DynamicTuner.adjust(effectiveClearTime, heroDeathCount);
*
* 设计原则(真隐形 DDA
* - 连续映射desired = 1 + (0.8 - clearTime/WAVE_DURATION) × K清场越快要价越高非离散跳变
* - 滞回:连续同方向判定满 HYSTERESIS 回合才生效,偶发超神/崩盘不立即拉阀门
* - 指数靠拢:每回合向 desired 移动 50%,避免突变被玩家察觉
* - 总幅度钳制 [0.7, 1.3]±30%),防止橡皮筋效应
* - 英雄死亡直接锚定 desired=0.8(温和放水),不与慢清场放水叠加
*/
export const DynamicTuner = {
/** 当前难度系数(默认 1.0>1 加压,<1 放水) */
factor: 1.0,
/** 系数下限(最多放水到 70% */
MIN_FACTOR: 0.7,
/** 系数上限(最多加压到 130% */
MAX_FACTOR: 1.3,
/** 连续映射增益clearTime 每偏离基准 100% 时长factor 偏移 K */
K: 0.5,
/** 滞回:连续同方向判定满 N 回合才生效 */
HYSTERESIS: 2,
/** 连续方向计数(>0 加压倾向,<0 放水倾向) */
streak: 0,
/**
* 根据上一回合战况自动调节难度
* @param clearTime 清场耗时(秒,已含清场加速提前量的还原口径)
* @param heroDeathCount 英雄死亡数
* @returns 本回合是否实际调整了 factor
*/
adjust(clearTime: number, heroDeathCount: number): boolean {
// 1) 连续映射期望系数:基准 0.8×时长不动,更快加压、更慢放水;死亡锚定 0.8
let desired: number;
if (heroDeathCount > 0) {
desired = 1 + (0.8 - 1.2) * this.K; // = 0.8
} else {
desired = 1 + (0.8 - clearTime / WAVE_DURATION) * this.K;
}
desired = Math.min(this.MAX_FACTOR, Math.max(this.MIN_FACTOR, desired));
// 2) 滞回:连续同方向满 HYSTERESIS 回合才向 desired 靠拢
const dir = Math.sign(desired - 1);
if (dir === 0) {
this.streak = 0;
return false;
}
this.streak = (Math.sign(this.streak) === dir) ? this.streak + dir : dir;
if (Math.abs(this.streak) < this.HYSTERESIS) return false;
// 3) 指数靠拢:每回合向 desired 移动 50%,避免跳变
const old = this.factor;
this.factor = old + (desired - old) * 0.5;
this.factor = Math.min(this.MAX_FACTOR, Math.max(this.MIN_FACTOR, this.factor));
return this.factor !== old;
},
/** 重置调节器(每局开始时调用) */
reset(): void {
this.factor = 1.0;
this.streak = 0;
},
};
// ======================== 3. 怪物 UUID 池 ========================
// ======================== 2. 怪物 UUID 池 ========================
/** 按 MonType 分组的怪物 uuid 池,动态从 HeroInfo 提取,避免硬编码 */
export const MonList: Record<number, number[]> = {};
@@ -205,7 +59,7 @@ for (const key in HeroInfo) {
}
}
// ======================== 3.5 怪物金币掉落配置 ========================
// ======================== 2.5 怪物金币掉落配置 ========================
/**
* 怪物金币掉落配置(按 MonType 分类)
@@ -235,35 +89,78 @@ export function getMonsterGoldDrop(monType: number, isBoss: boolean): number {
return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base));
}
// ======================== 4. 小队模板库 ========================
// ======================== 3. Boss 组合库 ========================
/** 小队内单种怪物的槽位定义 */
export interface SquadSlot {
/** Boss 组合中小怪的槽位定义type + 数量Boss 另由 BOSS_COUNT 提供) */
export interface BossComboMinionSlot {
type: MonType;
count: number;
}
/** 小队模板3-4 只怪的组合单元 */
export interface SquadConfig {
/** Boss 组合配置一场战斗随机抽一组登场1 Boss + minions 小怪 */
export interface BossComboConfig {
id: string;
name: string;
slots: SquadSlot[];
weight: number; // 在小队池中的抽取权重
/** 小怪构成(合计数量建议等于 MINION_COUNT超出截断、不足自动补近战 */
minions: BossComboMinionSlot[];
/** Boss 技能池 id引用 BossSkillPool可选 */
boss_skill_pool?: string[];
/** 小怪技能池 id引用 MonSkillPool可选 */
skill_pool?: string[];
/** 在组合库中的抽取权重 */
weight: number;
}
/** 小队模板库(硬编码) */
export const SquadLibrary: Record<string, SquadConfig> = {
melee_grunt: { id: "melee_grunt", name: "近战步兵组", weight: 10, slots: [{ type: MonType.Melee, count: 3 }] },
assassin_squad: { id: "assassin_squad", name: "刺客突袭组", weight: 6, slots: [{ type: MonType.Assassin, count: 2 }, { type: MonType.Support, count: 1 }] },
mixed_balanced: { id: "mixed_balanced", name: "平衡混合组", weight: 8, slots: [{ type: MonType.Melee, count: 1 }, { type: MonType.Long, count: 1 }, { type: MonType.Heavy, count: 1 }] },
long_line: { id: "long_line", name: "远程线列组", weight: 7, slots: [{ type: MonType.Long, count: 2 }, { type: MonType.Support, count: 1 }] },
heavy_shield: { id: "heavy_shield", name: "重盾堡垒组", weight: 5, slots: [{ type: MonType.Heavy, count: 1 }, { type: MonType.Melee, count: 2 }] },
summoner_cult: { id: "summoner_cult", name: "召唤教派组", weight: 4, slots: [{ type: MonType.Summoner, count: 1 }, { type: MonType.Long, count: 2 }] },
/** Boss 护卫队weight=0 不进随机池,仅供引擎在 Boss 回合直接引用,与 Boss 同批压轴进场) */
boss_guard: { id: "boss_guard", name: "Boss 护卫队", weight: 0, slots: [{ type: MonType.Heavy, count: 1 }, { type: MonType.Melee, count: 2 }] },
/** Boss 组合库(硬编码):每场战斗按权重随机抽一组 */
export const BossComboLibrary: Record<string, BossComboConfig> = {
rage_charge: {
id: "rage_charge", name: "狂暴冲锋组", weight: 10,
minions: [{ type: MonType.Melee, count: 3 }, { type: MonType.Heavy, count: 1 }],
boss_skill_pool: ["boss_rage"],
},
iron_wall: {
id: "iron_wall", name: "铁壁推进组", weight: 8,
minions: [{ type: MonType.Heavy, count: 2 }, { type: MonType.Support, count: 1 }, { type: MonType.Long, count: 1 }],
boss_skill_pool: ["boss_iron"],
skill_pool: ["tough"],
},
doom_ritual: {
id: "doom_ritual", name: "毁灭仪式组", weight: 6,
minions: [{ type: MonType.Summoner, count: 1 }, { type: MonType.Long, count: 2 }, { type: MonType.Support, count: 1 }],
boss_skill_pool: ["boss_doom"],
skill_pool: ["warcry"],
},
assassin_raid: {
id: "assassin_raid", name: "刺客突袭组", weight: 7,
minions: [{ type: MonType.Assassin, count: 2 }, { type: MonType.Melee, count: 2 }],
boss_skill_pool: ["boss_rage", "boss_doom"],
skill_pool: ["berserk"],
},
blood_legion: {
id: "blood_legion", name: "吸血军团组", weight: 5,
minions: [{ type: MonType.Melee, count: 2 }, { type: MonType.Long, count: 1 }, { type: MonType.Summoner, count: 1 }],
boss_skill_pool: ["boss_iron", "boss_doom"],
skill_pool: ["leech"],
},
};
// ======================== 5. 怪物技能池 ========================
/**
* 按权重随机抽取一组 Boss 组合
* @returns 组合配置,库为空时返回 null
*/
export function pickBossCombo(): BossComboConfig | null {
const combos = Object.values(BossComboLibrary).filter(c => c && c.weight > 0);
if (combos.length === 0) return null;
const total = combos.reduce((s, c) => s + c.weight, 0);
let r = Math.random() * total;
for (const c of combos) {
r -= c.weight;
if (r <= 0) return c;
}
return combos[combos.length - 1];
}
// ======================== 4. 怪物技能池 ========================
/**
* 怪物技能套装(一套完整的触发技能配置)
@@ -294,8 +191,6 @@ export interface MonSkillSet {
/**
* 怪物技能池(硬编码)
* 压力回合 / Boss 可配置专属技能,普通回合随机挂载增加变数。
*
* 技能 uuid 引用 SkillSet 中的 6000~6500 段触发技能。
*/
export const MonSkillPool: Record<string, MonSkillSet> = {
@@ -336,7 +231,7 @@ export const MonSkillPool: Record<string, MonSkillSet> = {
},
};
/** Boss 专属技能池(压力回合 Boss 随机挂载) */
/** Boss 专属技能池 */
export const BossSkillPool: Record<string, MonSkillSet> = {
/** 狂暴领主:攻击触发全队攻击提升 */
boss_rage: {
@@ -367,130 +262,55 @@ export const BossSkillPool: Record<string, MonSkillSet> = {
},
};
// ======================== 6. 回合配置表 ========================
/** 单回合完整配置 */
export interface WaveConfig {
/** 基础怪物总数(普通回合 36 为上限,放松回合自动 × 1.5 = 54 */
base_count: number;
/** 可选小队 id 池,引擎按权重抽取拼装到 base_count */
squad_pool: string[];
/** HP 成长乘区(并入强度缩放分子,终值 = heroPower × 系数 × hp_mul ÷ Σ基础强度) */
hp_mul: number;
/** @deprecated 已废弃ap 改为挂钩玩家输出 × getApWaveGrowth本字段不再参与计算保留仅为兼容配置表结构 */
ap_mul: number;
/** 强度微调(放水 / 加压,默认 1.0 */
power_adjust?: number;
/** 是否 Boss 回合(压力回合必为 true */
boss_wave?: boolean;
/** 普通怪技能池 id可选随机挂载 */
skill_pool?: string[];
/** Boss 技能池 idBoss 回合专用,随机挂载) */
boss_skill_pool?: string[];
}
// ======================== 5. 配置校验 ========================
/**
* 回合配置表(硬编码 wave 1~20
*
* 心流循环5 回合一循环):
* wave % 5 === 0 → 压力回合(必带 Boss强度高、数量少
* wave % 5 === 4 → 放松回合(数量 × 1.5,强度低,大战前夜收割补给)
* 其余 → 普通回合(标准强度)
*
* 强度递进hp_mul / ap_mul 每 5 回合一档,压力回合额外提升。
*/
export const WaveConfigs: Record<number, WaveConfig> = {
// ===== 第一循环:教学期 =====
1: { base_count: 18, squad_pool: ["melee_grunt"], hp_mul: 1.00, ap_mul: 1.00 },
2: { base_count: 21, squad_pool: ["melee_grunt", "mixed_balanced"], hp_mul: 1.00, ap_mul: 1.00 },
3: { base_count: 24, squad_pool: ["melee_grunt", "mixed_balanced", "long_line"], hp_mul: 1.05, ap_mul: 1.00 },
// 放松回合量大好清Boss 前收割补给
4: { base_count: 27, squad_pool: ["mixed_balanced", "long_line", "heavy_shield"], hp_mul: 1.10, ap_mul: 1.05 },
// 压力回合:第一 Boss
5: { base_count: 21, squad_pool: ["melee_grunt", "mixed_balanced", "heavy_shield"], hp_mul: 1.15, ap_mul: 1.10, boss_wave: true, boss_skill_pool: ["boss_rage"] },
// ===== 第二循环:引入技能怪 =====
6: { base_count: 30, squad_pool: ["melee_grunt", "mixed_balanced", "long_line"], hp_mul: 1.10, ap_mul: 1.05 },
7: { base_count: 30, squad_pool: ["melee_grunt", "heavy_shield", "long_line"], hp_mul: 1.15, ap_mul: 1.10, skill_pool: ["tough"] },
8: { base_count: 33, squad_pool: ["assassin_squad", "mixed_balanced", "summoner_cult"], hp_mul: 1.20, ap_mul: 1.15, skill_pool: ["berserk"] },
// 放松回合量大好清Boss 前收割补给
9: { base_count: 33, squad_pool: ["heavy_shield", "long_line", "mixed_balanced"], hp_mul: 1.25, ap_mul: 1.20, skill_pool: ["berserk", "tough"] },
// 压力回合:第二 Boss
10: { base_count: 24, squad_pool: ["melee_grunt", "assassin_squad", "mixed_balanced"], hp_mul: 1.30, ap_mul: 1.25, boss_wave: true, boss_skill_pool: ["boss_rage", "boss_iron"] },
// ===== 第三循环:组合多样化 =====
11: { base_count: 33, squad_pool: ["assassin_squad", "long_line", "summoner_cult", "mixed_balanced"], hp_mul: 1.25, ap_mul: 1.20, skill_pool: ["leech"] },
12: { base_count: 33, squad_pool: ["heavy_shield", "melee_grunt", "mixed_balanced", "long_line"], hp_mul: 1.30, ap_mul: 1.25, skill_pool: ["tough", "warcry"] },
13: { base_count: 36, squad_pool: ["assassin_squad", "summoner_cult", "mixed_balanced"], hp_mul: 1.35, ap_mul: 1.30, skill_pool: ["berserk", "leech"] },
// 放松回合量大好清Boss 前收割补给
14: { base_count: 36, squad_pool: ["heavy_shield", "long_line", "melee_grunt"], hp_mul: 1.40, ap_mul: 1.35, skill_pool: ["berserk", "tough", "legacy"] },
// 压力回合:第三 Boss中期高潮
15: { base_count: 27, squad_pool: ["assassin_squad", "mixed_balanced", "summoner_cult"], hp_mul: 1.50, ap_mul: 1.40, boss_wave: true, boss_skill_pool: ["boss_rage", "boss_iron", "boss_doom"] },
// ===== 第四循环终极阶段17~19 power_adjust 逐步爬坡,为最终 Boss 蓄势) =====
16: { base_count: 36, squad_pool: ["assassin_squad", "heavy_shield", "long_line"], hp_mul: 1.45, ap_mul: 1.40, skill_pool: ["leech", "warcry"] },
17: { base_count: 36, squad_pool: ["melee_grunt", "summoner_cult", "mixed_balanced"], hp_mul: 1.50, ap_mul: 1.45, skill_pool: ["berserk", "legacy"], power_adjust: 1.05 },
18: { base_count: 36, squad_pool: ["assassin_squad", "long_line", "heavy_shield"], hp_mul: 1.55, ap_mul: 1.50, skill_pool: ["berserk", "tough", "leech"], power_adjust: 1.10 },
// 放松回合:量大好清,最终 Boss 前收割补给
19: { base_count: 36, squad_pool: ["mixed_balanced", "summoner_cult", "melee_grunt"], hp_mul: 1.60, ap_mul: 1.55, skill_pool: ["berserk", "tough", "legacy", "warcry"], power_adjust: 1.20 },
// 压力回合:最终 Boss
20: { base_count: 30, squad_pool: ["assassin_squad", "heavy_shield", "summoner_cult", "mixed_balanced"], hp_mul: 1.80, ap_mul: 1.70, boss_wave: true, boss_skill_pool: ["boss_doom", "boss_rage"] },
};
// ======================== 7. 配置校验 ========================
/**
* 校验 WaveConfigs / SquadLibrary / MonSkillPool 引用一致性
* 校验 BossComboLibrary / MonSkillPool 引用一致性
* 建议在游戏启动时调用一次,便于发现配置错误
* @returns 错误信息数组,空数组表示校验通过
*/
export function validateRogueConfig(): string[] {
const errors: string[] = [];
// 1. 校验 WaveConfigs 引用与范围
for (const wave in WaveConfigs) {
const cfg = WaveConfigs[wave];
for (const squadId of cfg.squad_pool) {
if (!SquadLibrary[squadId]) {
errors.push(`Wave ${wave} 引用了不存在的小队: ${squadId}`);
// 1. 校验组合引用与数量
for (const id in BossComboLibrary) {
const combo = BossComboLibrary[id];
let minionTotal = 0;
for (const slot of combo.minions) {
minionTotal += slot.count;
if (!MonList[slot.type] || MonList[slot.type].length === 0) {
errors.push(`组合 ${id} 引用的怪物类型 ${slot.type}(${MonTypeName[slot.type] || "?"}) 在 MonList 中无可用 uuid`);
}
}
if (cfg.skill_pool) {
for (const skillId of cfg.skill_pool) {
if (minionTotal !== MINION_COUNT) {
errors.push(`组合 ${id} 小怪数量=${minionTotal} 与 MINION_COUNT=${MINION_COUNT} 不一致`);
}
if (combo.skill_pool) {
for (const skillId of combo.skill_pool) {
if (!MonSkillPool[skillId]) {
errors.push(`Wave ${wave} 引用了不存在的技能: ${skillId}`);
errors.push(`组合 ${id} 引用了不存在的技能: ${skillId}`);
}
}
}
if (cfg.boss_skill_pool) {
for (const skillId of cfg.boss_skill_pool) {
if (combo.boss_skill_pool) {
for (const skillId of combo.boss_skill_pool) {
if (!BossSkillPool[skillId]) {
errors.push(`Wave ${wave} 引用了不存在的 Boss 技能: ${skillId}`);
errors.push(`组合 ${id} 引用了不存在的 Boss 技能: ${skillId}`);
}
}
}
if (cfg.base_count < 1 || cfg.base_count > MAX_MONSTERS) {
errors.push(`Wave ${wave} base_count=${cfg.base_count} 越界 (1~${MAX_MONSTERS})`);
}
if (cfg.power_adjust !== undefined && (cfg.power_adjust < 0.8 || cfg.power_adjust > 1.3)) {
errors.push(`Wave ${wave} power_adjust=${cfg.power_adjust} 越界 (0.8~1.3)`);
}
}
// 2. 校验 SquadLibrary 中所有 type 在 MonList 中有怪
for (const id in SquadLibrary) {
const squad = SquadLibrary[id];
for (const slot of squad.slots) {
if (!MonList[slot.type] || MonList[slot.type].length === 0) {
errors.push(`小队 ${id} 引用的怪物类型 ${slot.type}(${MonTypeName[slot.type] || "?"}) 在 MonList 中无可用 uuid`);
}
}
// 2. 校验 Boss 类型在 MonList 中有怪
if ((!MonList[MonType.MeleeBoss] || MonList[MonType.MeleeBoss].length === 0)
&& (!MonList[MonType.LongBoss] || MonList[MonType.LongBoss].length === 0)) {
errors.push("MonList 中无任何 Boss 类型MeleeBoss/LongBoss可用 uuid");
}
return errors;
}
// ======================== 8. 生成结果接口 ========================
// ======================== 6. 生成结果接口 ========================
/** 生成结果(传递给 MissionMonComp 用于实例化怪物) */
export interface GeneratedMonster {
@@ -499,10 +319,10 @@ export interface GeneratedMonster {
hp: number;
ap: number;
isBoss: boolean;
/** 是否为 Boss 护卫队成员(与 Boss 同批压轴进场,供 UI/统计识别) */
/** 是否为 Boss 护卫队成员(供 UI/统计识别) */
isBossGuard?: boolean;
spawnIndex: number;
/** 本怪所属批次(0~2由 MissionMonComp 按 BATCH_INTERVAL 释放 */
/** 本怪所属批次(保留字段,单场全量登场恒为 0 */
batch: number;
/**
@@ -521,13 +341,12 @@ export interface GeneratedMonster {
};
}
// ======================== 9. 测试模式配置 ========================
// ======================== 7. 测试模式配置 ========================
export const TestModeConfig = {
enable: false, // 默认关闭测试模式
baseHp: 150,
baseAp: 12,
growthRatePerWave: 0.2,
monType: MonType.Melee,
monUuid: 6001,
spawnCount: 1,
@@ -540,190 +359,73 @@ export const TestModeConfig = {
fend: undefined as TriggerGrouped | undefined,
};
// ======================== 10. 生成引擎 ========================
// ======================== 8. 生成引擎 ========================
/**
* 肉鸽刷怪生成引擎
* 按英雄强度反推怪物强度,结合回合类型系数与动态调节器生成怪物列表
* Boss 组合生成引擎
* 随机抽一组 Boss 组合,怪物最终属性 = HeroInfo 基础属性 × 可调系数
*/
export class RogueSpawningEngine {
/**
* 生成指定回合的怪物列表
* @param waveNumber 回合1 起,>MAX_WAVE 时复用 wave MAX_WAVE 配置)
* @returns 怪物列表,长度 ≤ MAX_MONSTERS
* 生成一场战斗的怪物列表:随机一组 Boss 组合1 Boss + 4 小怪,属性走基础×系数)。
* Boss 压队尾(登场时由 MissionMonComp 统一布位)。
* @returns 怪物列表小怪在前、Boss 在尾)
*/
generateWave(waveNumber: number): GeneratedMonster[] {
if (waveNumber < 1) return [];
generateBossCombo(): GeneratedMonster[] {
// 测试模式拦截:完全绕过生成引擎,直接返回硬编码测试怪
if (TestModeConfig.enable) {
return this.generateTestWave(waveNumber);
return this.generateTestWave();
}
const wave = Math.min(waveNumber, MAX_WAVE);
const cfg = WaveConfigs[wave];
const waveType = getWaveType(wave);
const typeRatio = WAVE_TYPE_POWER_RATIO[waveType];
const combo = pickBossCombo();
const monsters: GeneratedMonster[] = [];
// 1. 计算目标强度
const heroPower = this.getCurrentHeroPower();
const powerAdjust = cfg.power_adjust ?? 1.0;
const targetPower = heroPower * typeRatio * powerAdjust * DynamicTuner.factor;
// 2. 确定怪物总数(放松回合 × 1.5;普通/压力回合预留收尾高潮批名额,防 slice 截掉)
let totalCount = cfg.base_count;
if (waveType === WaveType.Relax) {
totalCount = Math.round(totalCount * RELAX_COUNT_MUL);
} else {
totalCount += this.estimateFinaleCount(cfg.squad_pool);
}
totalCount = Math.min(totalCount, MAX_MONSTERS);
// 3. Boss 位(压力回合必带 Boss先记录延后挂载使其压轴进场而非第 0 秒开场
let boss: GeneratedMonster | null = null;
let remaining = totalCount;
if (cfg.boss_wave) {
boss = this.makeBoss(wave, cfg);
remaining -= 1 + BOSS_GUARD_COUNT; // Boss 1 只 + 护卫队名额
}
// 4. 小队拼装:按权重从 squad_pool 抽小队,累计到 remaining
const monsters: GeneratedMonster[] = this.assembleSquads(cfg.squad_pool, remaining, wave);
// 4.5 收尾高潮批:非放松回合额外补入最强小队,与 Boss 一样压轴(先补入再统一缩放,保证强度自洽)
const finaleSquad = waveType !== WaveType.Relax ? this.pickStrongestSquad(cfg.squad_pool) : null;
if (finaleSquad) {
for (let s = 0; s < FINALE_SQUAD_COUNT; s++) {
for (const slot of finaleSquad.slots) {
for (let c = 0; c < slot.count; c++) {
const m = this.makeMonster(slot.type, wave, 0);
m.batch = BATCH_COUNT - 1; // 标记收尾批,第 8 步不再覆盖
monsters.push(m);
}
if (combo) {
for (const slot of combo.minions) {
for (let i = 0; i < slot.count; i++) {
monsters.push(this.makeMonster(slot.type, monsters.length));
}
}
}
// 4.6 Boss 与护卫队压队尾,使其在批次分配后落入最后一批(回合内高潮点)
if (boss) {
monsters.push(...this.makeBossGuards(wave));
monsters.push(boss);
// 组合库为空或数量不足兜底:补近战小怪至 MINION_COUNT
while (monsters.length < MINION_COUNT) {
monsters.push(this.makeMonster(MonType.Melee, monsters.length));
}
// 5. 属性计算:
// - hp 走总强度缩放框架自动匹配玩家战力hp = base_hp × hpScale
// - ap 与总强度脱钩,挂钩玩家输出 × 回合递进(解决"ap 随回合涨不动"
// 原方案 ap 被总强度封顶 + hp/ap 共用分母,增长被熨平到每回合 5~8%
const totalBasePower = monsters.reduce((sum, m) => {
const info = HeroInfo[m.uuid];
return sum + (info ? calcHeroPower(info, 1) : m.hp + m.ap);
}, 0);
if (totalBasePower > 0 && targetPower > 0) {
const hpScale = (targetPower * cfg.hp_mul) / totalBasePower;
const heroAvgAp = this.getCurrentHeroAttack();
const apGrowth = getApWaveGrowth(wave);
for (const m of monsters) {
m.hp = Math.max(1, Math.round(m.hp * hpScale));
// ap = 玩家平均攻击 × 回合递进 × 基础系数 × 类型系数Boss/护卫/精英在上游已上浮 base_ap
m.ap = Math.max(1, Math.round(heroAvgAp * apGrowth * AP_RELATIVE * this.getApTypeFactor(m)));
}
// Boss 压队尾
for (let i = 0; i < BOSS_COUNT; i++) {
monsters.push(this.makeBoss());
}
// 7. 挂载技能普通怪随机技能池Boss 专属技能池)
// 属性缩放:基础属性 × 可调系数Boss 血量额外加成),校准目标双方对砍 ≈ 30s
for (const m of monsters) {
if (m.isBoss && cfg.boss_skill_pool) {
m.skills = this.pickSkillSet(cfg.boss_skill_pool, BossSkillPool);
} else if (!m.isBoss && cfg.skill_pool) {
m.skills = this.pickSkillSet(cfg.skill_pool, MonSkillPool);
}
m.hp = Math.max(1, Math.round(m.hp * MON_HP_MUL * (m.isBoss ? BOSS_HP_BONUS_MUL : 1)));
m.ap = Math.max(1, Math.round(m.ap * MON_AP_MUL));
}
// 8. 分配批次:按 BATCH_RATIO 递增加权(铺垫 → 加压 → 高潮),收尾小队/Boss/护卫保持最后一批
this.assignBatches(monsters);
if (boss) {
const lastBatch = BATCH_COUNT - 1;
for (const m of monsters) {
if (m.isBoss || m.isBossGuard) m.batch = lastBatch;
// 挂载组合技能Boss 专属池 / 小怪普通池)
for (const m of monsters) {
if (m.isBoss && combo?.boss_skill_pool) {
m.skills = this.pickSkillSet(combo.boss_skill_pool, BossSkillPool);
} else if (!m.isBoss && combo?.skill_pool) {
m.skills = this.pickSkillSet(combo.skill_pool, MonSkillPool);
}
m.batch = 0;
}
for (let i = 0; i < monsters.length; i++) {
monsters[i].spawnIndex = i;
}
// 9. 硬上限保护
return monsters.slice(0, MAX_MONSTERS);
return monsters;
}
/** 重置引擎状态(每局开始时调用) */
/** 重置引擎状态(每局开始时调用,预留 */
reset(): void {
DynamicTuner.reset();
}
/**
* 获取指定回合的怪物总数
* @param waveNumber 目标回合数
* @returns 预计生成的怪物总数
*/
getWaveMonsterCount(waveNumber: number): number {
if (waveNumber < 1) return 0;
if (TestModeConfig.enable) {
return Math.max(1, TestModeConfig.spawnCount || 1);
}
const wave = Math.min(waveNumber, MAX_WAVE);
const cfg = WaveConfigs[wave];
const waveType = getWaveType(wave);
let count = cfg.base_count;
if (waveType === WaveType.Relax) {
count = Math.round(count * RELAX_COUNT_MUL);
}
return Math.min(count, MAX_MONSTERS);
}
// ======================== 私有生成子算法 ========================
/**
* 计算场上存活英雄的总强度
* 通过 ECS 查询所有 HeroAttrsComp累加 calcHeroPower
*/
private getCurrentHeroPower(): number {
let total = 0;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const attrs = entity.get(HeroAttrsComp);
if (!attrs || attrs.is_dead || attrs.fac !== FacSet.HERO) return;
const info = HeroInfo[attrs.hero_uuid];
if (!info) return;
// 使用英雄当前等级(升级卡驱动),保证强度评估与实战一致
const lv = Math.max(1, attrs.lv || 1);
total += calcHeroPower(info, lv);
});
// 兜底:无英雄时返回基准强度,避免除零
return Math.max(total, 100);
}
/**
* 计算场上存活英雄的输出强度(用于怪物 ap 挂钩玩家,独立于总强度框架)。
* 取玩家英雄的"实时 ap × 数量",代表玩家当前能打出/承受的攻击量级。
* 怪物 ap 以此为锚,保证玩家输出越高、被反击越痛(威胁感跟随成长)。
*/
private getCurrentHeroAttack(): number {
let totalAp = 0;
let count = 0;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
const attrs = entity.get(HeroAttrsComp);
if (!attrs || attrs.is_dead || attrs.fac !== FacSet.HERO) return;
totalAp += Math.max(1, attrs.ap || 1);
count++;
});
// 兜底:无英雄时返回基准攻击,避免除零
if (count === 0) return 30;
return totalAp / count; // 平均单英雄攻击
}
/** 测试模式:完全绕过引擎逻辑 */
private generateTestWave(waveNumber: number): GeneratedMonster[] {
const growth = 1 + (waveNumber - 1) * TestModeConfig.growthRatePerWave;
private generateTestWave(): GeneratedMonster[] {
const count = Math.max(1, TestModeConfig.spawnCount || 1);
const monsters: GeneratedMonster[] = [];
@@ -731,11 +433,11 @@ export class RogueSpawningEngine {
monsters.push({
uuid: TestModeConfig.monUuid,
type: TestModeConfig.monType,
hp: Math.round(TestModeConfig.baseHp * growth),
ap: Math.round(TestModeConfig.baseAp * growth),
hp: TestModeConfig.baseHp,
ap: TestModeConfig.baseAp,
isBoss: false,
spawnIndex: i,
batch: i % BATCH_COUNT,
batch: 0,
skills: {
skill: TestModeConfig.skill,
atking: TestModeConfig.atking,
@@ -749,33 +451,8 @@ export class RogueSpawningEngine {
return monsters;
}
/**
* 小队拼装:按权重从 squad_pool 抽小队,累计到 target 数量
* 超出部分按剩余位截断
*/
private assembleSquads(pool: string[], target: number, wave: number): GeneratedMonster[] {
const result: GeneratedMonster[] = [];
let filled = 0;
let safety = 20; // 防御性循环上限
while (filled < target && safety-- > 0) {
const squad = this.pickWeightedSquad(pool);
if (!squad) break;
const remaining = target - filled;
for (const slot of squad.slots) {
for (let i = 0; i < slot.count && filled < remaining; i++) {
result.push(this.makeMonster(slot.type, wave, filled));
filled++;
}
if (filled >= remaining) break;
}
}
return result;
}
/** 生成 Boss压轴位batch/spawnIndex 为占位值,由 generateWave 统一分配并强制最后一批) */
private makeBoss(wave: number, _cfg: WaveConfig): GeneratedMonster {
/** 生成 Boss基础血量带最终战加成属性随后由总强度框架统一缩放 */
private makeBoss(): GeneratedMonster {
const isMeleeBoss = Math.random() < 0.5;
const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss;
@@ -790,106 +467,19 @@ export class RogueSpawningEngine {
const baseHp = baseInfo ? baseInfo.hp : 500;
const baseAp = baseInfo ? baseInfo.ap : 30;
// Boss 自带额外血量加成:每 5 回合递增 20%wave 5=1.0, 10=1.2, 15=1.4...
const bossBonusHpMul = 1 + 0.20 * Math.floor(Math.max(0, wave - 5) / 5);
return {
uuid,
type,
hp: Math.round(baseHp * bossBonusHpMul),
hp: Math.round(baseHp * BOSS_HP_BONUS_MUL),
ap: baseAp,
isBoss: true,
spawnIndex: 0, // 占位值,由 generateWave 第 8 步统一分配
batch: 0, // 占位值generateWave 会强制 Boss 进入最后一批
spawnIndex: 0, // 占位值,由 generateBossCombo 统一分配
batch: 0,
};
}
/**
* 怪物 ap 类型系数Boss/护卫上浮,远程/召唤稍降(避免玻璃大炮互秒),近战/重甲基准。
* 配合 getApWaveGrowth 使用,让"谁更疼"有明确的类型区分。
*/
private getApTypeFactor(m: GeneratedMonster): number {
if (m.isBoss) return 2.2; // Boss 单发重,符合"压场"定位
if (m.isBossGuard) return 1.2; // 护卫略高于杂鱼
switch (m.type) {
case MonType.Long: return 0.9;
case MonType.Summoner: return 0.7;
case MonType.Assassin: return 1.1;
default: return 1.0; // Melee / Heavy
}
}
/** 生成 Boss 护卫队(复用 boss_guard 小队模板),与 Boss 同批压轴进场 */
private makeBossGuards(wave: number): GeneratedMonster[] {
const squad = SquadLibrary["boss_guard"];
const guards: GeneratedMonster[] = [];
for (const slot of squad.slots) {
for (let i = 0; i < slot.count; i++) {
const g = this.makeMonster(slot.type, wave, 0);
g.isBossGuard = true;
guards.push(g);
}
}
return guards;
}
/**
* 批次分配:按 BATCH_RATIO 递增加权切分(铺垫 → 加压 → 高潮)。
* 已预标记 batch 的怪(收尾小队 / Boss / 护卫)不参与切分,保持最后一批。
*/
private assignBatches(monsters: GeneratedMonster[]): void {
const normal = monsters.filter(m => m.batch !== BATCH_COUNT - 1 && !m.isBoss && !m.isBossGuard);
const n = normal.length;
if (n === 0) return;
let cursor = 0;
for (let b = 0; b < BATCH_COUNT - 1; b++) {
const quota = Math.round(n * BATCH_RATIO[b]);
for (let k = 0; k < quota && cursor < n; k++, cursor++) {
normal[cursor].batch = b;
}
}
// 剩余全部进入高潮批
for (; cursor < n; cursor++) {
normal[cursor].batch = BATCH_COUNT - 1;
}
}
/** 预估收尾高潮批额外补入的怪物数量(用于 totalCount 预留名额) */
private estimateFinaleCount(pool: string[]): number {
const squad = this.pickStrongestSquad(pool);
if (!squad) return 0;
let per = 0;
for (const slot of squad.slots) per += slot.count;
return per * FINALE_SQUAD_COUNT;
}
/**
* 识别小队池中最强小队:按槽位 MonType 基础强度calcHeroPower 1 级样本)× 数量加权求和。
* 注意不能用 squad.weight——它是"出现频率"语义而非强度。
*/
private pickStrongestSquad(pool: string[]): SquadConfig | null {
let best: SquadConfig | null = null;
let bestScore = -1;
for (const id of pool) {
const sq = SquadLibrary[id];
if (!sq) continue;
let score = 0;
for (const slot of sq.slots) {
const uuids = MonList[slot.type];
const sample = uuids && uuids.length ? HeroInfo[uuids[0]] : null;
score += (sample ? calcHeroPower(sample, 1) : 100) * slot.count;
}
if (score > bestScore) {
bestScore = score;
best = sq;
}
}
return best;
}
/** 生成普通怪物wave 保留参数位,供后续按回合差异化基础属性扩展) */
private makeMonster(type: MonType, _wave: number, spawnIndex: number): GeneratedMonster {
/** 生成普通怪物 */
private makeMonster(type: MonType, spawnIndex: number): GeneratedMonster {
let uuids = MonList[type];
if (!uuids || uuids.length === 0) {
// 兜底 Melee
@@ -908,7 +498,7 @@ export class RogueSpawningEngine {
ap: baseAp,
isBoss: false,
spawnIndex,
batch: 0, // 后续统一分配
batch: 0,
};
}
@@ -930,13 +520,6 @@ export class RogueSpawningEngine {
};
}
/** 按权重从小队 id 池抽 1 个小队 */
private pickWeightedSquad(pool: string[]): SquadConfig | null {
const valid = pool.map(id => SquadLibrary[id]).filter(s => s);
if (valid.length === 0) return null;
return this.pickWeighted(valid);
}
/** 通用加权随机抽取 */
private pickWeighted<T extends { weight: number }>(items: T[]): T | null {
if (items.length === 0) return null;
@@ -951,57 +534,6 @@ export class RogueSpawningEngine {
}
}
// ======================== 11. 全局单例 & 向后兼容导出 ========================
// ======================== 9. 全局单例 ========================
export const spawningEngine = new RogueSpawningEngine();
/** 历史接口:回合槽位(保留兼容) */
export interface IWaveSlot {
type: number;
count: number;
}
/**
* 获取指定回合预计的怪物总数量
* @param waveNumber 目标回合数
*/
export function getWaveMonsterCount(waveNumber: number): number {
return spawningEngine.getWaveMonsterCount(waveNumber);
}
/** 获取回合槽位配置(向后兼容,从 generateWave 反推) */
export function getWaveSlotConfig(waveNumber: number): IWaveSlot[] {
const generated = spawningEngine.generateWave(waveNumber);
const slotMap = new Map<number, number>();
for (const m of generated) {
slotMap.set(m.type, (slotMap.get(m.type) || 0) + 1);
}
return Array.from(slotMap.entries()).map(([type, count]) => ({ type, count }));
}
export const DefaultWaveSlot: IWaveSlot[] = [
{ type: MonType.Melee, count: 20 },
{ type: MonType.Long, count: 15 },
{ type: MonType.Support, count: 5 },
];
/** 回合槽位配置代理(按需生成) */
export const WaveSlotConfig: { [wave: number]: IWaveSlot[] } = new Proxy(
{} as { [wave: number]: IWaveSlot[] },
{
get(_target, prop: string) {
const wave = parseInt(prop, 10);
if (!isNaN(wave) && wave >= 1) {
return getWaveSlotConfig(wave);
}
if (prop === "toJSON") return () => ({});
return undefined;
},
has(_target, prop: string) {
const wave = parseInt(prop, 10);
return !isNaN(wave) && wave >= 1;
},
}
);

View File

@@ -1,101 +1,74 @@
/**
* @file WaveHudComp.ts
* @description 波次进度 HUD 组件(表现层)
* @description 战斗进度 HUD 组件(表现层)
*
* 职责:
* 1. 本回合清剿进度剩余怪数mon_num + pending_mon_num+ 进度条。
* 2. 全局 20 回合进度格静态生成Boss 回合wave%5==0置旗帜样式当前回合脉动、已过回合置灰
* 1. 清剿进度剩余怪数mon_num + pending_mon_num+ 进度条。
* 2. Boss 战旗帜:单场 Boss 战定胜负,仅 1 格旗帜,战斗中脉动
*
* 数据流NewWave 事件缓存 total/waveupdate 0.2s 降频轮询 vmdata与 syncMonsterSpawnState 同节奏)。
* 使用 oops-framework 模块oops.message事件解耦
*
* 编辑器绑定waveLab / remainLab / progress / flagsRoot水平 Layout 容器,20 格代码生成)。
* 编辑器绑定waveLab / remainLab / progress / flagsRoot水平 Layout 容器,1 格代码生成)。
*/
import { _decorator, Node, Label, ProgressBar, Sprite, Color, tween, Tween, v3, UITransform } from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
import { getWaveType, WaveType, MAX_WAVE } from "./RogueConfig";
const { ccclass, property } = _decorator;
@ccclass('WaveHudComp')
export class WaveHudComp extends CCComp {
@property({ type: Label, tooltip: "回合文本(第 x/20 回合)" })
@property({ type: Label, tooltip: "战斗标题文本" })
waveLab: Label | null = null;
@property({ type: Label, tooltip: "剩余怪数文本" })
remainLab: Label | null = null;
@property({ type: ProgressBar, tooltip: "本回合清剿进度条" })
@property({ type: ProgressBar, tooltip: "清剿进度条" })
progress: ProgressBar | null = null;
@property({ type: Node, tooltip: "全局回合旗帜容器(水平 Layout20 格代码生成)" })
@property({ type: Node, tooltip: "Boss 战旗帜容器(水平 Layout1 格代码生成)" })
flagsRoot: Node | null = null;
/** 本回合怪物总数NewWave 事件载荷缓存) */
/** 本怪物总数NewWave 事件载荷缓存) */
private waveTotal: number = 0;
/** HUD 刷新节流计时器 */
private hudTimer: number = 0;
/** 20 格旗帜节点缓存Boss 位为旗帜样式) */
private flagNodes: Node[] = [];
/** Boss 战旗帜节点 */
private flagNode: Node | null = null;
onLoad() {
// oops.message 全局事件总线:新回合
// oops.message 全局事件总线:新战斗
oops.message.on(GameEvent.NewWave, this.onNewWave, this);
this.buildFlags();
this.buildFlag();
}
onDestroy() {
oops.message.off(GameEvent.NewWave, this.onNewWave, this);
}
/** 静态生成 20 格回合进度Boss 位按 getWaveType 静态预知,无需运行数据) */
private buildFlags() {
/** 静态生成 1 格 Boss 战旗帜 */
private buildFlag() {
if (!this.flagsRoot) return;
for (let i = 1; i <= MAX_WAVE; i++) {
const cell = new Node(`flag_${i}`);
cell.addComponent(UITransform).setContentSize(14, 14);
const sp = cell.addComponent(Sprite);
// Boss 位用警示色方块,普通位用圆点色(无美术资源时以颜色区分,后续可换 spriteFrame
const isBoss = getWaveType(i) === WaveType.Pressure;
sp.color = isBoss ? new Color(220, 50, 50) : new Color(120, 120, 120);
sp.sizeMode = Sprite.SizeMode.CUSTOM;
cell.parent = this.flagsRoot;
this.flagNodes.push(cell);
}
const cell = new Node("flag_boss");
cell.addComponent(UITransform).setContentSize(14, 14);
const sp = cell.addComponent(Sprite);
sp.color = new Color(220, 50, 50);
sp.sizeMode = Sprite.SizeMode.CUSTOM;
cell.parent = this.flagsRoot;
this.flagNode = cell;
}
private onNewWave(event: string, data: { wave: number; total: number; bossWave: boolean }) {
this.waveTotal = data.total;
if (this.waveLab) this.waveLab.string = `${data.wave}/${MAX_WAVE} 回合`;
this.refreshFlags(data.wave);
if (this.waveLab) this.waveLab.string = "最终 Boss 战";
if (this.flagNode) this.playFlagPulse(this.flagNode);
}
/** 刷新旗帜状态:已过回合置暗,当前回合 Boss 旗脉动 */
private refreshFlags(currentWave: number) {
for (let i = 0; i < this.flagNodes.length; i++) {
const cell = this.flagNodes[i];
const wave = i + 1;
const sp = cell.getComponent(Sprite)!;
const isBoss = getWaveType(wave) === WaveType.Pressure;
if (wave < currentWave) {
sp.color = new Color(70, 70, 70); // 已过回合置暗
cell.setScale(v3(1, 1, 1));
Tween.stopAllByTarget(cell);
} else if (wave === currentWave) {
sp.color = isBoss ? new Color(255, 80, 80) : new Color(255, 220, 100);
if (isBoss) this.playFlagPulse(cell);
} else {
sp.color = isBoss ? new Color(220, 50, 50) : new Color(120, 120, 120);
cell.setScale(v3(1, 1, 1));
Tween.stopAllByTarget(cell);
}
}
}
/** 当前回合 Boss 旗缩放脉动 */
/** Boss 战旗帜缩放脉动 */
private playFlagPulse(cell: Node) {
Tween.stopAllByTarget(cell);
tween(cell)

View File

@@ -1,4 +1,4 @@
import { v3, Vec3 ,Node} from "cc";
import { v3, Vec3, Node } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { EType, RType, SkillSet } from "../common/config/SkillSet";
import { SMoveDataComp } from "./SMoveComp";
@@ -26,46 +26,46 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
filter(): ecs.IMatcher {
return ecs.allOf(SMoveDataComp, SkillView);
}
entityEnter(entity: ecs.Entity): void {
const moveComp = entity.get(SMoveDataComp);
const skillView = entity.get(SkillView);
if (!moveComp || !skillView || !skillView.node) return;
// 获取技能配置
const skillConfig = SkillSet[moveComp.s_uuid];
if (!skillConfig) {
mLogger.warn(this.debugMode, 'SMoveSystem', `[SMoveSystem] 技能配置不存在: ${moveComp.s_uuid}`);
return;
}
// 根据配置设置移动速度与加速度
if (skillConfig.speed > 0) {
// 移动参数由 prefab 的 SkillView @property 决定speed<=0 时 Skill.load 已回退配置表值)
if (moveComp.speed <= 0) {
moveComp.speed = skillConfig.speed;
}
if (skillConfig.is_accel) {
moveComp.isAccelerate = true;
}
// 根据runType设置初始位置
this.initializePosition(moveComp, skillView);
// 开始移动(除了固定位置类型)
if (moveComp.runType !== RType.fixed && moveComp.runType !== RType.fixedEnd) {
moveComp.startMove();
}
mLogger.log(this.debugMode, 'SMoveSystem', `[SMoveSystem] 技能 ${skillConfig.name} 开始移动,类型: ${moveComp.runType}`);
}
/**
* 根据runType初始化技能位置
*/
private initializePosition(moveComp: SMoveDataComp, skillView: SkillView): void {
const node = skillView.node;
switch(moveComp.runType) {
switch (moveComp.runType) {
case RType.linear:
// linear类型根据atk_x和atk_y调整起始位置
const adjustedStartPos = v3(
@@ -73,35 +73,35 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
moveComp.startPos.y + moveComp.atk_y,
moveComp.startPos.z
);
const originTargetPos = v3(
moveComp.targetPos.x,
moveComp.targetPos.y,
moveComp.targetPos.z
);
const direction = new Vec3();
Vec3.subtract(direction, originTargetPos, adjustedStartPos);
// 延长终止点统一消亡点的x坐标为 +-500
const targetX = moveComp.scale > 0 ? 500 : -500;
let targetY = originTargetPos.y;
if (Math.abs(direction.x) > 0.01) {
const slope = direction.y / direction.x;
targetY = adjustedStartPos.y + slope * (targetX - adjustedStartPos.x);
}
const adjustedTargetPos = v3(
targetX,
targetY,
originTargetPos.z
);
moveComp.startPos.set(adjustedStartPos);
moveComp.targetPos.set(adjustedTargetPos);
node.setPosition(adjustedStartPos);
// 设置旋转角度
const dirForAngle = new Vec3();
Vec3.subtract(dirForAngle, adjustedTargetPos, adjustedStartPos);
@@ -113,12 +113,12 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
node.angle = angle;
}
break;
case RType.fixed:
// 固定起始位置
node.setPosition(moveComp.startPos.x, node.position.y, 0);
break;
case RType.fixedEnd:
// 固定结束位置
node.setPosition(moveComp.targetPos.x > 360 ? 300 : moveComp.targetPos.x, moveComp.targetPos.y, 0);
@@ -154,26 +154,26 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
update(entity: ecs.Entity): void {
if(!smc.mission.play ) return;
if(smc.mission.pause) return
if (!smc.mission.play) return;
if (smc.mission.pause) return
const moveComp = entity.get(SMoveDataComp);
const skillView = entity.get(SkillView);
if (!moveComp || !skillView || !skillView.node) return;
// 更新移动进度
const isMoving = moveComp.updateProgress(this.dt);
if (isMoving) {
// 更新节点位置
skillView.node.setPosition(moveComp.currentPos);
// 处理自动旋转(贝塞尔移动)
if (moveComp.runType === RType.bezier) {
this.updateRotation(skillView.node, moveComp);
}
}
// 检查移动完成
if (moveComp.isCompleted && moveComp.autoDestroy) {
// 根据结束类型决定是否销毁
@@ -185,7 +185,7 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
}
}
/**
* 更新节点旋转(用于贝塞尔移动)
*/
@@ -193,29 +193,29 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (moveComp.progress < 1) {
// 计算下一帧的位置来确定方向
const nextProgress = Math.min(moveComp.progress + 0.01, 1);
const t = moveComp.isAccelerate ?
(nextProgress * nextProgress * 0.7 + nextProgress * 0.3) :
const t = moveComp.isAccelerate ?
(nextProgress * nextProgress * 0.7 + nextProgress * 0.3) :
nextProgress;
const nextPos = v3(0, 0, 0);
// 计算下一个位置
const oneMinusT = 1 - t;
const oneMinusTSquared = oneMinusT * oneMinusT;
const tSquared = t * t;
const twoOneMinusTt = 2 * oneMinusT * t;
nextPos.x = oneMinusTSquared * moveComp.startPos.x +
twoOneMinusTt * moveComp.controlPoint.x +
tSquared * moveComp.targetPos.x;
nextPos.y = oneMinusTSquared * moveComp.startPos.y +
twoOneMinusTt * moveComp.controlPoint.y +
tSquared * moveComp.targetPos.y;
nextPos.x = oneMinusTSquared * moveComp.startPos.x +
twoOneMinusTt * moveComp.controlPoint.x +
tSquared * moveComp.targetPos.x;
nextPos.y = oneMinusTSquared * moveComp.startPos.y +
twoOneMinusTt * moveComp.controlPoint.y +
tSquared * moveComp.targetPos.y;
// 计算方向角度
const direction = new Vec3();
Vec3.subtract(direction, nextPos, moveComp.currentPos);
if (direction.length() > 0.01) {
let angle = Math.atan2(direction.y, direction.x) * (180 / Math.PI);
if (moveComp.scale < 0) {
@@ -236,15 +236,15 @@ export class SMoveHelper {
*/
static setupMoveForSkill(entity: ecs.Entity, startPos: Vec3, targetPos: Vec3, s_uuid: number): void {
let moveComp = entity.get(SMoveDataComp);
if (!moveComp) {
moveComp = entity.add(SMoveDataComp);
}
moveComp.startPos.set(startPos);
moveComp.targetPos.set(targetPos);
moveComp.s_uuid = s_uuid;
// 从技能配置获取默认参数
const skillConfig = SkillSet[s_uuid];
if (skillConfig) {
@@ -253,7 +253,7 @@ export class SMoveHelper {
if (skillConfig.is_accel) moveComp.isAccelerate = true;
}
}
/**
* 检查技能是否正在移动
*/
@@ -261,7 +261,7 @@ export class SMoveHelper {
const moveComp = entity.get(SMoveDataComp);
return moveComp ? moveComp.isMoving : false;
}
/**
* 获取技能移动统计信息
*/
@@ -269,7 +269,7 @@ export class SMoveHelper {
const moveComp = entity.get(SMoveDataComp);
return moveComp ? moveComp.getMoveStats() : null;
}
/**
* 停止技能移动
*/

View File

@@ -146,7 +146,7 @@ export class Skill extends ecs.Entity {
if (node.isValid) node.destroy();
return;
}
if (config.EType != EType.collision) {
if (SView.endType != EType.collision) {
const collider = node.getComponent(BoxCollider2D);
if (collider) {
collider.enabled = false
@@ -174,8 +174,10 @@ export class Skill extends ecs.Entity {
sMoveCom.targetPos.set(targetPos);
sMoveCom.s_uuid = s_uuid;
sMoveCom.scale = caster.node.scale.x < 0 ? -1 : 1;
sMoveCom.runType = config.RType;
sMoveCom.endType = config.EType;
// runType/endType/speed/time 由 prefab 的 SkillView @property 决定,配置表同名字段仅作兜底
sMoveCom.runType = SView.runType;
sMoveCom.endType = SView.endType;
sMoveCom.speed = SView.speed > 0 ? SView.speed : config.speed;
sMoveCom.bezierStartHeight = config.bezier_start_y ?? sMoveCom.bezierStartHeight;
sMoveCom.bezierMidHeight = config.bezier_mid_y ?? sMoveCom.bezierMidHeight;
sMoveCom.bezierArc = config.bezier_arc ?? sMoveCom.bezierArc;
@@ -183,12 +185,12 @@ export class Skill extends ecs.Entity {
sMoveCom.atk_x = SView.atk_x;
sMoveCom.atk_y = SView.atk_y;
if (config.EType === EType.timeEnd) {
if (SView.endType === EType.timeEnd) {
let sTimeCom = this.get(StimeDataComp);
if (!sTimeCom) sTimeCom = this.add(StimeDataComp);
sTimeCom.reset();
sTimeCom.s_uuid = s_uuid;
sTimeCom.totalTime = Math.max(1, config.time ?? 0);
sTimeCom.totalTime = Math.max(1, SView.time > 0 ? SView.time : (config.time ?? 0));
sTimeCom.hitInterval = Math.max(0.5, config.hitcd || 0);
} else {
const sTimeCom = this.get(StimeDataComp);

View File

@@ -1,8 +1,8 @@
import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } from "cc";
import { _decorator, Animation, CCFloat, CCInteger, Collider2D, Contact2DType, Enum, UITransform, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { SDataCom } from "./SDataCom";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { DamageQueueHelper } from "../hero/DamageQueueComp";
@@ -22,13 +22,29 @@ export class SkillView extends CCComp {
@property({ type: CCInteger })
atk_y: number = 0
/** 运动类型:直线/贝塞尔/固定起点/固定终点(由 prefab 配置,优先级高于 SkillSet */
@property({ type: Enum(RType), tooltip: "技能特效运动类型" })
runType: RType = RType.linear;
/** 消亡条件:动画结束/计时结束/碰撞次数结束(由 prefab 配置,优先级高于 SkillSet */
@property({ type: Enum(EType), tooltip: "技能特效消亡条件" })
endType: EType = EType.collision;
/** 移动速度(由 prefab 配置,<=0 时回退 SkillSet.speed */
@property({ type: CCFloat, slide: true, range: [0, 2000, 10], tooltip: "技能特效移动速度" })
speed: number = 0;
/** timeEnd 持续时间(秒),仅 endType=timeEnd 时生效(由 prefab 配置,<=0 时回退 SkillSet.time */
@property({ type: CCFloat, slide: true, range: [0, 30, 0.1], tooltip: "timeEnd 持续时间(秒)" })
time: number = 0;
private debugMode: boolean = false;
anim:Animation=null;
group:number=0;
SConf:SkillConfig=null;
sData:SDataCom=null;
s_uuid:number=1001
anim: Animation = null;
group: number = 0;
SConf: SkillConfig = null;
sData: SDataCom = null;
s_uuid: number = 1001
private collider: Collider2D = null; // 缓存碰撞体引用
private pendingDisableCollider: boolean = false;
private isDisposing: boolean = false;
@@ -41,25 +57,25 @@ export class SkillView extends CCComp {
this.pendingDisableCollider = false;
this.isDisposing = false;
this.collider = this.getComponent(Collider2D);
if(this.collider) {
if (this.collider) {
this.collider.group = this.group;
this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
this.collider.enabled = this.SConf?.EType === EType.collision;
this.collider.enabled = this.endType === EType.collision;
}
if(this.node.getComponent(Animation)){
if (this.node.getComponent(Animation)) {
let anim = this.node.getComponent(Animation);
mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim",anim)
mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim", anim)
anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this);
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
// 对象池复用时,需要手动播放默认动画(因为 Play On Load 只在首次生效)
if (anim.defaultClip) {
anim.play(anim.defaultClip.name);
}
}
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
onBeginContact(seCol: Collider2D, oCol: Collider2D) {
if (!this.sData || !this.SConf) {
mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact 缺少 sData 或 SConf忽略此次碰撞');
return;
@@ -126,17 +142,23 @@ export class SkillView extends CCComp {
this.apply_damage(targetView, this.sData.hit_count)
}
onAnimationFinished(){
// animationEnd 类型:动画结束后再关闭碰撞并销毁
if(this.SConf.EType==EType.animationEnd){
onAnimationFinished() {
// animationEnd 类型:动画结束后再关闭碰撞并销毁
if (this.endType == EType.animationEnd) {
this.disable_collider_now();
this.ent.destroy()
}
return;
}
// fixed 类型不移动,无法通过移动完成销毁;动画播完作为兜底销毁时机
if (this.runType == RType.fixed) {
this.disable_collider_now();
this.ent.destroy()
}
}
// 动画帧事件 atk仅负责开启一帧碰撞窗口不负责伤害与计数
public atk(args:any){
if(!this.SConf) return;
if(this.SConf.EType==EType.collision) return
public atk(args: any) {
if (!this.SConf) return;
if (this.endType == EType.collision) return
if (this.enable_collider_safely()) {
mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 开启碰撞检测`);
this.scheduleOnce(() => {
@@ -179,7 +201,7 @@ export class SkillView extends CCComp {
finalRatio,
);
}
close_collider(){
close_collider() {
if (!this.collider) return;
if (this.pendingDisableCollider && !this.collider.enabled) return;
this.pendingDisableCollider = true;

View File

@@ -146,10 +146,10 @@ export class TooltipCom extends CCComp {
this.node.setPosition(v3(this.node.position.x, currentY - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.shield: // 护盾格挡
case TooltipTypes.shield: // 护盾减免
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", "格挡");
this.setupLabel("add_life", "hp", "减免");
isHeal = true;
break;
}

View File

@@ -0,0 +1,83 @@
/**
* 一次性迁移脚本:把 SkillSet 中的 RType/EType/speed/time 刷入各技能 prefab 的 SkillView 序列化字段。
* 用法: node tools/sync-skill-prefab.js
* 注意: 直接改写 prefab JSON运行前请保证工作区已提交。
*/
const fs = require('fs');
const path = require('path');
const ROOT = path.resolve(__dirname, '..');
const SKILL_SET = path.join(ROOT, 'assets/script/game/common/config/SkillSet.ts');
const PREFAB_DIR = path.join(ROOT, 'assets/resources/game/skill/atk');
// SkillView 组件在 prefab 中的脚本类 cid
const SKILL_VIEW_CID = '57aabs7TE1J5obTAZczc+64';
const RTYPE = { linear: 0, bezier: 1, fixed: 2, fixedEnd: 3 };
const ETYPE = { animationEnd: 0, timeEnd: 1, collision: 2 };
/** 从 SkillSet.ts 解析 sp_name -> {runType, endType, speed, time} */
function parseSkillSet(src) {
const map = new Map();
// 匹配每个技能条目块
const entryRe = /\d+:\s*\{([\s\S]*?)\n\s*\},/g;
let m;
while ((m = entryRe.exec(src)) !== null) {
const body = m[1];
const sp = body.match(/sp_name:\s*"([^"]+)"/);
if (!sp) continue;
const spName = sp[1];
const rt = body.match(/RType:\s*RType\.(\w+)/);
const et = body.match(/EType:\s*EType\.(\w+)/);
const speed = body.match(/speed:\s*([\d.]+)/);
const time = body.match(/\btime:\s*([\d.]+)/);
const entry = {
runType: rt ? RTYPE[rt[1]] : undefined,
endType: et ? ETYPE[et[1]] : undefined,
speed: speed ? Number(speed[1]) : undefined,
time: time ? Number(time[1]) : 0,
};
// 多个技能可共用同一 sp_name保留首个非 undefined 组合
if (!map.has(spName)) map.set(spName, entry);
}
return map;
}
function main() {
const src = fs.readFileSync(SKILL_SET, 'utf8');
const confMap = parseSkillSet(src);
const files = fs.readdirSync(PREFAB_DIR).filter(f => f.endsWith('.prefab'));
const report = { updated: [], skipped: [], noConf: [] };
for (const file of files) {
const spName = path.basename(file, '.prefab');
const conf = confMap.get(spName);
const fp = path.join(PREFAB_DIR, file);
const json = JSON.parse(fs.readFileSync(fp, 'utf8'));
// 定位 SkillView 组件
const comp = json.find(o => o && o.__type__ === SKILL_VIEW_CID);
if (!comp) { report.skipped.push(file + ' (no SkillView)'); continue; }
if (!conf) { report.noConf.push(file); continue; }
if (conf.runType !== undefined) comp.runType = conf.runType;
if (conf.endType !== undefined) comp.endType = conf.endType;
if (conf.speed !== undefined) comp.speed = conf.speed;
comp.time = conf.time ?? 0;
fs.writeFileSync(fp, JSON.stringify(json, null, 2) + '\n', 'utf8');
report.updated.push(`${file} -> runType=${comp.runType} endType=${comp.endType} speed=${comp.speed} time=${comp.time}`);
}
console.log('=== updated ===');
report.updated.forEach(s => console.log(' ' + s));
console.log('=== no config matched ===');
report.noConf.forEach(s => console.log(' ' + s));
console.log('=== skipped ===');
report.skipped.forEach(s => console.log(' ' + s));
}
main();