import { _decorator, v3, Vec3 } from "cc"; import { mLogger } from "../common/Logger"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { Monster } from "../hero/Mon"; import { HeroInfo, MonStart } from "../common/config/heroSet"; import { smc } from "../common/SingletonModuleComp"; import { GameEvent } from "../common/config/GameEvent"; import {BoxSet } from "../common/config/GameSet"; import { BossList, BossSpawnTimeline, MonList, MonType, SpawnBaseCd, SpawnMinCd, SpawnPowerBias, SpawnStageReduce, StageBossGrow, StageDuration, StageGrow, UpType } from "./RogueConfig"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { MoveComp } from "../hero/MoveComp"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('MissionMonCompComp') @ecs.register('MissionMonComp', false) export class MissionMonCompComp extends CCComp { private static readonly BOSS_RENDER_PRIORITY = 1000000; @property({ tooltip: "是否启用调试日志" }) private debugMode: boolean = false; // 刷怪队列(用于插队生成:比如运营活动怪、技能召唤怪、剧情强制怪) // 约定:队列里的怪会优先于常规刷新处理 private MonQueue: Array<{ uuid: number, level: number, }> = []; private spawnCount: number = 0; // 总生成计数,用于控制横向分布位置 /** 全局生成顺序计数器,用于层级管理(预留) */ private globalSpawnOrder: number = 0; /** 局内战斗运行时间(秒) */ private gameTime: number = 0; /** 普通怪刷新计时器 */ private waveTimer: number = 0; /** 插队刷怪处理计时器 */ private queueTimer: number = 0; private nextBossSpawnIndex: number = 0; onLoad(){ // 关卡准备、切换波次时重置刷怪状态 this.on(GameEvent.FightReady,this.fight_ready,this) this.on(GameEvent.NewWave,this.fight_ready,this) // 支持外部模块主动推入特殊怪(优先级高于常规刷新) this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this); } /** * 接收特殊刷怪事件并入队 * 事件数据最小结构:{ uuid, level } */ private onSpawnSpecialMonster(event: string, args: any) { if (!args) return; mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args); this.MonQueue.push({ uuid: args.uuid, level: args.level, }); // 让队列在下一帧附近尽快消费,提升事件响应感 this.queueTimer = 1.0; } start() { } fight_ready(){ // 仅重置“本组件”刷怪状态,不处理其他系统状态 smc.vmdata.mission_data.mon_num=0 smc.mission.stop_spawn_mon = false this.globalSpawnOrder = 0 this.gameTime = 0 this.waveTimer = 0 this.queueTimer = 0 this.nextBossSpawnIndex = 0 this.MonQueue = [] this.spawnCount = 0 mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System (15-min Cycle)"); } protected update(dt: number): void { // 统一战斗状态门禁:未开战/暂停/角色死亡阶段均不刷怪 if(!smc.mission.play) return if(smc.mission.pause) return if(smc.mission.stop_mon_action) return; if(!smc.mission.in_fight) return; // 计时推进:所有“按时间驱动”的曲线都依赖 gameTime this.gameTime += dt; this.updateBossSpawn(); if(smc.mission.stop_spawn_mon) return; this.updateSpecialQueue(dt); this.updateNormalSpawn(dt); } private updateSpecialQueue(dt: number) { if (this.MonQueue.length <= 0) return; this.queueTimer += dt; // 轻微节流,避免同帧内突发大量插队导致瞬间堆怪 if (this.queueTimer < 0.15) return; this.queueTimer = 0; const item = this.MonQueue.shift(); if (!item) return; // 特殊怪同样走随机成长类型,保持局内随机性一致 const upType = this.getRandomUpType(); this.addMonster(item.uuid, this.spawnCount, BossList.includes(item.uuid), upType); this.spawnCount += 1; } private updateNormalSpawn(dt: number) { this.waveTimer += dt; // 普通怪刷新间隔会随 stage 增长而缩短 const spawnCd = this.getCurrentSpawnCd(); if (this.waveTimer < spawnCd) return; this.waveTimer = 0; // 先随机怪物类型,再在该类型池内随机具体 uuid const uuid = this.getRandomNormalMonsterUuid(); // 每只怪独立抽取成长方案,使同时间段怪群有轻微离散性 const upType = this.getRandomUpType(); this.addMonster(uuid, this.spawnCount, false, upType); this.spawnCount += 1; } private updateBossSpawn() { while ( this.nextBossSpawnIndex < BossSpawnTimeline.length && this.gameTime >= BossSpawnTimeline[this.nextBossSpawnIndex] ) { const uuid = this.getRandomBossUuid(); const upType = this.getRandomUpType(); this.addMonster(uuid, this.spawnCount, true, upType); this.spawnCount += 1; this.nextBossSpawnIndex += 1; } } private getCurrentStage(): number { // 每 30 秒提升 1 阶(由配置 StageDuration 控制) return Math.floor(this.gameTime / StageDuration); } private getCurrentSpawnCd(): number { const stage = this.getCurrentStage(); const cd = SpawnBaseCd - stage * SpawnStageReduce; // 保护下限,避免后期刷新间隔过小打爆性能 return Math.max(SpawnMinCd, cd); } private getRandomUpType(): UpType { // 从 StageGrow 的 key 中采样,保证新增配置无需改逻辑 const keys = Object.keys(StageGrow).map(v => Number(v) as UpType); const index = Math.floor(Math.random() * keys.length); return keys[index] ?? UpType.AP1_HP1; } private getRandomNormalMonsterUuid(): number { // MonType 是常量对象,这里通过值采样拿到怪物类型 id const typeKeys = Object.keys(MonType).map(k => (MonType as any)[k]).filter(v => typeof v === "number"); const randomType = typeKeys[Math.floor(Math.random() * typeKeys.length)] as number; // 如果某类型配置被清空,回退到 AP 类型,避免空池异常 const pool = MonList[randomType] || MonList[MonType.AP]; const index = Math.floor(Math.random() * pool.length); return pool[index]; } private getRandomBossUuid(): number { // 目前 Boss 池可扩展为多个,先走随机抽取 const index = Math.floor(Math.random() * BossList.length); return BossList[index]; } private resolveGrowPair(upType: UpType, isBoss: boolean): [number, number] { // 普通怪基础成长:StageGrow const grow = StageGrow[upType] || StageGrow[UpType.AP1_HP1]; if (!isBoss) return [grow[0], grow[1]]; // Boss 额外成长:StageBossGrow(在普通成长上叠加) const bossGrow = StageBossGrow[upType] || StageBossGrow[UpType.AP1_HP1]; return [grow[0] + bossGrow[0], grow[1] + bossGrow[1]]; } private getSpawnPowerBias(): number { // 动态难度偏差入口:当前固定读取配置,后续可切到玩家表现驱动 return SpawnPowerBias; } private addMonster( uuid: number = 1001, i: number = 0, isBoss: boolean = false, upType: UpType = UpType.AP1_HP1, ) { // 创建 ECS 怪物实体 let mon = ecs.getEntity(Monster); let scale = -1; // 按生成序号做横向错列,减轻重叠感 const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I; let y = BoxSet.GAME_LINE; let pos: Vec3 = v3(x, y, 0); // 递增全局生成顺序,做溢出保护 this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; mon.load(pos, scale, uuid, isBoss); const move = mon.get(MoveComp); if (move) { move.spawnOrder = isBoss ? MissionMonCompComp.BOSS_RENDER_PRIORITY + this.globalSpawnOrder : this.globalSpawnOrder; } const model = mon.get(HeroAttrsComp); const base = HeroInfo[uuid]; if (!model || !base) return; const stage = this.getCurrentStage(); const grow = this.resolveGrowPair(upType, isBoss); // 偏差值用于整体系数缩放:1=不变,>1增强,<1减弱 const bias = Math.max(0.1, this.getSpawnPowerBias()); // 最终公式:基础值 + 阶段成长,再乘偏差 model.ap = Math.max(1, Math.floor((base.ap + stage * grow[0]) * bias)); model.hp_max = Math.max(1, Math.floor((base.hp + stage * grow[1]) * bias)); // 满血登场,保证 hp/hp_max 一致 model.hp = model.hp_max; } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { // this.node.destroy(); } }