/** * @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) * * 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) * * 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 → 3.0(wave 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) */ import { HeroInfo, MonType, MonTypeName, calcHeroPower, TriggerGrouped, LvReviveEntry, heroInfo } 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 ======================== /** 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.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.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) */ export const WAVE_DURATION = 30; /** 每回合分批次数 */ export const BATCH_COUNT = 3; /** 每批间隔(秒):30 秒 / 3 批 = 10 秒 */ export const BATCH_INTERVAL = WAVE_DURATION / BATCH_COUNT; /** 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.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 → 3.0(wave 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(秒):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(秒):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 ======================== /** 按 MonType 分组的怪物 uuid 池,动态从 HeroInfo 提取,避免硬编码 */ export const MonList: Record = {}; for (const key in HeroInfo) { const info = HeroInfo[key]; if (info.fac === FacSet.MON && info.monType !== undefined) { if (!MonList[info.monType]) { MonList[info.monType] = []; } MonList[info.monType].push(info.uuid); } } // ======================== 3.5 怪物金币掉落配置 ======================== /** * 怪物金币掉落配置(按 MonType 分类) * - base: 普通怪物死亡时掉落的固定金币数 * - boss: Boss 怪物死亡时掉落的固定金币数(仅对 Boss 类型生效) */ export const MonsterGoldSet: Record = { [MonType.Melee]: { base: 1, boss: 0 }, [MonType.Heavy]: { base: 2, boss: 0 }, [MonType.Long]: { base: 2, boss: 0 }, [MonType.Support]: { base: 3, boss: 0 }, [MonType.Summoner]: { base: 3, boss: 0 }, [MonType.Assassin]: { base: 3, boss: 0 }, [MonType.MeleeBoss]: { base: 0, boss: 15 }, [MonType.LongBoss]: { base: 0, boss: 15 }, }; /** * 获取指定怪物类型的金币掉落数量 * @param monType 怪物类型(MonType) * @param isBoss 是否为 Boss * @returns 掉落的金币数量(≥0) */ export function getMonsterGoldDrop(monType: number, isBoss: boolean): number { const cfg = MonsterGoldSet[monType]; if (!cfg) return 0; return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base)); } // ======================== 4. 小队模板库 ======================== /** 小队内单种怪物的槽位定义 */ export interface SquadSlot { type: MonType; count: number; } /** 小队模板(3-4 只怪的组合单元) */ export interface SquadConfig { id: string; name: string; slots: SquadSlot[]; weight: number; // 在小队池中的抽取权重 } /** 小队模板库(硬编码) */ export const SquadLibrary: Record = { 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 }] }, }; // ======================== 5. 怪物技能池 ======================== /** * 怪物技能套装(一套完整的触发技能配置) * 覆盖触发时机:call / atking / atked / dead / fstart / fend / revive */ export interface MonSkillSet { id: string; name: string; /** 普攻技能覆盖(可选,不填则使用怪物默认普攻) */ skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }; /** 召唤触发 */ call?: TriggerGrouped; /** 攻击触发 */ atking?: TriggerGrouped; /** 受击触发 */ atked?: TriggerGrouped; /** 死亡触发 */ dead?: TriggerGrouped; /** 战斗开始触发 */ fstart?: TriggerGrouped; /** 战斗结束触发 */ fend?: TriggerGrouped; /** 复活 */ revive?: LvReviveEntry[]; /** 在技能池中的抽取权重 */ weight: number; } /** * 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 = { /** 狂暴:攻击触发自身攻击提升 */ berserk: { id: "berserk", name: "狂暴", weight: 10, atking: { 6401: [{ lv: 1, t_num: 5, overrides: { ap: 1 } }], }, }, /** 坚韧:受击获得护盾 */ tough: { id: "tough", name: "坚韧", weight: 8, atked: { 6301: [{ lv: 1, t_num: 3, overrides: { ap: 2 } }], }, }, /** 遗志:死亡时全队攻击提升 */ legacy: { id: "legacy", name: "遗志", weight: 6, dead: { 6401: [{ lv: 1, t_num: 1, overrides: { ap: 3 } }], }, }, /** 战吼:战斗开始时全队攻击提升 */ warcry: { id: "warcry", name: "战吼", weight: 5, fstart: { 6401: [{ lv: 1, t_num: 1, overrides: { ap: 2 } }], }, }, /** 吸血:攻击恢复生命 */ leech: { id: "leech", name: "吸血", weight: 7, atking: { 6302: [{ lv: 1, t_num: 4, overrides: { ap: 150 } }], }, }, }; /** Boss 专属技能池(压力回合 Boss 随机挂载) */ export const BossSkillPool: Record = { /** 狂暴领主:攻击触发全队攻击提升 */ boss_rage: { id: "boss_rage", name: "狂暴领主", weight: 10, atking: { 6401: [{ lv: 1, t_num: 3, overrides: { ap: 3 } }], }, dead: { 6401: [{ lv: 1, t_num: 1, overrides: { ap: 5 } }], }, }, /** 铁壁领主:受击获得高额护盾 */ boss_iron: { id: "boss_iron", name: "铁壁领主", weight: 8, atked: { 6301: [{ lv: 1, t_num: 2, overrides: { ap: 5 } }], }, }, /** 毁灭领主:战斗开始时全队攻击大幅提升 */ boss_doom: { id: "boss_doom", name: "毁灭领主", weight: 6, fstart: { 6401: [{ lv: 1, t_num: 1, overrides: { ap: 8 } }], }, atking: { 6401: [{ lv: 1, t_num: 5, overrides: { ap: 2 } }], }, }, }; // ======================== 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 id(Boss 回合专用,随机挂载) */ boss_skill_pool?: string[]; } /** * 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 = { // ===== 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 * 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}`); } } if (cfg.skill_pool) { for (const skillId of cfg.skill_pool) { if (!MonSkillPool[skillId]) { errors.push(`Wave ${wave} 引用了不存在的技能: ${skillId}`); } } } if (cfg.boss_skill_pool) { for (const skillId of cfg.boss_skill_pool) { if (!BossSkillPool[skillId]) { errors.push(`Wave ${wave} 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`); } } } return errors; } // ======================== 8. 生成结果接口 ======================== /** 生成结果(传递给 MissionMonComp 用于实例化怪物) */ export interface GeneratedMonster { uuid: number; type: MonType; 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) */ isBossGuard?: boolean; spawnIndex: number; /** 本怪所属批次(0~2,由 MissionMonComp 按 BATCH_INTERVAL 释放) */ batch: number; /** * 怪物技能套装(覆盖全部触发时机) * 注入方式与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp */ skills?: { skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }; call?: TriggerGrouped; atking?: TriggerGrouped; atked?: TriggerGrouped; dead?: TriggerGrouped; fstart?: TriggerGrouped; fend?: TriggerGrouped; revive?: LvReviveEntry[]; }; } // ======================== 9. 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, skill: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides } | undefined, atking: undefined as TriggerGrouped | undefined, atked: undefined as TriggerGrouped | undefined, dead: undefined as TriggerGrouped | undefined, fstart: undefined as TriggerGrouped | undefined, fend: undefined as TriggerGrouped | undefined, }; // ======================== 10. 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 */ 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 */ generateWave(waveNumber: number): GeneratedMonster[] { if (waveNumber < 1) return []; // 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); } const wave = Math.min(waveNumber, MAX_WAVE); const cfg = WaveConfigs[wave]; const waveType = getWaveType(wave); const typeRatio = WAVE_TYPE_POWER_RATIO[waveType]; // 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); } } } } // 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); } // 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))); } } // 7. 挂载技能(普通怪随机技能池,Boss 专属技能池) 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); } } // 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; } } for (let i = 0; i < monsters.length; i++) { monsters[i].spawnIndex = i; } // 9. 硬上限保护 return monsters.slice(0, MAX_MONSTERS); } /** 重置引擎状态(每局开始时调用) */ 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; const count = Math.max(1, TestModeConfig.spawnCount || 1); const monsters: GeneratedMonster[] = []; for (let i = 0; i < count; i++) { monsters.push({ uuid: TestModeConfig.monUuid, type: TestModeConfig.monType, hp: Math.round(TestModeConfig.baseHp * growth), ap: Math.round(TestModeConfig.baseAp * growth), isBoss: false, spawnIndex: i, batch: i % BATCH_COUNT, skills: { skill: TestModeConfig.skill, atking: TestModeConfig.atking, atked: TestModeConfig.atked, dead: TestModeConfig.dead, fstart: TestModeConfig.fstart, fend: TestModeConfig.fend, }, }); } 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 { const isMeleeBoss = Math.random() < 0.5; const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss; // Boss 类型兜底:若 MonList 缺失则退回 MeleeBoss let uuids = MonList[type]; if (!uuids || uuids.length === 0) { uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001]; } const uuid = uuids[Math.floor(Math.random() * uuids.length)]; const baseInfo = HeroInfo[uuid]; 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), 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 }; } /** * 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 { let uuids = MonList[type]; if (!uuids || uuids.length === 0) { // 兜底 Melee uuids = MonList[MonType.Melee] || [6001]; } const uuid = uuids[Math.floor(Math.random() * uuids.length)]; const baseInfo = HeroInfo[uuid]; const baseHp = baseInfo ? baseInfo.hp : 100; const baseAp = baseInfo ? baseInfo.ap : 10; return { uuid, type, hp: baseHp, ap: baseAp, isBoss: false, spawnIndex, batch: 0, // 后续统一分配 }; } /** 从技能池中按权重抽取一套技能 */ private pickSkillSet(pool: string[], library: Record): GeneratedMonster["skills"] | undefined { const valid = pool.map(id => library[id]).filter(s => s); if (valid.length === 0) return undefined; const picked = this.pickWeighted(valid); if (!picked) return undefined; return { skill: picked.skill, call: picked.call, atking: picked.atking, atked: picked.atked, dead: picked.dead, fstart: picked.fstart, fend: picked.fend, revive: picked.revive, }; } /** 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(items: T[]): T | null { if (items.length === 0) return null; const total = items.reduce((s, it) => s + it.weight, 0); if (total <= 0) return items[Math.floor(Math.random() * items.length)]; let r = Math.random() * total; for (const it of items) { r -= it.weight; if (r <= 0) return it; } return items[items.length - 1]; } } // ======================== 11. 全局单例 & 向后兼容导出 ======================== 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(); 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; }, } );