Replace pure-random spawning with hard-coded wave configs, modular squad templates, and dual-layer enchant system (wave + individual).
546 lines
24 KiB
Markdown
546 lines
24 KiB
Markdown
# RogueConfig 重构设计:从纯随机到规则化随机组合
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- **创建日期**: 2026-07-05
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- **状态**: 已批准(待实施)
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- **作用域**: 重构 `assets/script/game/map/RogueConfig.ts` 及配套调用方
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- **目标**: 把肉鸽刷怪系统从「每只怪独立随机」改造为「在硬编码规则内的随机组合变动」
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---
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## 1. 背景与问题
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当前 [RogueConfig.ts](../../../assets/script/game/map/RogueConfig.ts) 的 `RogueSpawningEngine.generateWave()` 存在以下问题:
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1. **纯随机生成**:每只怪独立从 6 种普通类型中 `Math.random()` 抽取,缺乏组合设计感。
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2. **波次无节奏**:5 波之后纯粹 6-12 随机数,难度曲线只靠数量与 `growthRatePerWave` 撑场。
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3. **强化系统空转**:`AffixType` 枚举定义 11 种词缀,但生成时 `affixes: []` 始终为空。
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4. **可配置性差**:策划无法通过修改配置数据调整某一波的怪物组合与强化。
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## 2. 重构目标
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1. **新增多个怪物组合配置**:以「小队(Squad)」为单位硬编码多种组合模板。
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2. **硬编码多个强化配置**:分为「波次级环境强化(WaveEnchant)」+「个体精英强化(MonsterElite)」双层。
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3. **硬编码每波次配置**:每波包含 `基础怪物数 + 可选小队池 + 可选强化池` 三字段,组合方式可控。
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4. **保持接口兼容**:调用方 [MissionMonComp.ts](../../../assets/script/game/map/MissionMonComp.ts) 改动最小化。
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## 3. 设计决策
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| 决策点 | 选择 | 理由 |
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|---|---|---|
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| 组合颗粒度 | **小队模块化**(3-4 只怪/小队) | 每波拼装 2-4 个小队,变化丰富且可控 |
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| 强化层级 | **双层混合**(波次级 + 个体级) | 既保留波次"环境"主题感,又有单体惊喜 |
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| 波次配置组织 | **按波次逐条硬编码** | 每波字段完整独立,调参最直接 |
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| 硬编码范围 | **wave 1~30 + 超出复用 wave 30** | 长线体验,超出后由全局乘子维持难度增长 |
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| 个体强化种类 | **精选 5 种**(Elite/Berserk/Shield/Swift/Regen) | 数量适中,调参简单 |
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| Boss 节奏 | **每 5 波一个 Boss**(5/10/15/20/25/30) | 沿用现有仪式感 |
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| 接口策略 | **同时重构接口** | 数据更干净,调用方改动可控 |
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| 难度缩放 | **叠加波次级 HP/AP 乘子**(每 5 波 +15% HP / +8% AP) | 与数量、强化叠加形成明显难度曲线 |
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## 4. 整体架构与数据流
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```
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WaveConfig (硬编码 30 波)
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├─ base_count 基础怪物数
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├─ squad_pool 小队池 (引用 SquadConfig.id)
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└─ enchant_pool 波次强化池 (引用 WaveEnchant.id)
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│
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▼
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┌───────────────────────────────────────────┐
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│ RogueSpawningEngine.generateWave(n) │
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│ 1. 取 WaveConfig │
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│ 2. 计算全局 hp/ap 乘子 (波次递进 + Enchant) │
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│ 3. 按权重从 squad_pool 抽小队拼装到 base_count │
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│ 4. Boss 波首位放 Boss │
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│ 5. 按 enchant_pool 抽 0~2 个 WaveEnchant │
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│ 6. 每只小怪按概率抽个体 MonsterElite │
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└───────────────────────────────────────────┘
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│
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▼
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GeneratedMonster[] (扩展接口)
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│
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▼
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MissionMonComp.addMonsterAtGrid
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(读取 hp/ap 应用到 HeroAttrsComp)
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```
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**核心约束**:
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- 单波总怪数 ≤ 12(网格上限,3 行 4 列)
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- Boss 占首位
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- 超过 wave 30 用第 30 波配置 + 持续递增的全局乘子
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## 5. 数据结构定义
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### 5.1 个体强化(MonsterElite)
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> **HeroAttrsComp 字段适配发现**:经检查 [HeroAttrsComp.ts](../../../assets/script/game/hero/HeroAttrsComp.ts) 无 `atk_cd` / `regen_per_sec` 字段。本次先不改造 HeroAttrsComp,Swift/Regen 简化为「数值差异化」,cd_mul 与 regen 作为后续扩展点留口子。
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```typescript
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export enum MonsterElite {
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Elite = 0, // 精英:全面强化
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Berserk = 1, // 狂暴:高攻低血
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Shield = 2, // 护盾:坦克
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Swift = 4, // 疾风:平衡偏输出
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Regen = 3, // 再生:高血偏弱攻
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}
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export const MonsterEliteSet: Record<MonsterElite, {
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name: string;
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hp_mul: number;
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ap_mul: number;
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}> = {
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[MonsterElite.Elite]: { name: "精英", hp_mul: 1.5, ap_mul: 1.3 },
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[MonsterElite.Berserk]: { name: "狂暴", hp_mul: 0.9, ap_mul: 1.6 },
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[MonsterElite.Shield]: { name: "护盾", hp_mul: 1.8, ap_mul: 0.8 },
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[MonsterElite.Swift]: { name: "疾风", hp_mul: 1.0, ap_mul: 1.15 },
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[MonsterElite.Regen]: { name: "再生", hp_mul: 1.3, ap_mul: 0.95 },
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};
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```
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### 5.2 波次级强化(WaveEnchant)
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```typescript
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export interface WaveEnchant {
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id: string;
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name: string;
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desc: string;
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hp_mul?: number; // 全员 HP 乘子
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ap_mul?: number; // 全员 AP 乘子
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cd_mul?: number; // 全员攻击间隔乘子(后续扩展)
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elite_rate_mul?: number; // 该波个体强化出现概率乘子
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weight: number; // 在强化池中的抽取权重
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}
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export const WaveEnchantLibrary: Record<string, WaveEnchant> = {
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frenzy: { id: "frenzy", name: "狂热浪潮", desc: "全员攻击力+25%", ap_mul: 1.25, weight: 10 },
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ironhide: { id: "ironhide", name: "铁皮大军", desc: "全员生命+40%", hp_mul: 1.40, weight: 10 },
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swift: { id: "swift", name: "疾风突袭", desc: "全员攻速+20%", cd_mul: 0.80, weight: 8 },
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nightmare: { id: "nightmare", name: "梦魇来袭", desc: "个体强化率×2,HP+15%", elite_rate_mul: 2.0, hp_mul: 1.15, weight: 5 },
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fortress: { id: "fortress", name: "钢铁堡垒", desc: "全员 HP+60% AP-15%", hp_mul: 1.60, ap_mul: 0.85, weight: 6 },
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};
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```
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### 5.3 小队模板(SquadConfig)
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```typescript
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export interface SquadSlot {
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type: MonType;
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count: number;
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elite_chance?: number; // 0~1,小队成员出现个体强化的概率(默认 0)
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elite_pool?: MonsterElite[]; // 可选的个体强化池
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}
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export interface SquadConfig {
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id: string;
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name: string;
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slots: SquadSlot[];
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weight: number;
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}
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export const SquadLibrary: Record<string, SquadConfig> = {
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melee_grunt: { id: "melee_grunt", name: "近战步兵组", weight: 10, slots: [{ type: MonType.Melee, count: 3 }] },
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assassin_squad: { id: "assassin_squad", name: "刺客突袭组", weight: 6, slots: [{ type: MonType.Assassin, count: 2 }, { type: MonType.Support, count: 1 }] },
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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 }] },
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long_line: { id: "long_line", name: "远程线列组", weight: 7, slots: [{ type: MonType.Long, count: 2 }, { type: MonType.Support, count: 1 }] },
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heavy_shield: { id: "heavy_shield", name: "重盾堡垒组", weight: 5, slots: [{ type: MonType.Heavy, count: 1 }, { type: MonType.Melee, count: 2 }] },
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summoner_cult: { id: "summoner_cult", name: "召唤教派组", weight: 4, slots: [{ type: MonType.Summoner, count: 1 }, { type: MonType.Long, count: 2 }] },
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};
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```
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### 5.4 波次配置(WaveConfig)
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```typescript
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export interface WaveConfig {
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base_count: number; // 该波基础怪物数 (1~12)
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squad_pool: string[]; // 可选小队 id 池
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enchant_pool?: string[]; // 可选波次强化 id 池(可空表示无强化)
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boss_wave?: boolean; // 是否 Boss 波
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elite_base_rate?: number; // 该波个体强化基础概率(默认按波次递增)
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}
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export const WaveConfigs: Record<number, WaveConfig> = {
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// 1-4: 教学期
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1: { base_count: 3, squad_pool: ["melee_grunt"] },
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2: { base_count: 4, squad_pool: ["melee_grunt", "mixed_balanced"] },
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3: { base_count: 5, squad_pool: ["melee_grunt", "mixed_balanced", "long_line"] },
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4: { base_count: 6, squad_pool: ["mixed_balanced", "long_line", "heavy_shield"] },
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// 5: 第一 Boss
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5: { base_count: 7, squad_pool: ["melee_grunt", "mixed_balanced", "heavy_shield"], boss_wave: true },
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// 6-9: 引入波次强化
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6: { base_count: 7, squad_pool: ["assassin_squad", "long_line", "mixed_balanced"], enchant_pool: ["frenzy"], elite_base_rate: 0.10 },
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7: { base_count: 8, squad_pool: ["melee_grunt", "heavy_shield", "long_line"], enchant_pool: ["ironhide"], elite_base_rate: 0.12 },
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8: { base_count: 8, squad_pool: ["assassin_squad", "mixed_balanced", "summoner_cult"], enchant_pool: ["frenzy", "swift"], elite_base_rate: 0.14 },
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9: { base_count: 9, squad_pool: ["heavy_shield", "long_line", "mixed_balanced"], enchant_pool: ["ironhide", "frenzy"], elite_base_rate: 0.16 },
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// 10: 第二 Boss
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10: { base_count: 10, squad_pool: ["melee_grunt", "assassin_squad", "mixed_balanced"], enchant_pool: ["frenzy", "ironhide"], boss_wave: true, elite_base_rate: 0.18 },
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// 11-14: 组合多样化
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11: { base_count: 10, squad_pool: ["assassin_squad", "long_line", "summoner_cult", "mixed_balanced"], enchant_pool: ["swift", "frenzy"], elite_base_rate: 0.18 },
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12: { base_count: 10, squad_pool: ["heavy_shield", "melee_grunt", "mixed_balanced", "long_line"], enchant_pool: ["ironhide"], elite_base_rate: 0.20 },
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13: { base_count: 11, squad_pool: ["assassin_squad", "summoner_cult", "mixed_balanced"], enchant_pool: ["frenzy", "nightmare"], elite_base_rate: 0.22 },
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14: { base_count: 11, squad_pool: ["heavy_shield", "long_line", "melee_grunt"], enchant_pool: ["ironhide", "swift"], elite_base_rate: 0.24 },
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// 15: 第三 Boss(中期高潮)
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15: { base_count: 11, squad_pool: ["assassin_squad", "mixed_balanced", "summoner_cult"], enchant_pool: ["nightmare", "fortress"], boss_wave: true, elite_base_rate: 0.25 },
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// 16-24: 高压阶段
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16: { base_count: 11, squad_pool: ["assassin_squad", "heavy_shield", "long_line"], enchant_pool: ["frenzy", "swift"], elite_base_rate: 0.26 },
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17: { base_count: 11, squad_pool: ["melee_grunt", "summoner_cult", "mixed_balanced"], enchant_pool: ["ironhide", "frenzy"], elite_base_rate: 0.27 },
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18: { base_count: 12, squad_pool: ["assassin_squad", "long_line", "heavy_shield"], enchant_pool: ["nightmare", "swift"], elite_base_rate: 0.28 },
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19: { base_count: 12, squad_pool: ["mixed_balanced", "summoner_cult", "melee_grunt"], enchant_pool: ["fortress"], elite_base_rate: 0.28 },
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20: { base_count: 12, squad_pool: ["assassin_squad", "heavy_shield", "long_line"], enchant_pool: ["frenzy", "ironhide"], boss_wave: true, elite_base_rate: 0.30 },
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21: { base_count: 12, squad_pool: ["melee_grunt", "assassin_squad", "summoner_cult"], enchant_pool: ["swift", "nightmare"], elite_base_rate: 0.30 },
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22: { base_count: 12, squad_pool: ["heavy_shield", "long_line", "mixed_balanced"], enchant_pool: ["ironhide", "fortress"], elite_base_rate: 0.30 },
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23: { base_count: 12, squad_pool: ["assassin_squad", "summoner_cult", "melee_grunt"], enchant_pool: ["frenzy", "nightmare"], elite_base_rate: 0.32 },
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24: { base_count: 12, squad_pool: ["mixed_balanced", "heavy_shield", "long_line"], enchant_pool: ["fortress", "swift"], elite_base_rate: 0.32 },
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// 25: 第四 Boss
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25: { base_count: 12, squad_pool: ["assassin_squad", "summoner_cult", "heavy_shield"], enchant_pool: ["nightmare", "fortress"], boss_wave: true, elite_base_rate: 0.35 },
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// 26-29: 终极阶段
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26: { base_count: 12, squad_pool: ["melee_grunt", "assassin_squad", "long_line", "summoner_cult"], enchant_pool: ["frenzy", "nightmare"], elite_base_rate: 0.35 },
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27: { base_count: 12, squad_pool: ["heavy_shield", "mixed_balanced", "summoner_cult"], enchant_pool: ["ironhide", "fortress"], elite_base_rate: 0.38 },
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28: { base_count: 12, squad_pool: ["assassin_squad", "long_line", "melee_grunt"], enchant_pool: ["swift", "nightmare"], elite_base_rate: 0.40 },
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29: { base_count: 12, squad_pool: ["mixed_balanced", "heavy_shield", "summoner_cult"], enchant_pool: ["frenzy", "ironhide", "fortress"], elite_base_rate: 0.42 },
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// 30: 最终 Boss
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30: { base_count: 12, squad_pool: ["assassin_squad", "heavy_shield", "summoner_cult", "mixed_balanced"], enchant_pool: ["frenzy", "ironhide", "swift", "nightmare", "fortress"], boss_wave: true, elite_base_rate: 0.45 },
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};
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```
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### 5.5 全局难度缩放
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```typescript
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export function getGlobalScale(wave: number): { hp_mul: number; ap_mul: number } {
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const step = Math.floor((wave - 1) / 5); // 每 5 波一档
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return {
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hp_mul: 1 + 0.15 * step, // wave 1=1.0, 6=1.15, 11=1.30, 16=1.45, 21=1.60, 26=1.75
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ap_mul: 1 + 0.08 * step, // wave 1=1.0, 6=1.08, 11=1.16, 16=1.24, 21=1.32, 26=1.40
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};
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}
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```
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**最终 HP 公式**:`HeroInfo[uuid].hp × 全局乘子 × 波次Enchant乘子 × 个体Elite乘子`
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## 6. 生成引擎算法
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### 6.1 主流程伪代码
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```typescript
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generateWave(waveNumber: number): GeneratedMonster[] {
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// 1. 取硬编码 WaveConfig (wave > 30 时使用第 30 波配置)
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const cfg = WaveConfigs[Math.min(waveNumber, 30)];
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// 2. 抽取波次级强化(按权重从 enchant_pool 抽 0~2 个)
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const enchants = pickEnchants(cfg.enchant_pool);
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// 3. 计算波次最终属性乘子
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const globalScale = getGlobalScale(waveNumber);
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const enchantHpMul = product(enchants.map(e => e.hp_mul ?? 1));
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const enchantApMul = product(enchants.map(e => e.ap_mul ?? 1));
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const eliteRateMul = product(enchants.map(e => e.elite_rate_mul ?? 1));
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// 4. Boss 位(Boss 波首位占 1 个)
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let monsters: GeneratedMonster[] = [];
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let remaining = cfg.base_count;
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if (cfg.boss_wave) {
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monsters.push(makeBoss(waveNumber));
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remaining -= 1;
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}
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// 5. 小队拼装:按权重从 squad_pool 抽小队,累计到 remaining
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monsters.push(...assembleSquads(cfg.squad_pool, remaining, waveNumber));
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// 6. 应用全局 & 波次 Enchant 乘子
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for (const m of monsters) {
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m.hp = Math.round(m.hp * globalScale.hp_mul * enchantHpMul);
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m.ap = Math.round(m.ap * globalScale.ap_mul * enchantApMul);
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m.wave_enchants = enchants.map(e => e.id);
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}
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// 7. 应用个体 Elite(非 Boss 怪)
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const eliteBaseRate = cfg.elite_base_rate ?? Math.min(0.05 + waveNumber * 0.01, 0.30);
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for (const m of monsters) {
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if (!m.isBoss && Math.random() < eliteBaseRate * eliteRateMul) {
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const elite = pickElite(m);
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applyElite(m, elite);
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m.elite = elite;
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}
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}
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return monsters.slice(0, 12); // 硬上限保护
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}
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```
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### 6.2 关键子算法
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#### assembleSquads(小队拼装)
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```typescript
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function assembleSquads(pool: string[], target: number, wave: number): GeneratedMonster[] {
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const result: GeneratedMonster[] = [];
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let filled = 0;
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let safety = 20; // 防止死循环
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while (filled < target && safety-- > 0) {
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const squad = pickWeighted(pool.map(id => SquadLibrary[id]));
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const remaining = target - filled;
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for (const slot of squad.slots) {
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for (let i = 0; i < slot.count && filled < remaining; i++) {
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result.push(makeMonster(slot.type, wave));
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filled++;
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}
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}
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}
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return result;
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}
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```
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- 小队塞不下时按剩余位截断
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- `safety` 防御性循环上限
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- 同一波可抽到重复小队(多样性来自权重 + 多次循环)
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#### makeBoss(Boss 生成)
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```typescript
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function makeBoss(wave: number): GeneratedMonster {
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const isMeleeBoss = Math.random() < 0.5;
|
||
const type = isMeleeBoss ? MonType.MeleeBoss : MonType.LongBoss;
|
||
const uuid = pickUuidFromMonList(type);
|
||
|
||
// Boss 自带额外血量(基于波次的固定加成)
|
||
const baseHp = HeroInfo[uuid].hp;
|
||
const bossBonusHpMul = 1 + 0.20 * Math.floor((wave - 5) / 5); // wave 5=1.0, 10=1.2, 15=1.4...
|
||
|
||
return {
|
||
uuid, type,
|
||
hp: baseHp * bossBonusHpMul,
|
||
ap: HeroInfo[uuid].ap,
|
||
isBoss: true,
|
||
elite: undefined, // Boss 不带个体强化
|
||
affixes: [],
|
||
wave_enchants: [],
|
||
spawnIndex: 0,
|
||
};
|
||
}
|
||
```
|
||
|
||
#### pickEnchants(波次强化抽取)
|
||
|
||
```typescript
|
||
function pickEnchants(pool?: string[]): WaveEnchant[] {
|
||
if (!pool || pool.length === 0) return [];
|
||
const enchants: WaveEnchant[] = [];
|
||
|
||
// 第一个 Enchant: 70% 概率抽 1 个
|
||
if (Math.random() < 0.7) {
|
||
enchants.push(pickWeighted(pool.map(id => WaveEnchantLibrary[id])));
|
||
}
|
||
|
||
// 第二个 Enchant: 30% 概率再抽 1 个(不重复)
|
||
if (Math.random() < 0.3 && pool.length > 1) {
|
||
const second = pickWeighted(
|
||
pool.filter(id => !enchants.some(e => e.id === id))
|
||
.map(id => WaveEnchantLibrary[id])
|
||
);
|
||
if (second) enchants.push(second);
|
||
}
|
||
|
||
return enchants;
|
||
}
|
||
```
|
||
|
||
### 6.3 GeneratedMonster 扩展接口
|
||
|
||
```typescript
|
||
export interface GeneratedMonster {
|
||
uuid: number;
|
||
type: MonType;
|
||
hp: number;
|
||
ap: number;
|
||
isBoss: boolean;
|
||
spawnIndex: number;
|
||
|
||
/** @deprecated 已被 elite 取代,始终返回 [],仅向后兼容 */
|
||
affixes: AffixType[];
|
||
|
||
// 新增字段
|
||
elite?: MonsterElite; // 个体强化(无则 undefined)
|
||
wave_enchants: string[]; // 该波触发的波次强化 id 列表
|
||
|
||
// 测试模式专用(保留原逻辑)
|
||
testSkills?: { ... };
|
||
}
|
||
```
|
||
|
||
### 6.4 关键设计权衡
|
||
|
||
| 决策 | 选择 | 理由 |
|
||
|---|---|---|
|
||
| Boss 是否可带个体强化 | 否 | Boss 已经有额外血量+波次加成 |
|
||
| Enchant 是否会叠加同种 | 否 | 第二个 Enchant 过滤已抽过的 id,避免数值爆炸 |
|
||
| 小队截断 | 按剩余位截断 | 保证总怪数 = `base_count` |
|
||
| 个体 Elite 是否可叠加 | 否(每只最多 1 个) | 简化逻辑、避免叠加 bug |
|
||
| wave > 30 行为 | 复用 wave 30 配置 + 全局乘子继续增长 | 满足"长线"需求 |
|
||
|
||
## 7. 错误处理与配置校验
|
||
|
||
### 7.1 启动校验
|
||
|
||
```typescript
|
||
export function validateRogueConfig(): string[] {
|
||
const errors: string[] = [];
|
||
|
||
// 1. 校验 WaveConfigs 中所有 squad_pool / enchant_pool 引用存在
|
||
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.enchant_pool) {
|
||
for (const enchId of cfg.enchant_pool) {
|
||
if (!WaveEnchantLibrary[enchId]) {
|
||
errors.push(`Wave ${wave} 引用了不存在的强化: ${enchId}`);
|
||
}
|
||
}
|
||
}
|
||
if (cfg.base_count < 1 || cfg.base_count > 12) {
|
||
errors.push(`Wave ${wave} base_count=${cfg.base_count} 越界 (1~12)`);
|
||
}
|
||
}
|
||
|
||
// 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} 在 MonList 中无可用 uuid`);
|
||
}
|
||
}
|
||
}
|
||
|
||
return errors;
|
||
}
|
||
```
|
||
|
||
### 7.2 防御性兜底
|
||
|
||
| 异常情况 | 兜底行为 |
|
||
|---|---|
|
||
| `WaveConfigs[wave]` 不存在 | 使用 `WaveConfigs[30]` |
|
||
| `SquadLibrary[id]` 不存在 | 跳过该小队,记录 warning |
|
||
| `MonList[type]` 为空 | 使用 `MonList[MonType.Melee]` 兜底 |
|
||
| 单次 uuid 抽取失败 | 使用 `uuids[0]` 兜底 |
|
||
| 小队拼装超过 12 只 | 在主流程末尾统一 `slice(0, 12)` |
|
||
|
||
## 8. 向后兼容性
|
||
|
||
### 8.1 AffixType 枚举处理
|
||
|
||
```typescript
|
||
/** @deprecated 已被 MonsterElite 取代,仅保留导出避免破坏引用 */
|
||
export enum AffixType { ... }
|
||
```
|
||
|
||
经 Grep 确认 `AffixType` 仅在 RogueConfig.ts 内部使用。
|
||
|
||
### 8.2 接口保留
|
||
|
||
以下导出保留,调用方不受影响:
|
||
- `spawningEngine` 单例
|
||
- `getWaveMonsterCount(wave)` / `getWaveSlotConfig(wave)`
|
||
- `DefaultWaveSlot` / `WaveSlotConfig` (Proxy)
|
||
- `IWaveSlot` 接口
|
||
|
||
### 8.3 调用方影响评估
|
||
|
||
| 文件 | 引用情况 | 改造点 |
|
||
|---|---|---|
|
||
| [MissionMonComp.ts](../../../assets/script/game/map/MissionMonComp.ts) | `spawningEngine.generateWave()` / `GeneratedMonster` | 仅读 hp/ap/isBoss,无字段依赖变更,**零改动** |
|
||
| [MissionComp.ts](../../../assets/script/game/map/MissionComp.ts) | `spawningEngine.reset()` | **零改动** |
|
||
|
||
## 9. 测试模式适配
|
||
|
||
`TestModeConfig` 保留原拦截逻辑,仅扩展 2 个可选字段:
|
||
|
||
```typescript
|
||
export const TestModeConfig = {
|
||
enable: false,
|
||
// ... 原字段保留
|
||
affixes: [] as AffixType[],
|
||
|
||
// 新增:测试个体/波次强化的快速开关
|
||
testElite?: MonsterElite;
|
||
testWaveEnchant?: string;
|
||
};
|
||
```
|
||
|
||
测试模式生成的怪物补充新字段(`elite` / `wave_enchants`),保持接口一致性。
|
||
|
||
## 10. 文件结构(重构后骨架)
|
||
|
||
```
|
||
RogueConfig.ts
|
||
├─ 1. 文件头注释
|
||
├─ 2. 枚举与基础类型
|
||
│ ├─ MonsterElite + MonsterEliteSet
|
||
│ ├─ AffixType(废弃保留)
|
||
│ ├─ GeneratedMonster(扩展)
|
||
│ └─ IWaveSlot(兼容保留)
|
||
├─ 3. 怪物池(保留原逻辑)
|
||
│ └─ MonList(从 HeroInfo 动态提取)
|
||
├─ 4. 波次强化库
|
||
│ ├─ WaveEnchant 接口
|
||
│ └─ WaveEnchantLibrary(硬编码 5 条)
|
||
├─ 5. 小队模板库
|
||
│ ├─ SquadSlot / SquadConfig 接口
|
||
│ └─ SquadLibrary(硬编码 6 条)
|
||
├─ 6. 波次配置表
|
||
│ ├─ WaveConfig 接口
|
||
│ └─ WaveConfigs(硬编码 wave 1~30)
|
||
├─ 7. 全局难度缩放
|
||
│ └─ getGlobalScale(wave)
|
||
├─ 8. 配置校验
|
||
│ └─ validateRogueConfig()
|
||
├─ 9. 生成引擎
|
||
│ ├─ RogueSpawningEngine(重写)
|
||
│ │ ├─ generateWave(wave)
|
||
│ │ ├─ assembleSquads()
|
||
│ │ ├─ makeBoss()
|
||
│ │ ├─ makeMonster()
|
||
│ │ ├─ applyElite()
|
||
│ │ ├─ pickElite()
|
||
│ │ ├─ pickEnchants()
|
||
│ │ └─ pickWeighted()
|
||
│ ├─ getWaveMonsterCount()(重写,返回 base_count)
|
||
│ └─ getWaveSlotConfig()(保留,从生成结果反推)
|
||
├─ 10. 测试模式(保留)
|
||
│ └─ TestModeConfig(扩展 testElite / testWaveEnchant)
|
||
└─ 11. 全局单例 & 向后兼容导出
|
||
├─ spawningEngine
|
||
├─ DefaultWaveSlot
|
||
└─ WaveSlotConfig (Proxy)
|
||
```
|
||
|
||
## 11. 验证方式
|
||
|
||
1. **静态校验**:游戏启动时调用 `validateRogueConfig()`,控制台无 error。
|
||
2. **运行时验证**:
|
||
- 测试模式分别设置 `testElite` / `testWaveEnchant`,验证 hp/ap 计算正确。
|
||
- 正常模式连续生成 wave 1~30,检查每波怪物数、Boss 出现、Enchant 命中。
|
||
- wave 35 验证全局乘子继续递增。
|
||
3. **回归验证**:现有战斗流程不中断,[MissionMonComp](../../../assets/script/game/map/MissionMonComp.ts) 无报错。
|
||
|
||
## 12. 风险与缓解
|
||
|
||
| 风险 | 概率 | 缓解措施 |
|
||
|---|---|---|
|
||
| SquadLibrary 中 type 在 MonList 中无怪 | 中 | `validateRogueConfig()` 启动校验 + 兜底 Melee |
|
||
| 30 波数据量大,手写易出错 | 高 | 设计文档已给出完整 30 波数据,避免实施时现想 |
|
||
| MissionMonComp 隐式依赖 affixes | 低 | 已检查仅读 hp/ap/isBoss,安全 |
|
||
| AffixType 在其他文件被引用 | 低 | Grep 已确认仅 RogueConfig.ts 内部使用 |
|
||
| 配置错误导致死循环 | 低 | assembleSquads 有 safety 计数器 |
|
||
|
||
## 13. 后续扩展点(本次不实施)
|
||
|
||
- **HeroAttrsComp 升级**:新增 `regen_per_sec` 字段后,启用 `MonsterElite.Regen` 的回血效果。
|
||
- **攻速字段统一**:把怪物 CD 也纳入 `getEffectiveSkillCd` 后,启用 `cd_mul`。
|
||
- **数据驱动化**:把 WaveConfigs / SquadLibrary / WaveEnchantLibrary 抽到 JSON 配置文件,进一步解耦。
|
||
- **强化组合扩充**:WaveEnchantLibrary 可继续扩充(如「元素浪潮」「血月」等主题强化)。
|