Files
pixelheros/assets/script/game/map/RogueConfig.ts
pan 2d11246838 refactor: 移除战斗结束相关的FEnd触发逻辑
此次提交全面清理了所有与战斗结束(FEnd)相关的代码:
1. 移除了Hero、Monster等实体中的fend属性与运行时处理
2. 删除了SkillTriggerHelper中的FEnd触发分支
3. 移除了GameEvent中的FightEnd事件与相关监听
4. 清理了配置文件中的FEnd相关枚举、字段与装备
5. 重构了MissionComp的回合逻辑,不再触发战后技能
6. 更新了注释与文档,移除过时的FEnd相关说明

彻底移除了已不再使用的战斗结束触发机制,简化了代码架构。
2026-08-14 15:28:22 +08:00

538 lines
20 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* @file RogueConfig.ts
* @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. 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(基础属性 × 可调系数):
* 小怪 hp = HeroInfo 基础hp × MON_HP_MUL小怪 ap = HeroInfo 基础ap × MON_AP_MUL
* Boss 基础面板固定为初始英雄 2 倍强度BOSS_BASE_HP/BOSS_BASE_AP与小怪共用同一套系数
* 场上 Boss 恰好为小怪 2 倍强度(如需额外压场可调 BOSS_HP_BONUS_MUL
* 小怪基础面板与 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, TriggerGrouped, LvReviveEntry } from "../common/config/heroSet";
import { SkillOverrides } from "../common/config/SkillSet";
import { FacSet } from "../common/config/GameSet";
// ======================== 1. 战斗常量 ========================
/** 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;
/** 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;
/** 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 基础面板 = 初始英雄基准hp300/ap22× 2 倍强度,
* 不读取 Boss HeroInfo 的差异化高基础值,避免数值膨胀 */
export const BOSS_BASE_HP = 600;
export const BOSS_BASE_AP = 44;
/** Boss 血量额外加成(在 MON_HP_MUL 之上乘算,默认 1.0 表示不再额外膨胀,保留作压场微调旋钮) */
export const BOSS_HP_BONUS_MUL = 1.0;
/** 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;
// ======================== 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[]> = {};
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);
}
}
// ======================== 2.5 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<number, { base: number; boss: number }> = {
[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));
}
// ======================== 3. Boss 组合库 ========================
/** 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;
}
/** 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;
/** 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;
}
/** 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"],
},
};
/**
* 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)
* 覆盖触发时机call / atking / atked / dead / fstart / 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;
/** 复活 */
revive?: LvReviveEntry[];
/** 在技能池中的抽取权重 */
weight: number;
}
/**
* 怪物技能池(硬编码)
* 技能 uuid 引用 SkillSet 中的 6000~6500 段触发技能。
*/
export const MonSkillPool: Record<string, MonSkillSet> = {
/** 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 */
export const BossSkillPool: Record<string, MonSkillSet> = {
/** 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 } }],
},
},
};
// ======================== 5. 配置校验 ========================
/**
* 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 (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(`组合 ${id} 引用了不存在的技能: ${skillId}`);
}
}
}
if (combo.boss_skill_pool) {
for (const skillId of combo.boss_skill_pool) {
if (!BossSkillPool[skillId]) {
errors.push(`组合 ${id} 引用了不存在的 Boss 技能: ${skillId}`);
}
}
}
}
// 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;
}
// ======================== 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 {
uuid: number;
type: MonType;
hp: number;
ap: number;
isBoss: boolean;
/** 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(保留字段,单场全量登场恒为 0 */
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;
revive?: LvReviveEntry[];
};
}
// ======================== 7. 测试模式配置 ========================
export const TestModeConfig = {
enable: false, // 默认关闭测试模式
baseHp: 150,
baseAp: 12,
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,
};
// ======================== 8. 生成引擎 ========================
/**
* 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)
*/
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();
}
const combo = pickBossCombo();
const monsters: GeneratedMonster[] = [];
if (combo) {
for (const slot of combo.minions) {
for (let i = 0; i < slot.count; i++) {
monsters.push(this.makeMonster(slot.type, monsters.length));
}
}
}
// 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));
}
// Boss 压队尾
for (let i = 0; i < BOSS_COUNT; i++) {
monsters.push(this.makeBoss());
}
// 属性缩放:基础属性 × 可调系数Boss 基础面板已是英雄 2 倍BOSS_HP_BONUS_MUL 默认 1.0
// 校准目标Boss 场上强度恰为小怪 2 倍,双方对砍 ≈ 30s
for (const m of monsters) {
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));
}
// 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;
}
return monsters;
}
/** 重置引擎状态(每局开始时调用,预留) */
reset(): void {
}
/** 测试模式:完全绕过引擎逻辑 */
private generateTestWave(): GeneratedMonster[] {
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: TestModeConfig.baseHp,
ap: TestModeConfig.baseAp,
isBoss: false,
spawnIndex: i,
batch: 0,
skills: {
skill: TestModeConfig.skill,
atking: TestModeConfig.atking,
atked: TestModeConfig.atked,
dead: TestModeConfig.dead,
fstart: TestModeConfig.fstart,
},
});
}
return monsters;
}
/** 生成 Boss基础面板固定为初始英雄 2 倍强度,属性随后由 generateBossCombo 统一系数缩放) */
private makeBoss(): 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)];
return {
uuid,
type,
hp: BOSS_BASE_HP,
ap: BOSS_BASE_AP,
isBoss: true,
spawnIndex: 0, // 占位值,由 generateBossCombo 统一分配
batch: 0,
};
}
/** 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
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,
};
}
/** 从技能池中按权重抽取一套技能 */
private pickSkillSet(pool: string[], library: Record<string, MonSkillSet>): 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,
revive: picked.revive,
};
}
/** 通用加权随机抽取 */
private pickWeighted<T extends { weight: number }>(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];
}
}
// ======================== 9. 全局单例 ========================
export const spawningEngine = new RogueSpawningEngine();