474 lines
18 KiB
TypeScript
474 lines
18 KiB
TypeScript
/**
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* @file RogueConfig.ts
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* @description 无限关卡刷怪系统(关-回合两级推进)
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*
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* 游戏机制:
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* - 玩家单线无限推进:从第 1 关起无上限,每关 5 回合(一关一局,回合间自动推进)。
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* - 第 1~4 回合普通怪(3 小怪立即全刷),属性逐回合轻量增强(SECTION_RAMP_STEP)。
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* - 第 5 回合单 Boss 登场(无护卫,延迟 1s 刷出),超厚血量(BOSS_HP_MUL)。
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* - Boss 加载时按攻击定位(近战/中程/远程)随机取型,并随机携带大招:
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* 前期 1 个,随关卡解锁扩展至多个(BOSS_ULT_UNLOCK_EVERY / BOSS_ULT_MAX_COUNT)。
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*
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* 设计层次:
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* 1. StageSet - 关卡数值公式(等级/成长/回合增强/Boss 血攻倍率)
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* 2. BossPools - Boss 池(按攻击定位分组,动态从 HeroInfo 提取)
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* 3. BossUltPools - Boss 大招池(按定位分组,引用 SkillSet 6100~6204 群体大招段)
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* 4. StageSpawningEngine - 生成引擎(按回合配置生成怪物列表)
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*
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* 核心公式:
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* 小怪属性 = HeroInfo 基础属性 × MON_START_COEF × (1 + MON_GROW_SLOPE×(lv-1)) × 回合增强
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* Boss 属性 = 同上 × BOSS_HP_MUL(血)/ BOSS_AP_MUL(攻),等级 = 关卡号无限成长
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*/
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import { HeroInfo, HType, MonType, TriggerGrouped, UltCdLv, UltCdSet } from "../common/config/heroSet";
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import { SkillOverrides, SkillSet } from "../common/config/SkillSet";
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import { FacSet } from "../common/config/GameSet";
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import {
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SectionType, SectionConfig, getSectionConfig, calcMonsterAttrs,
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NORMAL_MON_COUNT, NORMAL_FIRST_SPAWN, BOSS_DELAY,
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MON_START_COEF,
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} from "../common/config/StageSet";
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// ======================== 1. 战斗常量 ========================
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/** 单场战斗时长基准(秒):供清屏速度评价(BattleBannerComp 清屏奖励)等使用 */
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export const WAVE_DURATION = 30;
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/** 战斗超时(秒):超过后强制结算整局(残留怪销毁并扣留存分) */
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export const BATTLE_TIMEOUT = 90;
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// ======================== 2. 怪物 UUID 池 ========================
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/** 按 MonType 分组的怪物 uuid 池,动态从 HeroInfo 提取,避免硬编码 */
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export const MonList: Record<number, number[]> = {};
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for (const key in HeroInfo) {
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const info = HeroInfo[key];
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if (info.fac === FacSet.MON && info.monType !== undefined) {
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if (!MonList[info.monType]) {
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MonList[info.monType] = [];
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}
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MonList[info.monType].push(info.uuid);
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}
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}
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// ======================== 2.5 怪物金币掉落配置 ========================
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/**
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* 怪物金币掉落配置(按 MonType 分类)
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* - base: 普通怪物死亡时掉落的固定金币数
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* - boss: Boss 怪物死亡时掉落的固定金币数(仅对 Boss 类型生效)
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*/
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export const MonsterGoldSet: Record<number, { base: number; boss: number }> = {
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[MonType.Melee]: { base: 1, boss: 0 },
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[MonType.Heavy]: { base: 2, boss: 0 },
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[MonType.Long]: { base: 2, boss: 0 },
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[MonType.Support]: { base: 3, boss: 0 },
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[MonType.Summoner]: { base: 3, boss: 0 },
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[MonType.Assassin]: { base: 3, boss: 0 },
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[MonType.MeleeBoss]: { base: 0, boss: 15 },
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[MonType.LongBoss]: { base: 0, boss: 15 },
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};
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/**
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* 获取指定怪物类型的金币掉落数量
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* @param monType 怪物类型(MonType)
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* @param isBoss 是否为 Boss
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* @returns 掉落的金币数量(≥0)
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*/
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export function getMonsterGoldDrop(monType: number, isBoss: boolean): number {
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const cfg = MonsterGoldSet[monType];
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if (!cfg) return 0;
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return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base));
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}
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// ======================== 3. Boss 池(按攻击定位分组) ========================
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/**
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* Boss 池:按攻击定位(近战/中程/远程)分组,动态从 HeroInfo 提取。
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* 加载时随机一个定位 → 从对应池随机 Boss;定位池为空时自动回退(如暂无中程 Boss 配置)。
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*/
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export const BossPools: Record<HType, number[]> = {
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[HType.Melee]: [],
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[HType.Mid]: [],
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[HType.Long]: [],
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};
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for (const key in HeroInfo) {
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const info = HeroInfo[key];
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if (info.fac !== FacSet.MON) continue;
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if (info.monType !== MonType.MeleeBoss && info.monType !== MonType.LongBoss) continue;
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const pool = BossPools[info.type as HType];
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if (pool) pool.push(info.uuid);
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}
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// ======================== 4. Boss 大招池 ========================
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/** 每解锁 1 个额外大招收紧的关卡间隔(每 5 关 +1 个大招位) */
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export const BOSS_ULT_UNLOCK_EVERY = 5;
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/** Boss 同时携带大招数量上限 */
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export const BOSS_ULT_MAX_COUNT = 3;
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/**
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* 获取指定关卡的 Boss 携带大招数量(1 个起步,随关卡解锁扩展)
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* @param stage 关卡号(1~∞)
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* @returns 大招数量(1~BOSS_ULT_MAX_COUNT)
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*/
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export function getBossUltCount(stage: number): number {
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const st = Math.max(1, Math.floor(stage));
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return Math.min(BOSS_ULT_MAX_COUNT, 1 + Math.floor((st - 1) / BOSS_ULT_UNLOCK_EVERY));
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}
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/** Boss 大招条目(s_uuid 引用 SkillSet 6100~6204 群体大招段,按定位分组) */
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export interface BossUltEntry {
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s_uuid: number;
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name: string;
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/** 抽取权重 */
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weight: number;
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/** 技能参数覆盖(伤害系数等) */
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overrides?: SkillOverrides;
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}
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/**
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* Boss 大招池(按攻击定位分组)
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* 大招注入 Boss 的 skills 表后由 SCastSystem 按 CD 自动施放(含镜头聚焦 + 技能名横幅)。
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*/
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export const BossUltPools: Record<HType, BossUltEntry[]> = {
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// 近战系:战士群体斩击(6100~6104 段)
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[HType.Melee]: [
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{ s_uuid: 6100, name: "寒冰斩", weight: 10, overrides: { ap: 180 } },
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{ s_uuid: 6101, name: "裂气斩", weight: 10, overrides: { ap: 180 } },
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{ s_uuid: 6102, name: "火焰斩", weight: 10, overrides: { ap: 180 } },
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{ s_uuid: 6103, name: "闪电斩", weight: 8, overrides: { ap: 180 } },
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{ s_uuid: 6104, name: "开天斩", weight: 6, overrides: { ap: 220 } },
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],
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// 中程系:射手箭雨 + 混合法术(6150~6151 / 6203~6204 段)
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[HType.Mid]: [
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{ s_uuid: 6150, name: "万箭齐发", weight: 10, overrides: { ap: 150 } },
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{ s_uuid: 6151, name: "火箭齐发", weight: 10, overrides: { ap: 150 } },
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{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
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{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
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],
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// 远程系:法师群体法术(6200~6204 段)
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[HType.Long]: [
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{ s_uuid: 6200, name: "火球术", weight: 10, overrides: { ap: 160 } },
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{ s_uuid: 6201, name: "飓风", weight: 10, overrides: { ap: 140 } },
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{ s_uuid: 6202, name: "毒气弹", weight: 8, overrides: { ap: 150 } },
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{ s_uuid: 6203, name: "能量波", weight: 8, overrides: { ap: 150 } },
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{ s_uuid: 6204, name: "雷暴", weight: 8, overrides: { ap: 150 } },
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],
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};
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// ======================== 5. 配置校验 ========================
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/**
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* 校验 Boss 池 / Boss 大招池引用一致性
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* 建议在游戏启动时调用一次,便于发现配置错误
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* @returns 错误信息数组,空数组表示校验通过
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*/
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export function validateRogueConfig(): string[] {
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const errors: string[] = [];
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// 校验至少一个定位有可用 Boss
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const hasBoss = (Object.keys(BossPools) as unknown as HType[]).some(t => BossPools[t].length > 0);
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if (!hasBoss) {
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errors.push("BossPools 中无任何可用 Boss uuid(MeleeBoss/LongBoss 均缺失)");
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}
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// 校验大招池条目均存在于 SkillSet
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for (const key in BossUltPools) {
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const pool = BossPools[key as unknown as HType];
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const ults = BossUltPools[key as unknown as HType];
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if (!pool || pool.length === 0) continue; // 空定位池跳过(大招池无消费方)
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for (const ult of ults) {
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if (!SkillSet[ult.s_uuid]) {
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errors.push(`BossUltPools[${key}] 大招 ${ult.s_uuid}(${ult.name}) 未在 SkillSet 中定义`);
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}
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}
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}
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return errors;
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}
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// ======================== 6. 生成结果接口 ========================
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/** 生成结果(传递给 MissionMonComp 用于实例化怪物) */
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export interface GeneratedMonster {
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uuid: number;
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type: MonType;
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hp: number;
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ap: number;
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isBoss: boolean;
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/** 是否为精英(对象池复用实体需显式重置的标记位) */
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isElite?: boolean;
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/** 怪物等级(驱动技能等级增量,Mon.load 第 6 参) */
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lv: number;
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spawnIndex: number;
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/** 本怪所属批次(0=首批立即刷,1=后续定时刷) */
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batch: number;
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/** 延迟刷出时间(秒),0 表示立即 */
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delay?: number;
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/**
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* 怪物技能套装(技能注入通道,与 _testSkills 相同,在 Mon.load() 中写入 HeroAttrsComp)
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* - skill:替换普攻(会清空原技能表)
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* - ults:追加 Boss 大招(保留普攻,多个大招共存,SCastSystem 按 CD 轮转施放)
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* - 其余为触发技能组覆盖
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*/
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skills?: {
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skill?: { s_uuid: number; cd?: number; overrides?: SkillOverrides };
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/** Boss 大招列表(追加注入,不替换普攻) */
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ults?: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[];
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call?: TriggerGrouped;
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atking?: TriggerGrouped;
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atked?: TriggerGrouped;
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dead?: TriggerGrouped;
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fstart?: TriggerGrouped;
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revive?: TriggerGrouped;
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};
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}
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// ======================== 7. 测试模式配置 ========================
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export const TestModeConfig = {
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enable: false, // 默认关闭测试模式
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baseHp: 150,
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baseAp: 12,
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monType: MonType.Melee,
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monUuid: 6001,
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spawnCount: 1,
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skill: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides } | undefined,
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/** 测试模式注入的大招列表(追加,不替换普攻) */
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ults: undefined as { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] | undefined,
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atking: undefined as TriggerGrouped | undefined,
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atked: undefined as TriggerGrouped | undefined,
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dead: undefined as TriggerGrouped | undefined,
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fstart: undefined as TriggerGrouped | undefined,
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};
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// ======================== 8. 生成引擎 ========================
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/**
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* 无限关卡刷怪生成引擎
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* 按关-回合配置生成怪物列表,属性走 StageSet 数值公式
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*/
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export class StageSpawningEngine {
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/**
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* 生成指定回合的怪物列表
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* @param chapter 章节号(无限关模式已废弃章节概念,兼容参数恒忽略)
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* @param stage 关卡号(1~∞)
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* @param section 回合号(1~SECTIONS_PER_STAGE)
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* @returns 怪物列表(按刷出顺序排列)
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*/
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generateSectionMonsters(chapter: number, stage: number, section: number): GeneratedMonster[] {
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// 测试模式拦截:完全绕过生成引擎,直接返回硬编码测试怪
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if (TestModeConfig.enable) {
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return this.generateTestWave();
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}
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const cfg = getSectionConfig(chapter, stage, section);
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if (!cfg) {
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// 配置缺失兜底:生成 3 只 Lv1 近战小怪
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return this.makeFallbackMonsters();
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}
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return cfg.type === SectionType.Boss
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? this.generateBossSection(cfg, stage)
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: this.generateNormalSection(cfg);
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}
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/** 重置引擎状态(每局开始时调用,预留) */
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reset(): void {
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}
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/**
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* 普通回合(1~4):NORMAL_MON_COUNT 只小怪全部立即刷出(batch=0),
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* 属性乘回合增强系数(cfg.ramp)实现逐回合轻量增强
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*/
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private generateNormalSection(cfg: SectionConfig): GeneratedMonster[] {
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const monsters: GeneratedMonster[] = [];
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const types = cfg.monTypes ?? [MonType.Melee];
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for (let i = 0; i < NORMAL_MON_COUNT; i++) {
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const type = types[i % types.length];
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const mon = this.makeMonster(type, cfg.monLv, i);
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mon.batch = i < NORMAL_FIRST_SPAWN ? 0 : 1;
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// 回合内轻量增强:第 n 回合 × (1 + SECTION_RAMP_STEP×(n-1))
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mon.hp = Math.max(1, Math.round(mon.hp * cfg.ramp));
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mon.ap = Math.max(1, Math.round(mon.ap * cfg.ramp));
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monsters.push(mon);
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}
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return monsters;
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}
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/**
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* Boss 回合(5):单 Boss 登场(无护卫)
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* Boss 延迟 BOSS_DELAY 秒刷出,属性由 makeBoss 按血/攻分离倍率计算(超厚血量)
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*/
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private generateBossSection(cfg: SectionConfig, stage: number): GeneratedMonster[] {
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const boss = this.makeBoss(cfg.monLv, stage, 0);
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boss.batch = 0;
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boss.delay = BOSS_DELAY;
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return [boss];
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}
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/** 生成普通怪物(属性按 StageSet 公式计算) */
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private makeMonster(type: MonType, monLv: number, spawnIndex: number): GeneratedMonster {
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let uuids = MonList[type];
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if (!uuids || uuids.length === 0) {
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// 兜底 Melee
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uuids = MonList[MonType.Melee] || [6001];
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}
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const uuid = uuids[Math.floor(Math.random() * uuids.length)];
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const baseInfo = HeroInfo[uuid];
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const baseHp = baseInfo ? baseInfo.hp : 100;
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const baseAp = baseInfo ? baseInfo.ap : 10;
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const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, false);
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return {
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uuid,
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type,
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hp: attrs.hp,
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ap: attrs.ap,
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isBoss: false,
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lv: monLv,
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spawnIndex,
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batch: 0,
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};
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}
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/** 配置缺失兜底:3 只 Lv1 近战小怪 */
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private makeFallbackMonsters(): GeneratedMonster[] {
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const monsters: GeneratedMonster[] = [];
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for (let i = 0; i < 3; i++) {
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monsters.push({
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uuid: 6001,
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type: MonType.Melee,
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hp: Math.round(560 * MON_START_COEF),
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ap: Math.round(22 * MON_START_COEF),
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isBoss: false,
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lv: 1,
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spawnIndex: i,
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batch: 0,
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});
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}
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return monsters;
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}
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/** 测试模式:完全绕过引擎逻辑 */
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private generateTestWave(): GeneratedMonster[] {
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const count = Math.max(1, TestModeConfig.spawnCount || 1);
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const monsters: GeneratedMonster[] = [];
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for (let i = 0; i < count; i++) {
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monsters.push({
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uuid: TestModeConfig.monUuid,
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type: TestModeConfig.monType,
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hp: TestModeConfig.baseHp,
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ap: TestModeConfig.baseAp,
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isBoss: false,
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lv: 1,
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spawnIndex: i,
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batch: 0,
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skills: {
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skill: TestModeConfig.skill,
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ults: TestModeConfig.ults,
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atking: TestModeConfig.atking,
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atked: TestModeConfig.atked,
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dead: TestModeConfig.dead,
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fstart: TestModeConfig.fstart,
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},
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});
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}
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return monsters;
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}
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/**
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* 生成 Boss:加载时随机攻击定位 → 从对应池随机 Boss 个体 → 随机携带大招
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* 属性走 calcMonsterAttrs(isBoss=true):HP × BOSS_HP_MUL(超厚血)/ AP × BOSS_AP_MUL
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*/
|
||
private makeBoss(monLv: number, stage: number, spawnIndex: number): GeneratedMonster {
|
||
const range = this.pickBossRange();
|
||
const uuid = this.pickBossUuid(range);
|
||
|
||
const baseInfo = HeroInfo[uuid];
|
||
const baseHp = baseInfo ? baseInfo.hp : 600;
|
||
const baseAp = baseInfo ? baseInfo.ap : 30;
|
||
const attrs = calcMonsterAttrs(baseHp, baseAp, monLv, true);
|
||
|
||
return {
|
||
uuid,
|
||
type: baseInfo?.monType ?? MonType.MeleeBoss,
|
||
hp: attrs.hp,
|
||
ap: attrs.ap,
|
||
isBoss: true,
|
||
lv: monLv,
|
||
spawnIndex,
|
||
batch: 0,
|
||
skills: {
|
||
ults: this.pickBossUlts(range, stage),
|
||
},
|
||
};
|
||
}
|
||
|
||
/**
|
||
* 随机 Boss 攻击定位(近战/中程/远程)
|
||
* 空池自动回退:中程暂无 Boss 配置时落到远程/近战,后续补配即自动生效
|
||
*/
|
||
private pickBossRange(): HType {
|
||
const all: HType[] = [HType.Melee, HType.Mid, HType.Long];
|
||
const first = all[Math.floor(Math.random() * all.length)];
|
||
if (BossPools[first].length > 0) return first;
|
||
// 回退链:随机定位空池时按剩余定位找非空池
|
||
const fallback = all.find(t => BossPools[t].length > 0);
|
||
return fallback ?? HType.Melee;
|
||
}
|
||
|
||
/** 从指定定位池随机取 Boss uuid(含全局兜底) */
|
||
private pickBossUuid(range: HType): number {
|
||
let uuids = BossPools[range];
|
||
if (!uuids || uuids.length === 0) {
|
||
uuids = MonList[MonType.MeleeBoss] || MonList[MonType.Melee] || [6001];
|
||
}
|
||
return uuids[Math.floor(Math.random() * uuids.length)];
|
||
}
|
||
|
||
/**
|
||
* 按定位抽取 Boss 大招(不重复),数量由关卡进度决定(getBossUltCount)
|
||
* @returns 大招配置列表;池空时返回 undefined
|
||
*/
|
||
private pickBossUlts(range: HType, stage: number): GeneratedMonster["skills"]["ults"] {
|
||
const pool = [...(BossUltPools[range] ?? [])];
|
||
const count = Math.min(getBossUltCount(stage), pool.length);
|
||
if (count <= 0) return undefined;
|
||
|
||
const ults: { s_uuid: number; cd?: number; overrides?: SkillOverrides }[] = [];
|
||
for (let i = 0; i < count; i++) {
|
||
const picked = this.pickWeighted(pool);
|
||
if (!picked) break;
|
||
pool.splice(pool.indexOf(picked), 1);
|
||
// 大招 CD 取英雄同档标准档(8s),与英雄大招节奏对齐
|
||
ults.push({ s_uuid: picked.s_uuid, cd: UltCdSet[UltCdLv.Normal].cd, overrides: picked.overrides });
|
||
}
|
||
return ults.length > 0 ? ults : undefined;
|
||
}
|
||
|
||
/** 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 StageSpawningEngine();
|