- 移除 IWaveSlot 中的 monCount 字段,改为固定 6 个槽位 - Boss 现在固定占用 2 个槽位且只能放置在 1、3、5 号位 - 每波开始时立即生成所有怪物,不再支持死亡后排队刷怪 - 简化 MissionMonComp 中的槽位管理逻辑,移除 slotSpawnQueues 等复杂结构
322 lines
12 KiB
TypeScript
322 lines
12 KiB
TypeScript
import { _decorator, v3, Vec3 } from "cc";
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import { mLogger } from "../common/Logger";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { Monster } from "../hero/Mon";
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import { HeroInfo, HType } from "../common/config/heroSet";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import {BoxSet } from "../common/config/GameSet";
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import { MonList, MonType, SpawnPowerBias, StageBossGrow, StageGrow, UpType, WaveSlotConfig, DefaultWaveSlot, IWaveSlot } from "./RogueConfig";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MoveComp } from "../hero/MoveComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionMonCompComp')
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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private static readonly BOSS_RENDER_PRIORITY = 1000000;
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private static readonly MON_SLOT_START_X = 30;
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private static readonly MON_SLOT_X_INTERVAL = 60;
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private static readonly MON_DROP_HEIGHT = 280;
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = false;
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// 刷怪队列(用于插队生成:比如运营活动怪、技能召唤怪、剧情强制怪)
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// 约定:队列里的怪会优先于常规刷新处理
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private MonQueue: Array<{
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uuid: number,
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level: number,
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}> = [];
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private static readonly MAX_SLOTS = 6;
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private slotOccupiedEids: Array<number | null> = Array(6).fill(null);
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/** 全局生成顺序计数器,用于层级管理(预留) */
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private globalSpawnOrder: number = 0;
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/** 插队刷怪处理计时器 */
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private queueTimer: number = 0;
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private currentWave: number = 0;
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private waveTargetCount: number = 0;
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private waveSpawnedCount: number = 0;
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onLoad(){
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this);
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this.resetSlotSpawnData(1)
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}
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/**
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* 接收特殊刷怪事件并入队
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* 事件数据最小结构:{ uuid, level }
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*/
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private onSpawnSpecialMonster(event: string, args: any) {
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if (!args) return;
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mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args);
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this.MonQueue.push({
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uuid: args.uuid,
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level: args.level,
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});
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// 让队列在下一帧附近尽快消费,提升事件响应感
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this.queueTimer = 1.0;
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}
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start() {
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}
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fight_ready(){
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smc.vmdata.mission_data.mon_num=0
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smc.mission.stop_spawn_mon = false
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this.globalSpawnOrder = 0
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this.queueTimer = 0
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this.currentWave = 0
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this.waveTargetCount = 0
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this.waveSpawnedCount = 0
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this.MonQueue = []
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this.startNextWave()
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
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}
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protected update(dt: number): void {
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if(!smc.mission.play) return
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if(smc.mission.pause) return
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if(smc.mission.stop_mon_action) return;
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if(!smc.mission.in_fight) return;
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this.refreshSlotOccupancy();
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this.tryAdvanceWave();
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if(!smc.mission.in_fight) return;
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if(smc.mission.stop_spawn_mon) return;
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this.updateSpecialQueue(dt);
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}
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private updateSpecialQueue(dt: number) {
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if (this.MonQueue.length <= 0) return;
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this.queueTimer += dt;
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if (this.queueTimer < 0.15) return;
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const item = this.MonQueue[0];
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const isBoss = MonList[MonType.MeleeBoss].includes(item.uuid) || MonList[MonType.LongBoss].includes(item.uuid);
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const slotsPerMon = isBoss ? 2 : 1;
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let slotIndex = -1;
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if (slotsPerMon === 2) {
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// Boss 只能放在 0, 2, 4
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for (const idx of [0, 2, 4]) {
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if (!this.slotOccupiedEids[idx] && !this.slotOccupiedEids[idx + 1]) {
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slotIndex = idx;
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break;
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}
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}
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} else {
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS; i++) {
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if (!this.slotOccupiedEids[i]) {
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slotIndex = i;
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break;
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}
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}
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}
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if (slotIndex !== -1) {
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this.MonQueue.shift();
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this.queueTimer = 0;
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const upType = this.getRandomUpType();
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this.addMonsterBySlot(slotIndex, item.uuid, isBoss, upType, Math.max(1, Number(item.level ?? 1)), slotsPerMon);
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}
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}
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private startNextWave() {
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this.currentWave += 1;
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smc.vmdata.mission_data.level = this.currentWave;
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this.resetSlotSpawnData(this.currentWave);
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let hasBoss = false;
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const config = WaveSlotConfig[this.currentWave] || DefaultWaveSlot;
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for (const slot of config) {
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if (slot.type === MonType.MeleeBoss || slot.type === MonType.LongBoss) {
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hasBoss = true;
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}
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}
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oops.message.dispatchEvent(GameEvent.NewWave, {
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wave: this.currentWave,
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total: this.waveTargetCount,
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bossWave: hasBoss,
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});
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}
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private tryAdvanceWave() {
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if (this.MonQueue.length > 0) return;
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if (this.hasActiveSlotMonster()) return;
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if (smc.vmdata.mission_data.mon_num > 0) return;
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this.startNextWave();
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}
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private getCurrentStage(): number {
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return Math.max(0, this.currentWave - 1);
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}
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private getRandomUpType(): UpType {
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const keys = Object.keys(StageGrow).map(v => Number(v) as UpType);
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const index = Math.floor(Math.random() * keys.length);
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return keys[index] ?? UpType.AP1_HP1;
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}
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private getRandomUuidByType(monType: number): number {
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const pool = (MonList as any)[monType] || MonList[MonType.Melee];
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if (!pool || pool.length === 0) return 6001;
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const index = Math.floor(Math.random() * pool.length);
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return pool[index];
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}
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private resolveGrowPair(upType: UpType, isBoss: boolean): [number, number] {
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// 普通怪基础成长:StageGrow
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const grow = StageGrow[upType] || StageGrow[UpType.AP1_HP1];
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if (!isBoss) return [grow[0], grow[1]];
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// Boss 额外成长:StageBossGrow(在普通成长上叠加)
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const bossGrow = StageBossGrow[upType] || StageBossGrow[UpType.AP1_HP1];
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return [grow[0] + bossGrow[0], grow[1] + bossGrow[1]];
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}
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private getSpawnPowerBias(): number {
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return SpawnPowerBias;
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}
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private resetSlotSpawnData(wave: number = 1) {
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const config: IWaveSlot[] = WaveSlotConfig[wave] || DefaultWaveSlot;
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this.slotOccupiedEids = Array(MissionMonCompComp.MAX_SLOTS).fill(null);
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let bosses: any[] = [];
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let normals: any[] = [];
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for (const slot of config) {
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const slotsPerMon = slot.slotsPerMon || 1;
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const isBoss = slot.type === MonType.MeleeBoss || slot.type === MonType.LongBoss;
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for (let i = 0; i < slot.count; i++) {
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const uuid = this.getRandomUuidByType(slot.type);
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const upType = this.getRandomUpType();
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const req = { uuid, isBoss, upType, monLv: wave, slotsPerMon };
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if (isBoss || slotsPerMon === 2) {
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bosses.push(req);
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} else {
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normals.push(req);
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}
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}
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}
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this.waveTargetCount = bosses.length + normals.length;
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this.waveSpawnedCount = 0;
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// Boss 只能放在 0, 2, 4 (即 1, 3, 5 号位)
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let bossAllowedIndices = [0, 2, 4];
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let assignedSlots = new Array(MissionMonCompComp.MAX_SLOTS).fill(null);
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for (const boss of bosses) {
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let placed = false;
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for (const idx of bossAllowedIndices) {
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if (!assignedSlots[idx] && !assignedSlots[idx + 1]) {
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assignedSlots[idx] = boss;
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assignedSlots[idx + 1] = "occupied"; // 占位
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placed = true;
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break;
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}
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}
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if (!placed) {
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] No slot for boss!");
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}
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}
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for (const normal of normals) {
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let placed = false;
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS; i++) {
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if (!assignedSlots[i]) {
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assignedSlots[i] = normal;
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placed = true;
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break;
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}
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}
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if (!placed) {
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mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] No slot for normal monster!");
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}
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}
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// 立即生成本波所有怪物
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS; i++) {
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const req = assignedSlots[i];
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if (req && req !== "occupied") {
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this.addMonsterBySlot(i, req.uuid, req.isBoss, req.upType, req.monLv, req.slotsPerMon);
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}
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}
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}
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private hasActiveSlotMonster() {
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS; i++) {
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if (this.slotOccupiedEids[i]) return true;
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}
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return false;
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}
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private refreshSlotOccupancy() {
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for (let i = 0; i < MissionMonCompComp.MAX_SLOTS; i++) {
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const eid = this.slotOccupiedEids[i];
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if (!eid) continue;
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const entity = ecs.getEntityByEid(eid);
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if (!entity) {
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this.slotOccupiedEids[i] = null;
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continue;
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}
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const attrs = entity.get(HeroAttrsComp);
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if (!attrs || attrs.hp <= 0) {
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this.slotOccupiedEids[i] = null;
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}
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}
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}
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private addMonsterBySlot(
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slotIndex: number,
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uuid: number = 1001,
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isBoss: boolean = false,
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upType: UpType = UpType.AP1_HP1,
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monLv: number = 1,
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slotsPerMon: number = 1,
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) {
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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// 如果占用了多个格子,出生坐标居中处理
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const centerXOffset = (slotsPerMon - 1) * MissionMonCompComp.MON_SLOT_X_INTERVAL / 2;
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const spawnX = MissionMonCompComp.MON_SLOT_START_X + slotIndex * MissionMonCompComp.MON_SLOT_X_INTERVAL + centerXOffset;
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const landingY = BoxSet.GAME_LINE + (isBoss ? 6 : 0);
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const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
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mon.load(spawnPos, scale, uuid, isBoss, landingY, monLv);
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// 将它占用的所有格子都标记为这个 eid
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for (let j = 0; j < slotsPerMon; j++) {
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if (slotIndex + j < MissionMonCompComp.MAX_SLOTS) {
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this.slotOccupiedEids[slotIndex + j] = mon.eid;
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}
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}
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const move = mon.get(MoveComp);
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if (move) {
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move.spawnOrder = isBoss
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? MissionMonCompComp.BOSS_RENDER_PRIORITY + this.globalSpawnOrder
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: this.globalSpawnOrder;
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}
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const model = mon.get(HeroAttrsComp);
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const base = HeroInfo[uuid];
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if (!model || !base) return;
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const stage = this.getCurrentStage();
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const grow = this.resolveGrowPair(upType, isBoss);
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const bias = Math.max(0.1, this.getSpawnPowerBias());
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model.ap = Math.max(1, Math.floor((base.ap + stage * grow[0]) * bias));
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model.hp_max = Math.max(1, Math.floor((base.hp + stage * grow[1]) * bias));
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model.hp = model.hp_max;
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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// this.node.destroy();
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}
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}
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