Files
pixelheros/assets/script/game/map/MissionMonComp.ts
panw 9a1d517aa9 refactor(game): 重构怪物波次生成逻辑,移除排队机制
- 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
2026-04-07 16:36:49 +08:00

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