新增威胁预算系统,根据游戏时间和英雄血量动态生成怪物 - 添加 HeroAttrsComp 查询获取英雄血量比例 - 实现 calculateBudget 计算当前威胁点数 - 实现 generateMonstersFromBudget 根据预算生成怪物 - 添加每秒刷怪逻辑到 MissionMonComp - 定义不同时间段的怪物生成权重配置
264 lines
9.5 KiB
TypeScript
264 lines
9.5 KiB
TypeScript
import { _decorator, v3, Vec3 } from "cc";
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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 { Monster } from "../hero/Mon";
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import { MonStart } 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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// 导入肉鸽配置
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import { getStageMonConfigs, MonType, generateMonstersFromBudget } from "./RogueConfig";
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import { BuffConf } from "../common/config/SkillSet";
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import { IndexSet, FacSet } from "../common/config/GameSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { Attrs } from "../common/config/HeroAttrs";
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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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// 添加刷怪队列 - 使用新的RogueConfig格式
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private MonQueue: Array<{
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uuid: number,
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position: number,
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type: MonType,
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level: number,
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buffs: BuffConf[]
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
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private spawnTimer: number = 0; // 生成计时器
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private spawnCount: number = 0; // 召唤计数器
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private pauseInterval: number = 5.0; // 暂停间隔时间(5秒)
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private isPausing: boolean = false; // 是否正在暂停
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private eventProcessed: boolean = false; // 事件是否已处理
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/** 全局生成顺序计数器,用于层级管理 */
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private globalSpawnOrder: number = 0;
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/** 游戏进行时间(秒) */
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private gameTime: number = 0;
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/** 刷怪逻辑计时器(每秒执行一次) */
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private spawnLogicTimer: 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(GameEvent.NewWave,this.fight_ready,this)
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}
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/** 视图层逻辑代码分离演示 */
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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}
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fight_ready(){
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// console.log("[MissionMonComp]:fight_ready")
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smc.vmdata.mission_data.mon_num=0
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// 重置生成顺序计数器
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this.globalSpawnOrder = 0
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this.do_mon_wave()
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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// 累加游戏时间
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this.gameTime += dt;
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// ==========================================
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// 新增:每秒执行一次刷怪逻辑 (Threat Budget)
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// ==========================================
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this.spawnLogicTimer += dt;
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if (this.spawnLogicTimer >= 1.0) {
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this.spawnLogicTimer = 0;
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// 获取英雄血量比例
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const hpRatio = this.getHeroHpRatio();
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// 生成怪物
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const newMonsters = generateMonstersFromBudget(this.gameTime, hpRatio);
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// 添加到队列
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newMonsters.forEach(mon => {
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this.addToStageSpawnQueue(
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mon.uuid,
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mon.position !== undefined ? mon.position : 0,
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mon.type,
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mon.level,
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mon.buffs || []
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);
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});
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}
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// 处理随机事件
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// 处理刷怪队列
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if (this.MonQueue.length > 0 && !this.isSpawning) {
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this.spawnTimer += dt;
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// 检查是否需要暂停(每召唤5次后暂停5秒)
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if (this.isPausing) {
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if (this.spawnTimer >= this.pauseInterval) {
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// 暂停结束,重置状态
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this.isPausing = false;
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this.spawnCount = 0;
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this.spawnTimer = 0;
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// console.log("[MissionMonComp]: 暂停结束,继续召唤怪物");
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}
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return; // 暂停期间不召唤怪物
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}
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// 正常召唤间隔
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if (this.spawnTimer >= this.spawnInterval) {
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this.spawnNextMonster();
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this.spawnTimer = 0;
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// 检查是否需要进入暂停状态
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if (this.spawnCount >= 5) {
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this.isPausing = true;
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this.spawnTimer = 0; // 重置计时器用于暂停计时
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// console.log("[MissionMonComp]: 已召唤5只怪物,开始暂停5秒");
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}
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}
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}
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}
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do_mon_wave(){
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// 重置召唤相关状态
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this.spawnCount = 0;
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this.isPausing = false;
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this.spawnTimer = 0;
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this.eventProcessed = false;
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// const cStage = smc.data.mission;
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// // 使用新的肉鸽关卡配置
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// let level=smc.vmdata.mission_data.level
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// const monsConf = getStageMonConfigs(cStage);
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// // console.log(`[MissionMonComp]:第${cStage}关 - ${stageType}类型,怪物数量: ${monsConf.length}`);
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// const monsConfFiltered = monsConf.filter((mon: any, index) => index === 0);
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// this.generateMonsters(monsConfFiltered);
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console.log("[MissionMonComp] Starting Threat Budget Wave System");
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}
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/**
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* 获取英雄血量比例
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*/
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private getHeroHpRatio(): number {
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// 查询带有 HeroAttrsComp 的实体
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// 注意:这里假设只有一个英雄,且性能允许每秒查询一次
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const entities = ecs.query(ecs.allOf(HeroAttrsComp));
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for (const e of entities) {
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const attrs = e.get(HeroAttrsComp);
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if (attrs && attrs.fac === FacSet.HERO) {
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const maxHp = attrs.Attrs[Attrs.HP_MAX] || 1;
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return attrs.hp / maxHp;
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}
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}
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return 1.0; // 默认满血
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}
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// 根据新的关卡配置生成怪物
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private generateMonsters(monsConf: any[]) {
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const cStage = smc.data.mission;
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// 设置怪物总数
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// console.log("[MissionMonComp] generateMonsters",monsConf)
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if (!monsConf || monsConf.length === 0) {
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console.warn(`[MissionMonComp]:关卡${cStage}配置中没有怪物信息`);
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return;
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}
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// 为每个怪物配置生成怪物
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monsConf.forEach((mon: any, index: number) => {
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const { uuid, type, level, buffs, position } = mon;
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// 使用配置中的位置,如果没有则使用索引
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const spawnPosition = position !== undefined ? position : (index % 5);
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this.addToStageSpawnQueue(
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uuid,
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spawnPosition,
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type,
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level,
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buffs
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);
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});
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// console.log(`[MissionMonComp]:关卡${cStage}将生成 ${monsConf.length} 只怪物`);
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}
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// 添加到关卡刷怪队列 - 使用新的配置格式
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private addToStageSpawnQueue(
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uuid: number,
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position: number,
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type: MonType = MonType.NORMAL,
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level: number = 1,
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buffs: BuffConf[] = []
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) {
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this.MonQueue.push({
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uuid: uuid,
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position: position,
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type: type,
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level: level,
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buffs: buffs
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});
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}
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// 从队列中生成下一个怪物 - 使用新的配置格式
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private spawnNextMonster() {
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if (this.MonQueue.length === 0) return;
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const monsterData = this.MonQueue.shift();
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if (monsterData) {
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this.addMonster(
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monsterData.uuid,
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monsterData.position,
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monsterData.type,
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monsterData.level,
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monsterData.buffs,
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this.gameTime
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);
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// 增加召唤计数
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this.spawnCount++;
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// console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.MonQueue.length}`);
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}
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}
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private addMonster(
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uuid: number = 1001,
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i: number = 0,
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monType: number = 0,
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lv: number = 1,
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buffs: BuffConf[] = [],
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gameTime: number = 0
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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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// 使用 MonStart 计算怪物出生位置:
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// x 从 START_X 开始,按 START_I 的间隔递增;
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// y 在线路之间交替:偶数索引为 SLINE_1,奇数索引为 SLINE_2。
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const x = MonStart.START_X + Math.floor(i / 2) * MonStart.START_I;
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const y = (i % 2 === 0) ? MonStart.SLINE_1 : MonStart.SLINE_2;
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let pos: Vec3 = v3(x, y, 0);
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// 根据位置判断线路:y=SLINE_1 为一线(lane=0),y=SLINE_2 为二线(lane=1)
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const lane = y === MonStart.SLINE_1 ? 0 : 1;
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// 递增全局生成顺序 - 🔥 添加溢出保护
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this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999; // 防止无限增长,在999处循环重置
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// 生成怪物,传递线路和生成顺序
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mon.load(pos, scale, uuid, lv, monType, buffs, false, lane, this.globalSpawnOrder, gameTime);
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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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} |