Files
pixelheros/assets/script/game/common/SingletonModuleComp.ts
walkpan b588fd06a0 feat(评分系统): 实现多维度游戏评分统计与结算
- 扩展 GameScoreStats 数据结构,新增战绩、输出、防御、构建和效率五个维度的统计字段
- 在战斗、治疗、购卡、刷新等关键节点实时采集评分数据
- 实现评分数据重置机制,确保每局数据独立
- 重构总分计算逻辑,采用五维加权评分模型
- 新增初始金币收入统计,完善资源利用效率评估
2026-04-25 21:52:59 +08:00

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import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Initialize } from "../initialize/Initialize";
import { GameMap } from "../map/GameMap";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";
/**
* 用远程数据覆盖本地数据(统一方法)
* @param remoteData 远程数据(云端或本地调试)
*/
interface GameDate{
gold:number,
heros:any,
fight_hero:number,
collection?: {
talents: Record<number, number>,
skills: {uuid:0,count:0},
friend:{uuid:0,count:0},
}
}
interface CloudData {
openid: string;
data: GameDate;
}
/** 游戏模块 */
@ecs.register('SingletonModule')
export class SingletonModuleComp extends ecs.Comp {
private debugMode: boolean = false;
/** 游戏初始化模块 */
initialize: Initialize = null!;
/** 游戏地图 */
map: GameMap = null!;
openid:string=''
mission:any={
status:0, //0:未开始 1:进行中 2:胜利 3:失败
play:false,
pause:false,
in_select:false,
in_fight:false,
stop_mon_action:false,
};
data:any={
score:0,
mission:1,
diamond:100, //商店购买 及 双倍奖励资源
gold:1000,
task:0,
noStop:false,
showInfo:true,
}
guides:any=[0,0,0,0,0]
current_guide:number=0
fight_hero: number = 5001; // 单个出战英雄
heros:any= [5001]
vmdata: any = {
game_over:false,
game_pause:false,
mission_data:{
mon_num:0,//怪物数量
hero_num:0,//英雄数量
hero_max_num:5,//英雄可召唤上限
hero_extend_max_num:6,//英雄可拓展上限
wave_time_num:0,//波次时间
in_fight:false,
fight_time:0,//战斗时间
level:1,//关卡等级
max_mission:4,//最大关卡
coin:0,
time:15*60,//游戏时间
},
scores: {
score: 0, // 基础得分
// 战斗统计
crt_count: 0, // 暴击次数
wf_count: 0, // 风怒次数
dod_count: 0, // 闪避次数
back_count: 0, // 击退次数
stun_count: 0, // 击晕次数
freeze_count: 0, // 冰冻次数
// 伤害统计
total_dmg: 0, // 总伤害
atk_count: 0, // 攻击次数
avg_dmg: 0, // 平均伤害
thorns_dmg: 0, // 反伤伤害
crit_dmg_total: 0, // 暴击伤害总额
// 生存统计
heal_total: 0, // 治疗总量
lifesteal_total: 0, // 吸血总量
shield_block_count: 0,
dead_trigger_count: 0,
// 资源统计
exp_total: 0, // 经验总数
gold_total: 0, // 金币总数
gold_earned: 0,
gold_spent: 0,
refresh_count: 0,
refresh_hit_count: 0,
// 击杀统计
melee_kill_count: 0, // 近战怪击杀数量
remote_kill_count: 0, // 远程怪击杀数量
elite_kill_count: 0, // 精英怪击杀数量
boss_kill_count: 0, // Boss击杀数
// 战绩统计
wave_win_count: 0,
wave_remain_monsters: 0,
wave_all_alive_count: 0,
passed_wave_20: false,
highest_dmg: 0,
score_combat: 0,
score_output: 0,
score_defense: 0,
score_build: 0,
score_efficiency: 0,
} as GameScoreStats,
gold: 0, // 金币数据MVVM绑定字段
};
vmAdd() {
VM.add(this.vmdata, "data");
// mLogger.log(this.debugMode, 'SMC', "[MissionComp]局内数据初始化",smc.vmdata.mission_data)
}
reset() {
for (var key in this.vmdata) {
delete this.vmdata[key];
}
}
/**
* 重置单局评分数据
* 在每次新战斗开始时调用,确保上一局的得分不会带入新一局
*/
resetScores() {
this.vmdata.scores = {
score: 0,
crt_count: 0,
wf_count: 0,
dod_count: 0,
back_count: 0,
stun_count: 0,
freeze_count: 0,
total_dmg: 0,
atk_count: 0,
avg_dmg: 0,
thorns_dmg: 0,
crit_dmg_total: 0,
heal_total: 0,
lifesteal_total: 0,
shield_block_count: 0,
dead_trigger_count: 0,
exp_total: 0,
gold_total: 0,
gold_earned: 0,
gold_spent: 0,
refresh_count: 0,
refresh_hit_count: 0,
melee_kill_count: 0,
remote_kill_count: 0,
elite_kill_count: 0,
boss_kill_count: 0,
wave_win_count: 0,
wave_remain_monsters: 0,
wave_all_alive_count: 0,
passed_wave_20: false,
highest_dmg: 0,
score_combat: 0,
score_output: 0,
score_defense: 0,
score_build: 0,
score_efficiency: 0,
} as GameScoreStats;
}
// ==================== 数据管理方法 ====================
/**
* 判断是否为微信客户端
*/
private isWxClient(): boolean {
// 检查是否存在微信API
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
}
finishGuide(index:number){
smc.guides[index]=1
//存储到远程服务器 后续再添加
}
updateCloudData(){
let gemeDate=this.getGameDate()
WxCloudApi.save(gemeDate).then((result) => {
mLogger.log(this.debugMode, 'SMC', '云端保存')
if(result.result.code === 200) {
mLogger.log(this.debugMode, 'SMC', "保存成功",result.result)
return true
} else {
mLogger.warn(this.debugMode, 'SMC', `[SMC]: 游戏数据增加失败: ${result.result.msg}`);
return false
}
}).catch((error) => {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 增加游戏数据异常:`, error);
return false
});
return true
}
getCloudData(){
WxCloudApi.get().then(async (result) => {
if(result.result.code === 200) {
let data=result.result.data
mLogger.log(this.debugMode, 'SMC', `[SMC]: 获取游戏数据成功:`, result.result);
this.overrideLocalDataWithRemote(data)
return true
} else {
mLogger.warn(this.debugMode, 'SMC', `[SMC]: 游戏数据增加失败`);
return false
}
}).catch((error) => {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 获取游戏数据异常:`, error);
});
}
public async overrideLocalDataWithRemote(CloudData) {
try {
// 直接覆盖基础游戏数据
if (CloudData.openid) {
this.openid=CloudData.openid
}
// 直接覆盖出战英雄配置
if (CloudData.data) {
if(CloudData.data.gold) this.vmdata.gold=CloudData.data.gold
if(CloudData.data.heros) this.heros=CloudData.data.heros
if(CloudData.data.fight_hero) this.fight_hero=CloudData.data.fight_hero
// 恢复收集记录
if(CloudData.data.collection) {
this.vmdata.collection = CloudData.data.collection;
}
}
} catch (error) {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 数据覆盖失败:`, error);
}
}
getGameDate(){
return {
gold:this.vmdata.gold,
heros:this.heros,
fight_hero:this.fight_hero,
collection: this.vmdata.collection
}
}
addHero(hero_uuid:number){
if(this.heros.indexOf(hero_uuid)==-1){
this.heros.push(hero_uuid)
}
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
return true
}else{
// 同步不成功删除uuid
this.heros.splice(this.heros.indexOf(hero_uuid), 1);
oops.gui.toast("数据同步失败,已回滚操作");
return false
}
}
return true
}
updateGold(gold:number, is_sync: boolean = true){
this.vmdata.gold += gold;
if(this.isWxClient() && is_sync){
let res = this.updateCloudData()
if (res){
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}else{
this.vmdata.gold -= gold
return false
}
}
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}
error(){
oops.gui.toast("数据处理异常,请重试或重新登录")
}
}
export var smc: SingletonModuleComp = ecs.getSingleton(SingletonModuleComp);