Files
pixelheros/assets/script/game/map/MissionMonComp.ts
pan 409113e269 feat: 完成肉鸽回合制游戏核心玩法迭代
新增连杀系统、金币飞行特效、波次HUD、屏幕震动等表现功能,重构怪物刷出逻辑与难度动态调节,调整回合回血比例,优化游戏节奏与体验。

主要变更:
1.  调整回合回血比例从0.5到0.4,优化前期节奏
2.  新增连杀计数与奖励系统,支持5/10/20连杀触发对应表现
3.  实现怪物死亡掉落金币的抛物线飞行特效
4.  增加波次进度HUD,显示剩余怪物与全局回合进度
5.  新增屏幕震动工具与战斗横幅统一展示系统
6.  重构怪物刷出逻辑,支持按回合类型调整刷怪间隔,加入清场加速机制
7.  优化动态难度调节算法,增加滞回与指数平滑,避免难度突变
8.  新增Boss预警、登场事件与回合清屏事件,完善事件总线
9.  调整怪物数量阈值与回合倒计时档位,适配新的节奏设计
2026-08-11 19:00:23 +08:00

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/**
* @file MissionMonComp.ts
* @description 怪物Monster回合刷新管理组件逻辑层
*
* 职责:
* 1. 管理每一回合怪物的生成计划:根据 RogueConfig 生成怪物。
* 2. 自动推进回合在准备阶段结束时PhasePrepareEnd启动分批释放。
* 3. 分批刷怪:每回合固定 3 批,每 10 秒释放一批,批内按 MON_SPAWN_INTERVAL 逐个刷出。
*
* 关键设计:
* - 所有怪物统一从右侧 X=400 出生点逐个刷出MON_SPAWN_INTERVAL 节奏控制)。
* - 实际阵型与推进由 MonMoveComp 在战斗中向左移动自然形成,不再使用固定网格点。
* - 槽位索引3行×4列仅用于 monGrid 寻路与 SCastSystem 索敌定位。
* - 上一回合残留怪在回合结束/开始时统一清理。
*/
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 { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { BoxSet, FacSet } from "../common/config/GameSet";
import { spawningEngine, GeneratedMonster, TestModeConfig, MAX_MONSTERS, BATCH_COUNT, BATCH_INTERVAL, getWaveType, SPAWN_INTERVAL_BY_TYPE } from "./RogueConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { MonMoveComp } from "../hero/MonMoveComp";
const { ccclass, property } = _decorator;
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
// ======================== 常量 ========================
/** 怪物出生掉落高度 */
private static readonly MON_DROP_HEIGHT = 0;
/** 怪物统一从右侧 X=400 出生点逐个刷出,随后向左推进 */
private static readonly MON_SPAWN_X = 400;
/** 逐个刷怪默认间隔(秒):保证怪物排成纵队,避免堆叠;运行时按回合类型查 SPAWN_INTERVAL_BY_TYPE 覆盖 */
private static readonly MON_SPAWN_INTERVAL = 0.3;
/**
* 怪物占位点:所有槽位统一以右侧出生点 (X=400) 作为坐标,
* 实际阵型由 MonMoveComp 在战斗中向左推进时自然拉开。
* 槽位索引仍保留 3 行 × 4 列结构,供 monGrid 寻路与 SCastSystem 索敌使用。
* 超出 12 个槽位的怪物(放松回合)按 spawnIndex % 12 复用槽位。
*/
public static readonly MON_POSITIONS: Vec3[] = [
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 0: Col1-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 1: Col1-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 2: Col1-Bot
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 3: Col2-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 4: Col2-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 5: Col2-Bot
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 6: Col3-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 7: Col3-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 8: Col3-Bot
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 9: Col4-Top
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 10: Col4-Mid
v3(MissionMonCompComp.MON_SPAWN_X, BoxSet.GAME_LINE, 0), // index 11: Col4-Bot
];
// ======================== 编辑器属性 ========================
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = false;
// ======================== 运行时状态 ========================
/** 全局生成顺序计数器(用于渲染层级排序) */
private globalSpawnOrder: number = 0;
/** 当前回合数 */
private currentWave: number = 0;
/** 当前回合的目标怪物总数 */
private waveTargetCount: number = 0;
/** 当前回合已生成的怪物数量 */
private waveSpawnedCount: number = 0;
/** 等待生成的怪物队列按批次分组batch 0~2 */
private pendingBatches: GeneratedMonster[][] = [[], [], []];
/** 当前正在释放的批次索引 */
private currentBatch: number = 0;
/** 批次释放计时器(秒) */
private batchTimer: number = 0;
/** 是否正在分批释放中 */
private isReleasing: boolean = false;
/** 逐个刷怪队列:从当前批次转入,按节奏在 update 中释放 */
private spawnQueue: GeneratedMonster[] = [];
/** 逐个刷怪累计计时(秒) */
private spawnTimer: number = 0;
/** 当前回合的逐个刷怪间隔(秒),按回合类型查 SPAWN_INTERVAL_BY_TYPE */
private spawnInterval: number = MissionMonCompComp.MON_SPAWN_INTERVAL;
/** 当前批已刷出的怪物数(清场加速存活比例分母) */
private batchReleasedCount: number = 0;
/** 当前批是否已通过清场加速提前推进过(每批只触发一次) */
private batchFastForwarded: boolean = false;
/** 清场加速检测节流计时器(秒) */
private aliveCheckTimer: number = 0;
/** 本回合因清场加速累计节省的秒数(供 MissionComp 还原 DDA 判定口径,避免双重惩罚) */
public waveEarlySkipTotal: number = 0;
/** 清场加速触发阈值当前批存活比例低于此值时提前推进0.25 = 清掉 75% */
private static readonly BATCH_EARLY_RATIO = 0.25;
/** 清场加速提前量(秒):等效 batchTimer 快进,保底批间隔不被瞬间叠爆 */
private static readonly BATCH_EARLY_SKIP = 2.0;
// ======================== 生命周期 ========================
onLoad() {
this.on(GameEvent.FightReady, this.fight_ready, this);
this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this);
this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this);
}
protected update(dt: number): void {
// 统计待刷出的怪物总数(未释放的批次 + 正在释放的队列)
let pendingCount = this.spawnQueue.length;
for (let i = this.currentBatch; i < BATCH_COUNT; i++) {
pendingCount += this.pendingBatches[i].length;
}
smc.vmdata.mission_data.pending_mon_num = pendingCount;
// 场上怪物超阈值时暂停释放:冻结批次推进与逐个刷出计时(不推进计时器,恢复后从断点平滑续接)
// 注意 pending 统计必须在 return 之前执行保证回合结束检测pending==0语义不受暂停影响
if (smc.mission.stop_spawn_mon) return;
// 分批释放:按 BATCH_INTERVAL 节奏推进批次
if (this.isReleasing) {
this.batchTimer += dt;
if (this.batchTimer >= BATCH_INTERVAL && this.currentBatch < BATCH_COUNT - 1) {
this.batchTimer = 0;
this.advanceBatch();
}
// 清场加速0.2s 节流检测当前批存活比例,清得快则快进批次计时(学 PvZ 血量阈值提前刷新)
this.aliveCheckTimer += dt;
if (this.aliveCheckTimer >= 0.2) {
this.aliveCheckTimer = 0;
this.checkBatchEarlyAdvance();
}
}
// 逐个刷怪:按 spawnInterval 节奏从队列释放
if (this.spawnQueue.length > 0) {
this.spawnTimer += dt;
if (this.spawnTimer >= this.spawnInterval) {
this.spawnTimer = 0;
const monData = this.spawnQueue.shift()!;
const targetPosIndex = this.waveSpawnedCount % MissionMonCompComp.MON_POSITIONS.length;
this.addMonsterAtGrid(targetPosIndex, monData, this.currentWave);
this.waveSpawnedCount++;
}
}
}
start() { }
private setupWaveData(monsters: GeneratedMonster[]) {
// 按批次分组
this.pendingBatches = [[], [], []];
for (const m of monsters) {
const batch = Math.min(m.batch, BATCH_COUNT - 1);
this.pendingBatches[batch].push(m);
}
this.waveTargetCount = monsters.length;
smc.vmdata.mission_data.pending_mon_num = this.waveTargetCount;
let hasBoss = monsters.some(m => m.isBoss);
mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 回合 ${this.currentWave} 生成怪物总数: ${this.waveTargetCount}`);
oops.message.dispatchEvent(GameEvent.NewWave, {
wave: this.currentWave,
total: this.waveTargetCount,
bossWave: hasBoss,
});
}
/**
* 战斗准备:重置所有运行时状态并开始第一回合。
*/
fight_ready() {
smc.vmdata.mission_data.mon_num = 0;
smc.mission.stop_spawn_mon = false;
this.globalSpawnOrder = 0;
this.currentWave = 1;
this.waveTargetCount = 0;
this.waveSpawnedCount = 0;
this.pendingBatches = [[], [], []];
this.currentBatch = 0;
this.batchTimer = 0;
this.isReleasing = false;
this.spawnQueue = [];
this.spawnTimer = 0;
this.batchReleasedCount = 0;
this.batchFastForwarded = false;
this.aliveCheckTimer = 0;
this.waveEarlySkipTotal = 0;
// 预生成第一回合数据以获取数量和 Boss 信息
const monsters = spawningEngine.generateWave(this.currentWave);
this.setupWaveData(monsters);
if (TestModeConfig.enable) {
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启");
}
mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] Starting Wave System");
}
// ======================== 回合管理 ========================
/**
* 开始下一回合:回合数 +1 并预生成数据
*/
private onTimeUpAdvanceWave() {
this.currentWave += 1;
smc.vmdata.mission_data.level = this.currentWave;
const monsters = spawningEngine.generateWave(this.currentWave);
this.setupWaveData(monsters);
}
private onPhasePrepareEnd() {
this.resetSlotSpawnData();
// 按回合类型确定本回合刷怪间隔(放松回合快速倾泻,压力回合稍慢聚焦)
this.spawnInterval = SPAWN_INTERVAL_BY_TYPE[getWaveType(this.currentWave)] ?? MissionMonCompComp.MON_SPAWN_INTERVAL;
// 准备结束阶段:启动分批释放,
// 第一批立即转入 spawnQueue后续批次由 update 按 BATCH_INTERVAL 推进。
this.startBatchRelease();
}
// ======================== 分批释放 ========================
/** 启动分批释放:立即释放第一批,启动批次计时器 */
private startBatchRelease() {
this.currentBatch = 0;
this.batchTimer = 0;
this.isReleasing = true;
this.releaseCurrentBatch();
}
/** 推进到下一批次 */
private advanceBatch() {
if (this.currentBatch >= BATCH_COUNT - 1) {
this.isReleasing = false;
return;
}
this.currentBatch++;
this.releaseCurrentBatch();
}
/** 将当前批次的怪物转入 spawnQueue等待逐个刷出 */
private releaseCurrentBatch() {
const batch = this.pendingBatches[this.currentBatch];
if (batch.length === 0) {
// 当前批次为空,尝试推进到下一批
if (this.currentBatch < BATCH_COUNT - 1) {
this.currentBatch++;
this.releaseCurrentBatch();
} else {
this.isReleasing = false;
}
return;
}
// 将批次怪物转入逐个刷怪队列
for (const m of batch) {
this.spawnQueue.push(m);
}
this.batchReleasedCount = batch.length;
this.batchFastForwarded = false;
batch.length = 0;
// 让首个怪物在下一帧立即刷出,避免额外延迟
this.spawnTimer = this.spawnInterval;
}
/**
* 清场加速检测:当前批已放完且存活比例 ≤ BATCH_EARLY_RATIO 时,快进批次计时器。
* 只奖励"清得快"的 build压缩批间垃圾时间弱 build 清不完则不触发、不叠加压力。
*/
private checkBatchEarlyAdvance() {
if (this.batchFastForwarded) return;
if (this.currentBatch >= BATCH_COUNT - 1) return;
if (this.spawnQueue.length > 0) return; // 本批还没放完,不判断
if (this.batchReleasedCount <= 0) return;
let alive = 0;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
const a = e.get(HeroAttrsComp);
if (a && a.fac === FacSet.MON && !a.is_dead) alive++;
});
// alive 含前几批残留,比例 clamp 防低估
const aliveRatio = Math.min(1, alive / this.batchReleasedCount);
if (aliveRatio <= MissionMonCompComp.BATCH_EARLY_RATIO) {
this.batchFastForwarded = true;
this.batchTimer += MissionMonCompComp.BATCH_EARLY_SKIP;
this.waveEarlySkipTotal += MissionMonCompComp.BATCH_EARLY_SKIP;
smc.vmdata.mission_data.wave_early_skip = this.waveEarlySkipTotal;
mLogger.log(this.debugMode, 'MissionMonComp',
`[EarlyAdvance] batch=${this.currentBatch} alive=${alive}/${this.batchReleasedCount},快进 ${MissionMonCompComp.BATCH_EARLY_SKIP}s`);
}
}
// ======================== 槽位管理 ========================
/**
* 清理上一回合残留怪物,并重置生成计数与逐个刷怪队列
*/
private resetSlotSpawnData() {
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
const attrs = e.get(HeroAttrsComp);
if (attrs && attrs.fac === FacSet.MON && !attrs.is_dead) {
e.destroy();
}
});
this.waveSpawnedCount = 0;
// 同步丢弃上一回合未释放的队列,避免与新一回合混合
this.spawnQueue = [];
this.spawnTimer = 0;
this.isReleasing = false;
this.currentBatch = 0;
this.batchTimer = 0;
this.batchReleasedCount = 0;
this.batchFastForwarded = false;
this.aliveCheckTimer = 0;
this.waveEarlySkipTotal = 0;
smc.vmdata.mission_data.wave_early_skip = 0;
}
// ======================== 怪物生成 ========================
/**
* 在指定位置索引处生成一个怪物
*/
private addMonsterAtGrid(
posIndex: number,
monData: GeneratedMonster,
monLv: number = 1
) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1;
const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
const spawnX = basePos.x;
const landingY = basePos.y + (monData.isBoss ? 6 : 0);
const spawnPos: Vec3 = v3(spawnX, landingY + MissionMonCompComp.MON_DROP_HEIGHT, 0);
this.globalSpawnOrder = (this.globalSpawnOrder + 1) % 999;
// 技能套装注入:通过 _testSkills 通道传递给 Mon.load()
if (monData.skills) {
(mon as any)._testSkills = monData.skills;
}
mon.load(spawnPos, scale, monData.uuid, monData.isBoss, landingY, monLv, posIndex);
// oops.message 全局事件总线Boss 登场(震屏/音效由表现层消费)
if (monData.isBoss) {
oops.message.dispatchEvent(GameEvent.BossSpawn, { pos: spawnPos.clone() });
}
const move = mon.get(MonMoveComp);
if (move) {
move.spawnOrder = this.globalSpawnOrder;
}
// 应用新引擎计算好的最终属性
const model = mon.get(HeroAttrsComp);
if (model) {
model.ap = monData.ap;
model.hp_max = monData.hp;
model.hp = model.hp_max;
}
}
/** ECS 组件移除时触发 */
reset() { }
}