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=== Assistant: 可以啊😈🎲 123 全都要,而且「隨機」其實是最適合 roguelite 的做法——但我們要用不會踩爛田的隨機: === 可以啊😈🎲 123 全都要,而且「隨機」其實是最適合 roguelite 的做法——但我們要用不會踩爛田的隨機: ✅ 每 10 關必出 BOSS,但 BOSS 類型在三者間抽籤;同一個 sector 內不要重複(可選)。 下面直接給你一顆「BOSS 種子」(Patch G),專門把 3 種 BOSS 都種進去,並確保好 debug、好驗收。 ==== : ==== <syntaxhighlight lang="text">Patch G / 3 Boss Types + Random selection Do NOT change core room loop rules (10 rooms -> boss), player stats, upgrades, or weapon switching. Only implement 3 boss archetypes and randomly select one when entering a BOSS room. 1) Boss archetypes: A) MOBILE TURRET (Type: TURRET) * Moves slowly between 2~3 anchor points inside room (avoid walls) * Attack pattern: * Burst volley: fires 5~8 shots toward player with slight spread * Cooldown 1.2s then repeats * Telegraph: * Show a brief "LOCK-ON" indicator for 0.4s before volley B) HEAVY CHASER (Type: CHASER) * Pursues player using simple steering (world coords) * Attack pattern: * Charge dash: after 0.6s wind-up, dashes forward and deals contact damage if hits * If close but dash on cooldown, does a slow heavy melee bump * Telegraph: * Show "CHARGE" text and a short red line indicating dash direction C) SWARM CARRIER (Type: CARRIER) * Stays mid-range from player (not too close) * Attack pattern: * Spawns 2~4 drones every 3 seconds (cap total drones at e.g. 10) * Also fires occasional single shots * Drones: * Low HP, rush player, small contact damage * Telegraph: * "DEPLOY" text and a small spawn puff effect 2) Random selection: * On entering BOSS room: * Choose bossType randomly among [TURRET, CHASER, CARRIER] * Optional anti-repeat: don't pick same bossType twice in a row (store lastBossType) 3) Boss stats scaling by sectorLevel: '' bossHP = baseHP '' (1 + 0.25*(sectorLevel-1)) '' bossDamage = baseDmg '' (1 + 0.15*(sectorLevel-1)) Keep numbers simple. 4) UI: * Top-left shows BOSS TYPE name during boss fight. * Debug F2 shows bossType, hp, state, cooldown timers, droneCount. Acceptance: * Every boss room spawns exactly one boss with one of the 3 types. * Each type behaves distinctly and is beatable. * Boss type is randomized per boss room, with optional anti-repeat. </syntaxhighlight> ==== 你現在敵人還是方塊風格也沒關係,BOSS 只要做到這些就會立刻「像 BOSS」: ==== * 血條更粗 + 顯示名字(例:BOSS: HEAVY CHASER) * 攻擊前搖(LOCK-ON / CHARGE / DEPLOY) * 房間內有壓迫感:例如 Carrier 會把場上塞滿小蜂群 這三個就是「硬派感的最低成本」😈🦾 ==== 你想要 1/2/3 隨機出現,我同意,但我建議先用: ==== * ✅ 不連續重複(anti-repeat) 而不要一開始就做「權重、seed、保底、Boss pool 擴張」那些,等穩了再加。 如果你想,我還能順便幫你把三種 BOSS 命名成更傭兵味的代號(像 AC 那種): * TURRET:“BASILISK-EM” * CHASER:“GRAVEHOUND” * CARRIER:“HIVE-ARCH” 你一句話我就把命名 + UI 文案一起塞進下一個小 patch 😈📟
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