refactor(heroConfig): 重构英雄强度评分计算逻辑

1. 重构英雄强度评分权重配置,新增时间窗相关参数并拆分DPS权重
2. 新增多个辅助计算函数,统一普攻/受击/波次/触发技次数计算逻辑
3. 重构buff与技能价值计算,支持自定义评估时间窗
4. 新增详细评分返回接口,拆分强度构成与各技能价值
5. 兼容旧版默认评分接口,保留向下兼容性
This commit is contained in:
panFD
2026-08-02 16:01:35 +08:00
parent 67c2a53211
commit 045bdba3a5

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@@ -730,10 +730,17 @@ export const HeroList: number[] = [
// ==================== 英雄强度评分公式 ====================
/** 英雄强度公式调参权重(可在编辑器或运行时热调) */
/** 英雄强度公式调参权重(可在编辑器或运行时热调)
* 说明:
* - W_HP: 每 1 点生命值折算 1 分(生命值不随时间变化)
* - W_DPS_PER_SEC: 每 1 点 DPS 持续 1 秒折算 0.5 分
* (默认 60 秒评估窗下1 DPS ≈ 30 分,与旧版 W_DPS=30 等效)
* - WAVE_DURATION / HITS_PER_WAVE: 波次参数,用于估算 atked/fstart/fend/dead 触发次数
* - DEFAULT_EVAL_SECONDS: calcHeroPower 默认使用的评估时间窗
*/
export const HERO_POWER_WEIGHTS = {
W_HP: 1.0,
W_DPS: 30.0,
W_DPS_PER_SEC: 0.5,
W_atking: 1.0,
W_atked: 0.8,
W_fstart: 1.0,
@@ -745,6 +752,9 @@ export const HERO_POWER_WEIGHTS = {
W_shield: 1.0,
W_control: 0.5,
expectedEnemyDmg: 20,
WAVE_DURATION: 30,
HITS_PER_WAVE: 10,
DEFAULT_EVAL_SECONDS: 60,
};
/** 计算目标等级下 evolve 提供的累计属性加成 */
@@ -788,8 +798,45 @@ function calcScopeMul(group: TGroup): number {
return (group === TGroup.Ally || group === TGroup.Team) ? FightSet.HERO_MAX_NUM : 1;
}
/** 将计时 buff 折算为永久等效价值 */
function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number, buffValueOverride?: number): number {
/** 计算目标时间窗内的普攻次数 */
function getAttackCount(hero: heroInfo, seconds: number): number {
return seconds / getAttackCd(hero);
}
/** 计算目标时间窗内的受击次数 */
function getHitCount(seconds: number): number {
const weights = HERO_POWER_WEIGHTS;
return (seconds / weights.WAVE_DURATION) * weights.HITS_PER_WAVE;
}
/** 计算目标时间窗内的波次数 */
function getWaveCount(seconds: number): number {
return seconds / HERO_POWER_WEIGHTS.WAVE_DURATION;
}
/** 计算触发技在目标时间窗内的触发次数 */
function getTriggerCount(
type: SkillTriggerType,
t_num: number,
hero: heroInfo,
seconds: number
): number {
switch (type) {
case SkillTriggerType.Atking:
return getAttackCount(hero, seconds) / t_num;
case SkillTriggerType.Atked:
return getHitCount(seconds) / t_num;
case SkillTriggerType.FStart:
case SkillTriggerType.FEnd:
return getWaveCount(seconds);
case SkillTriggerType.Dead:
return getWaveCount(seconds) * (1 + (hero.revive?.r_num || 0));
}
return 1;
}
/** 将计时 buff 折算为“在整个时间窗内持续生效”的等效价值 */
function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number, seconds: number, buffValueOverride?: number): number {
const weights = HERO_POWER_WEIGHTS;
let value = 0;
if (buff.modifiers) {
@@ -799,9 +846,9 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
switch (mod.attr) {
case Attrs.ap:
if (mod.op === ModOp.Flat) {
value += (modValue / cd) * weights.W_DPS;
value += (modValue / cd) * weights.W_DPS_PER_SEC * seconds;
} else if (mod.op === ModOp.PercentAdd) {
value += (modValue / 100) * dps * weights.W_DPS;
value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
}
break;
case Attrs.hp:
@@ -809,13 +856,13 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
value += modValue * weights.W_HP;
break;
case Attrs.critical:
value += (modValue / 100) * dps * 0.5 * weights.W_DPS;
value += (modValue / 100) * dps * 0.5 * weights.W_DPS_PER_SEC * seconds;
break;
case Attrs.critical_damage:
value += (modValue / 100) * dps * 0.05 * weights.W_DPS;
value += (modValue / 100) * dps * 0.05 * weights.W_DPS_PER_SEC * seconds;
break;
case Attrs.speed:
value += (modValue / 100) * dps * weights.W_DPS;
value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
break;
}
}
@@ -828,45 +875,45 @@ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number
return value;
}
/** 计算 Support 类技能的效果价值 */
function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number): number {
/** 计算 Support 类技能单次触发的效果价值 */
function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number, seconds: number): number {
const weights = HERO_POWER_WEIGHTS;
const value = config.ap || 0;
// 计时 buff先算永久等效再按战斗时长覆盖率折算
// 计时 buff先算整个时间窗的永久等效,再按覆盖率折算
if (config.timed_buff_id) {
const buff = BuffList[config.timed_buff_id];
if (buff) {
const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, config.buff_value);
const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, seconds, config.buff_value);
const duration = config.buff_duration ?? buff.duration;
const uptime = Math.min(duration / FightSet.FiIGHT_TIME, 1);
const uptime = seconds > 0 ? Math.min(duration / seconds, 1) : 0;
return permanentEquivalent * uptime;
}
}
switch (config.buff_type) {
case Attrs.ap:
return (value / cd) * weights.W_DPS;
return (value / cd) * weights.W_DPS_PER_SEC * seconds;
case Attrs.hp_max:
case Attrs.hp:
return value * weights.W_HP;
case Attrs.critical:
return (value / 100) * (apEff / cd) * 0.5 * weights.W_DPS;
return (value / 100) * (apEff / cd) * 0.5 * weights.W_DPS_PER_SEC * seconds;
case Attrs.critical_damage:
return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS;
return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds;
case Attrs.stun_chance:
case Attrs.freeze_chance:
case Attrs.knockback_chance:
return value * weights.W_control;
case Attrs.speed:
return (value / 100) * (apEff / cd) * weights.W_DPS;
return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
default:
return value * weights.W_control;
}
}
/** 计算单条技能配置的效果价值 */
function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | undefined, hero: heroInfo, targetLv: number): number {
/** 计算单条技能配置单次触发的效果价值 */
function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | undefined, hero: heroInfo, targetLv: number, seconds: number): number {
const { ap: apEff } = getEffectiveStats(hero, targetLv);
const cd = getAttackCd(hero);
const config = overrides ? mergeSkillParams(skill, overrides) : skill;
@@ -874,49 +921,86 @@ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | un
switch (config.kind) {
case SkillKind.Damage:
return ((config.ap || 0) / 100) * apEff;
return ((config.ap || 0) / 100) * apEff * weights.W_DPS_PER_SEC;
case SkillKind.Heal:
return ((config.ap || 0) / 100) * apEff * weights.W_heal;
case SkillKind.Shield:
return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
case SkillKind.Support:
return calcSupportEffectValue(config, apEff, cd);
return calcSupportEffectValue(config, apEff, cd, seconds);
default:
return 0;
}
}
/** 计算普通触发类技能atking/atked/fstart/fend/dead的价值 */
function calcTriggerPower(
/** 触发技评估项 */
export interface TriggerSkillEval {
type: SkillTriggerType;
s_uuid: number;
name: string;
t_num: number;
value: number;
}
/** 驻场光环评估项 */
export interface FieldSkillEval {
uuid: number;
name: string;
value: number;
}
/** 英雄强度分数构成 */
export interface HeroPowerBreakdown {
hp: number;
dps: number;
atking: number;
atked: number;
fstart: number;
fend: number;
dead: number;
field: number;
revive: number;
}
/** 英雄强度详细评估结果 */
export interface HeroPowerDetailed {
total: number;
breakdown: HeroPowerBreakdown;
triggerSkills: TriggerSkillEval[];
fieldSkills: FieldSkillEval[];
normalAttack: { s_uuid: number, name: string, cd: number, dps: number, value: number };
}
/** 计算普通触发类技能atking/atked/fstart/fend/dead的详细价值 */
function calcTriggerPowerDetailed(
triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[],
hero: heroInfo,
targetLv: number,
type: SkillTriggerType
): number {
if (!triggerConfigs || triggerConfigs.length === 0) return 0;
type: SkillTriggerType,
seconds: number
): { total: number, items: TriggerSkillEval[] } {
if (!triggerConfigs || triggerConfigs.length === 0) return { total: 0, items: [] };
const weights = HERO_POWER_WEIGHTS;
let total = 0;
const items: TriggerSkillEval[] = [];
for (const trig of triggerConfigs) {
const skill = SkillSet[trig.s_uuid];
if (!skill) continue;
const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv);
const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv, seconds);
const overrides = trig.overrides || {};
const group = overrides.TGroup ?? skill.TGroup;
const scopeMul = calcScopeMul(group);
const tNum = trig.t_num || 1;
let weight = 1;
let frequency = 1;
switch (type) {
case SkillTriggerType.Atking:
weight = weights.W_atking;
frequency = 1 / tNum;
break;
case SkillTriggerType.Atked:
weight = weights.W_atked;
frequency = 1 / tNum;
break;
case SkillTriggerType.FStart:
weight = weights.W_fstart;
@@ -929,27 +1013,30 @@ function calcTriggerPower(
break;
}
total += effectValue * frequency * scopeMul * weight;
const triggerCount = getTriggerCount(type, tNum, hero, seconds);
const value = effectValue * triggerCount * scopeMul * weight;
total += value;
items.push({ type, s_uuid: trig.s_uuid, name: skill.name, t_num: tNum, value });
}
return total;
return { total, items };
}
/** 计算驻场光环技能的单位价值 */
function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: number, cd: number, scopeMul: number): number {
/** 计算驻场光环技能在时间窗内的总价值 */
function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: number, cd: number, scopeMul: number, seconds: number): number {
const weights = HERO_POWER_WEIGHTS;
const dps = apEff / cd;
switch (field.type) {
case FieldSkillType.HeroAtk:
return field.value * dps * scopeMul * weights.W_DPS;
return field.value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds;
case FieldSkillType.HeroHp:
return field.value * hpEff * scopeMul * weights.W_HP;
case FieldSkillType.HeroSpeed:
return field.value * dps * scopeMul * weights.W_DPS;
return field.value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds;
case FieldSkillType.HeroCrit:
return field.value * dps * scopeMul * 0.5 * weights.W_DPS;
return field.value * dps * scopeMul * 0.5 * weights.W_DPS_PER_SEC * seconds;
case FieldSkillType.HeroCritDamage:
return field.value * dps * scopeMul * 0.05 * weights.W_DPS;
return field.value * dps * scopeMul * 0.05 * weights.W_DPS_PER_SEC * seconds;
case FieldSkillType.HeroStun:
case FieldSkillType.HeroWindFury:
case FieldSkillType.HeroPuncture:
@@ -959,48 +1046,112 @@ function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: numb
}
}
/** 计算驻场光环价值 */
function calcFieldPower(fieldUuids: number[] | undefined, hero: heroInfo, targetLv: number): number {
if (!fieldUuids || fieldUuids.length === 0) return 0;
/** 计算驻场光环的详细价值 */
function calcFieldPowerDetailed(fieldUuids: number[] | undefined, hero: heroInfo, targetLv: number, seconds: number): { total: number, items: FieldSkillEval[] } {
if (!fieldUuids || fieldUuids.length === 0) return { total: 0, items: [] };
const weights = HERO_POWER_WEIGHTS;
const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
const cd = getAttackCd(hero);
const scopeMul = FightSet.HERO_MAX_NUM;
let total = 0;
const items: FieldSkillEval[] = [];
for (const uuid of fieldUuids) {
const field = FieldSkillSet[uuid];
if (!field) continue;
total += calcFieldSkillValue(field, hpEff, apEff, cd, scopeMul);
const value = calcFieldSkillValue(field, hpEff, apEff, cd, scopeMul, seconds) * weights.W_field_alive;
total += value;
items.push({ uuid, name: field.name, value });
}
return total * weights.W_field_alive;
return { total, items };
}
/** 获取普通攻击信息 */
function getNormalAttackInfo(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): { s_uuid: number, name: string, cd: number, dps: number, value: number } {
const weights = HERO_POWER_WEIGHTS;
const { ap: apEff } = getEffectiveStats(hero, targetLv);
const cd = getAttackCd(hero);
const skillIds = Object.keys(hero.skills);
const firstKey = skillIds.length > 0 ? Number(skillIds[0]) : 0;
const skill = firstKey ? SkillSet[firstKey] : undefined;
const dps = apEff / cd;
return {
s_uuid: firstKey,
name: skill?.name ?? '普攻',
cd,
dps,
value: dps * weights.W_DPS_PER_SEC * seconds,
};
}
/**
* 计算英雄强度评分power score)。
* 计算英雄强度详细评估(含分数构成与每个技能价值)。
* @param hero 英雄/怪物配置
* @param targetLv 目标等级,默认 1
* @param seconds 评估时间窗(秒),默认 HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS
* @returns 详细强度评估结果
*/
export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): HeroPowerDetailed {
const weights = HERO_POWER_WEIGHTS;
const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
const cd = getAttackCd(hero);
const hpValue = hpEff * weights.W_HP;
const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
const normalAttack = getNormalAttackInfo(hero, targetLv, seconds);
const atking = hero.atking ? calcTriggerPowerDetailed(hero.atking, hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const atked = hero.atked ? calcTriggerPowerDetailed(hero.atked, hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fstart = hero.fstart ? calcTriggerPowerDetailed(hero.fstart, hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const fend = hero.fend ? calcTriggerPowerDetailed(hero.fend, hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const dead = hero.dead ? calcTriggerPowerDetailed(hero.dead, hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
const field = hero.field ? calcFieldPowerDetailed(hero.field, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
let reviveValue = 0;
if (hero.revive) {
reviveValue = hpEff * hero.revive.upr * hero.revive.r_num * weights.W_revive * getWaveCount(seconds);
}
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue;
return {
total,
breakdown: {
hp: hpValue,
dps: dpsValue,
atking: atking.total,
atked: atked.total,
fstart: fstart.total,
fend: fend.total,
dead: dead.total,
field: field.total,
revive: reviveValue,
},
triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...fend.items, ...dead.items],
fieldSkills: field.items,
normalAttack,
};
}
/**
* 计算指定时间窗内的英雄强度评分。
* @param hero 英雄/怪物配置
* @param targetLv 目标等级,默认 1
* @param seconds 评估时间窗(秒)
* @returns 无量纲强度分,数值越大越强
*/
export function calcHeroPowerOverTime(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): number {
return calcHeroPowerDetailed(hero, targetLv, seconds).total;
}
/**
* 计算英雄强度评分(默认时间窗)。
* @param hero 英雄/怪物配置
* @param targetLv 目标等级,默认 1
* @returns 无量纲强度分,数值越大越强
*/
export function calcHeroPower(hero: heroInfo, targetLv: number = 1): number {
const weights = HERO_POWER_WEIGHTS;
const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
const cd = getAttackCd(hero);
const basePower = hpEff * weights.W_HP + (apEff / cd) * weights.W_DPS;
let triggerPower = 0;
if (hero.atking) triggerPower += calcTriggerPower(hero.atking, hero, targetLv, SkillTriggerType.Atking);
if (hero.atked) triggerPower += calcTriggerPower(hero.atked, hero, targetLv, SkillTriggerType.Atked);
if (hero.fstart) triggerPower += calcTriggerPower(hero.fstart, hero, targetLv, SkillTriggerType.FStart);
if (hero.fend) triggerPower += calcTriggerPower(hero.fend, hero, targetLv, SkillTriggerType.FEnd);
if (hero.dead) triggerPower += calcTriggerPower(hero.dead, hero, targetLv, SkillTriggerType.Dead);
if (hero.field) triggerPower += calcFieldPower(hero.field, hero, targetLv);
if (hero.revive) {
triggerPower += hpEff * hero.revive.upr * hero.revive.r_num * weights.W_revive;
}
return basePower + triggerPower;
return calcHeroPowerOverTime(hero, targetLv);
}
/**