feat(hero config): add hero power score calculation system

新增英雄强度评分系统,实现了基于属性、技能、buff的量化战力计算,支持归一化相对评分。同时添加了npx tsc命令到允许的bash操作列表中。
This commit is contained in:
panFD
2026-08-01 21:38:01 +08:00
parent ad38e9904e
commit 11ae66fe1d
2 changed files with 292 additions and 3 deletions

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@@ -15,7 +15,8 @@
"WebSearch",
"Bash(git add *)",
"Bash(git commit *)",
"Bash(npm install *)"
"Bash(npm install *)",
"Bash(npx tsc *)"
],
"deny": [
"Bash(rm -rf *)",

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@@ -1,6 +1,8 @@
import { v3 } from "cc"
import { BoxSet, FacSet } from "./GameSet"
import { SkillOverrides, TGroup } from "./SkillSet"
import { BoxSet, FacSet, FightSet } from "./GameSet"
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
import { Attrs } from "./HeroAttrs"
export enum HType {
Melee = 0,
@@ -726,7 +728,293 @@ export const HeroList: number[] = [
// 5072, 5073, 5074, 5075,
];
// ==================== 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) */
export const HERO_POWER_WEIGHTS = {
W_HP: 1.0,
W_DPS: 30.0,
W_atking: 1.0,
W_atked: 0.8,
W_fstart: 1.0,
W_fend: 1.2,
W_dead: 0.6,
W_field_alive: 1.0,
W_revive: 1.0,
W_heal: 0.8,
W_shield: 1.0,
W_control: 0.5,
expectedEnemyDmg: 20,
};
/** 计算目标等级下 evolve 提供的累计属性加成 */
function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
let hp = 0;
let ap = 0;
if (!hero.evolve) return { hp, ap };
const maxLv = Math.max(1, Math.min(targetLv, FightSet.HERO_MAX_LV));
for (let lv = 2; lv <= maxLv; lv++) {
const ev = hero.evolve[lv];
if (ev) {
hp += ev.hp_bonus || 0;
ap += ev.ap_bonus || 0;
}
}
return { hp, ap };
}
/** 计算目标等级下的有效 HP/AP含等级倍率与 evolve 加成) */
function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
const bonuses = getEvolveBonuses(hero, targetLv);
const lv = Math.max(1, targetLv);
const multiplier = Math.pow(FightSet.HERO_LV_MULTIPLIER, lv - 1);
return {
hp: (hero.hp + bonuses.hp) * multiplier,
ap: (hero.ap + bonuses.ap) * multiplier,
};
}
/** 获取英雄普通攻击间隔(取 skills[0] 的 cd */
function getAttackCd(hero: heroInfo): number {
const skillIds = Object.keys(hero.skills);
if (skillIds.length === 0) return 1.0;
const firstKey = Number(skillIds[0]);
const skill = hero.skills[firstKey];
return skill?.cd || 1.0;
}
/** 计算目标群体范围系数 */
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 {
const weights = HERO_POWER_WEIGHTS;
let value = 0;
if (buff.modifiers) {
for (const mod of buff.modifiers) {
const dps = apEff / cd;
const modValue = buffValueOverride ?? mod.value;
switch (mod.attr) {
case Attrs.ap:
if (mod.op === ModOp.Flat) {
value += (modValue / cd) * weights.W_DPS;
} else if (mod.op === ModOp.PercentAdd) {
value += (modValue / 100) * dps * weights.W_DPS;
}
break;
case Attrs.hp:
case Attrs.hp_max:
value += modValue * weights.W_HP;
break;
case Attrs.critical:
value += (modValue / 100) * dps * 0.5 * weights.W_DPS;
break;
case Attrs.critical_damage:
value += (modValue / 100) * dps * 0.05 * weights.W_DPS;
break;
case Attrs.speed:
value += (modValue / 100) * dps * weights.W_DPS;
break;
}
}
}
if (buff.tick) {
const ticks = Math.max(1, buff.duration / buff.tick.interval);
const totalHeal = ticks * (buff.tick.damage_or_heal + (buff.tick.scale_by_ap_pct / 100) * apEff);
value += Math.max(0, totalHeal) * weights.W_heal;
}
return value;
}
/** 计算 Support 类技能的效果价值 */
function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: 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
if (config.timed_buff_id) {
const buff = BuffList[config.timed_buff_id];
if (buff) {
const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, config.buff_value);
const duration = config.buff_duration ?? buff.duration;
const uptime = Math.min(duration / FightSet.FiIGHT_TIME, 1);
return permanentEquivalent * uptime;
}
}
switch (config.buff_type) {
case Attrs.ap:
return (value / cd) * weights.W_DPS;
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;
case Attrs.critical_damage:
return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS;
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;
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 {
const { ap: apEff } = getEffectiveStats(hero, targetLv);
const cd = getAttackCd(hero);
const config = overrides ? mergeSkillParams(skill, overrides) : skill;
const weights = HERO_POWER_WEIGHTS;
switch (config.kind) {
case SkillKind.Damage:
return ((config.ap || 0) / 100) * apEff;
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);
default:
return 0;
}
}
/** 计算普通触发类技能atking/atked/fstart/fend/dead的价值 */
function calcTriggerPower(
triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[],
hero: heroInfo,
targetLv: number,
type: SkillTriggerType
): number {
if (!triggerConfigs || triggerConfigs.length === 0) return 0;
const weights = HERO_POWER_WEIGHTS;
let total = 0;
for (const trig of triggerConfigs) {
const skill = SkillSet[trig.s_uuid];
if (!skill) continue;
const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv);
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;
break;
case SkillTriggerType.FEnd:
weight = weights.W_fend;
break;
case SkillTriggerType.Dead:
weight = weights.W_dead;
break;
}
total += effectValue * frequency * scopeMul * weight;
}
return total;
}
/** 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 {
const weights = HERO_POWER_WEIGHTS;
const dps = apEff / cd;
switch (field.type) {
case FieldSkillType.HeroAtk:
return field.value * dps * scopeMul * weights.W_DPS;
case FieldSkillType.HeroHp:
return field.value * hpEff * scopeMul * weights.W_HP;
case FieldSkillType.HeroSpeed:
return field.value * dps * scopeMul * weights.W_DPS;
case FieldSkillType.HeroCrit:
return field.value * dps * scopeMul * 0.5 * weights.W_DPS;
case FieldSkillType.HeroCritDamage:
return field.value * dps * scopeMul * 0.05 * weights.W_DPS;
case FieldSkillType.HeroStun:
case FieldSkillType.HeroWindFury:
case FieldSkillType.HeroPuncture:
return field.value * scopeMul * weights.W_control * 100;
default:
return field.value * scopeMul * weights.W_control * 10;
}
}
/** 计算驻场光环总价值 */
function calcFieldPower(fieldUuids: number[] | undefined, hero: heroInfo, targetLv: number): number {
if (!fieldUuids || fieldUuids.length === 0) return 0;
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;
for (const uuid of fieldUuids) {
const field = FieldSkillSet[uuid];
if (!field) continue;
total += calcFieldSkillValue(field, hpEff, apEff, cd, scopeMul);
}
return total * weights.W_field_alive;
}
/**
* 计算英雄强度评分power score
* @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;
}
/**
* 归一化英雄强度评分。
* @param hero 英雄配置
* @param targetLv 目标等级
* @param baseHeroId 基准英雄 uuid
* @param baseScore 基准分
* @returns 以基准英雄为 baseScore 的相对分数
*/
export function calcHeroPowerNormalized(hero: heroInfo, targetLv: number = 1, baseHeroId: number = 5011, baseScore: number = 100): number {
const baseHero = HeroInfo[baseHeroId];
if (!baseHero) return 0;
const basePower = calcHeroPower(baseHero, targetLv);
if (basePower === 0) return 0;
return calcHeroPower(hero, targetLv) / basePower * baseScore;
}