feat(评分系统): 添加游戏评分标准配置和结算逻辑
添加 ScoreSet.ts 配置文件定义评分权重和等级阈值 在 VictoryComp.ts 中实现总分计算逻辑,根据战斗行为、伤害、击杀等多项指标计算最终得分
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assets/script/game/common/config/ScoreSet.ts
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48
assets/script/game/common/config/ScoreSet.ts
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/**
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* 游戏评分标准配置
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* 定义各统计指标的分数权重
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*/
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export const ScoreWeights = {
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// ========== 战斗行为权重 ==========
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CRT_KILL: 5, // 每次暴击得分
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WF_TRIGGER: 10, // 每次风怒得分
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DODGE_SUCCESS: 20, // 每次闪避得分
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BACK_SUCCESS: 5, // 每次击退得分
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STUN_SUCCESS: 8, // 每次击晕得分
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FREEZE_SUCCESS: 8, // 每次冰冻得分
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// ========== 伤害权重 ==========
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// 总伤害转化分 (每 X 点伤害得 1 分)
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DMG_FACTOR: 0.01,
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// 平均伤害加成 (每点平均伤害得 X 分)
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AVG_DMG_FACTOR: 0.5,
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// 反伤伤害转化 (每点反伤得 X 分)
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THORNS_DMG_FACTOR: 0.02,
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// 暴击伤害转化 (每点暴击伤害得 X 分)
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CRIT_DMG_FACTOR: 0.015,
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// ========== 击杀权重 ==========
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KILL_MELEE: 10, // 普通近战怪击杀
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KILL_REMOTE: 15, // 远程怪击杀
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KILL_ELITE: 100, // 精英怪击杀
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KILL_BOSS: 1000, // Boss击杀
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// ========== 生存权重 ==========
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HEAL_FACTOR: 0.2, // 治疗量转化分
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LIFESTEAL_FACTOR: 0.3, // 吸血量转化分
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// ========== 资源权重 ==========
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EXP_FACTOR: 0.1, // 经验值转化分
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GOLD_FACTOR: 0.5, // 金币转化分
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};
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/**
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* 评分等级阈值
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*/
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export enum ScoreRank {
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S = 10000,
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A = 5000,
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B = 2000,
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C = 1000,
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D = 0
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}
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