diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index 0437e369..921a2b83 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -46,7 +46,6 @@ export enum CardTriggerType { Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发 Field = 3, // 驻场光环(俗称「装备」):被动生效,由 field 数组驱动,支持单卡多词条 FightStart = 4, // 战斗开始时触发 - FightEnd = 5, // 战斗结束时触发(每回合结束) HeroDead = 6, // 场上己方英雄死亡时触发 HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活) } @@ -78,7 +77,7 @@ export interface CardConfig { /** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */ trigger_type?: CardTriggerType; /** - * 事件型触发的全局次数上限(仅 FightStart/FightEnd/HeroDead/HeroCall 有效) + * 事件型触发的全局次数上限(仅 FightStart/HeroDead/HeroCall 有效) * 默认 Infinity;达到上限后销毁节点 * 注意:与 t_times 语义不同——t_times 控制每回合内 Interval 的次数 */ diff --git a/assets/script/game/common/config/EquipSet.ts b/assets/script/game/common/config/EquipSet.ts index 7070b1bb..6252d58b 100644 --- a/assets/script/game/common/config/EquipSet.ts +++ b/assets/script/game/common/config/EquipSet.ts @@ -79,7 +79,6 @@ const EquipRawList: EquipRawData[] = [ { uuid: 8811, card_lv: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "召唤强化", info: "召唤触发技能次数+1", field: [{ uuid: 7014, value: 1 }] }, { uuid: 8812, card_lv: 3, icon: "Staff-FA_WP_Main_Staff_005_WoodGold", name: "死亡强化", info: "死亡触发技能次数+1", field: [{ uuid: 7015, value: 1 }] }, { uuid: 8813, card_lv: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "开场强化", info: "战斗开始触发技能次数+1", field: [{ uuid: 7016, value: 1 }] }, - { uuid: 8814, card_lv: 3, icon: "Blunt-FA_WP_Main_Blunt_006_OrangeGray", name: "结束强化", info: "战斗结束触发技能次数+1", field: [{ uuid: 7017, value: 1 }] }, { uuid: 8815, card_lv: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击强化", info: "攻击触发技能次数+1", field: [{ uuid: 7018, value: 1 }] }, { uuid: 8816, card_lv: 3, icon: "Shield-FA_WP_Sub_Shield_009_RedGold", name: "受击强化", info: "被攻击触发技能次数+1", field: [{ uuid: 7019, value: 1 }] }, // 多词条装备 diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts index fbc241de..75b7eea8 100644 --- a/assets/script/game/common/config/GameEvent.ts +++ b/assets/script/game/common/config/GameEvent.ts @@ -36,7 +36,6 @@ export enum GameEvent { FightStart = "FightStart", FightPause = "FightPause", FightResume = "FightResume", - FightEnd = "FightEnd", MissionEnd = "MissionEnd", MissionComplete = "MissionComplete",//战斗结算完成 HeroSkillSelect = "HeroSkillSelect", diff --git a/assets/script/game/common/config/HeroSkillDesc.ts b/assets/script/game/common/config/HeroSkillDesc.ts index 3cd86f5c..37fdd745 100644 --- a/assets/script/game/common/config/HeroSkillDesc.ts +++ b/assets/script/game/common/config/HeroSkillDesc.ts @@ -45,7 +45,6 @@ export interface ISkillDescSource { call?: TriggerGrouped; dead?: TriggerGrouped; fstart?: TriggerGrouped; - fend?: TriggerGrouped; atking?: TriggerGrouped; atked?: TriggerGrouped; field?: LvFieldEntry[]; @@ -85,7 +84,6 @@ const TRIGGER_KEYS: SkillTriggerType[] = [ SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, - SkillTriggerType.FEnd, SkillTriggerType.Atking, SkillTriggerType.Atked, ]; diff --git a/assets/script/game/common/config/SkillDescSet.ts b/assets/script/game/common/config/SkillDescSet.ts index f57ebf41..d72191e5 100644 --- a/assets/script/game/common/config/SkillDescSet.ts +++ b/assets/script/game/common/config/SkillDescSet.ts @@ -287,7 +287,6 @@ export const FieldDescSet: Record = { [FieldSkillType.SummonCount]: { verb: "召唤触发技能次数", fmt: FieldValueFmt.Int }, [FieldSkillType.DeadCount]: { verb: "死亡触发技能次数", fmt: FieldValueFmt.Int }, [FieldSkillType.StartCount]: { verb: "战斗开始触发技能次数", fmt: FieldValueFmt.Int }, - [FieldSkillType.EndCount]: { verb: "战斗结束触发技能次数", fmt: FieldValueFmt.Int }, [FieldSkillType.WaveGold]: { verb: "每回合金币收益", fmt: FieldValueFmt.Int }, [FieldSkillType.SellGold]: { verb: "卖出英雄金币", fmt: FieldValueFmt.Int }, [FieldSkillType.WaveHeal]: { verb: "战斗结束生命回复量", fmt: FieldValueFmt.Percent }, diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index ec012c08..c8662972 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -1,4 +1,4 @@ -// ========== 从 HeroAttrs.ts 导入属性相关定义 ========== +// ========== 从 HeroAttrs.ts 导入属性相关定义 ========== import { Attrs } from "./HeroAttrs"; export enum HSSet { @@ -218,22 +218,22 @@ export const SkillSet: Record = { DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6002: { + 6002: { uuid: 6002, name: "飞刀", sp_name: "a2", icon: "Sword-FA_WP_Main_Sword_009_GraySilver", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6003: { + 6003: { uuid: 6003, name: "匕首", sp_name: "a3", icon: "Sword-FA_WP_Main_Sword_019_WoodSilver", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6004: { + 6004: { uuid: 6004, name: "飞斧", sp_name: "a4", icon: "Axe-FA_WP_Main_Axe_004_WoodGray", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", }, - 6005: { + 6005: { uuid: 6005, name: "飞枪", sp_name: "a5", icon: "Spear-FA_WP_Main_Spear_010_MetalBlue", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk", DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee, is_accel: true, RType: RType.bezier, EType: EType.collision, info: "造成攻击力100%的伤害", @@ -460,7 +460,6 @@ export enum FieldSkillType { SummonCount = 1, // 召唤触发技能次数提升 DeadCount = 2, // 死亡触发技能次数提升 StartCount = 3, // 战斗开始触发技能次数提升 - EndCount = 4, // 战斗结束触发技能次数提升 WaveGold = 5, // 每回合金币收益提升 SellGold = 6, // 卖出英雄金币提升 WaveHeal = 7, // 战斗结束生命回复量提升 @@ -515,7 +514,6 @@ export const FieldSkillSet: Record = { 7014: { uuid: 7014, name: "召唤强化", icon: "Stat_UnitSummonIncrease_02", type: FieldSkillType.SummonCount, info: "召唤触发技能次数提升" }, 7015: { uuid: 7015, name: "死亡强化", icon: "Stat_PoisonChanceIncrease", type: FieldSkillType.DeadCount, info: "死亡触发技能次数提升" }, 7016: { uuid: 7016, name: "开场强化", icon: "Stat_AttackRangeIncrease_01", type: FieldSkillType.StartCount, info: "战斗开始触发技能次数提升" }, - 7017: { uuid: 7017, name: "结束强化", icon: "Stat_UnitSummonIncrease_01", type: FieldSkillType.EndCount, info: "战斗结束触发技能次数提升" }, 7018: { uuid: 7018, name: "攻击强化", icon: "Stat_Attack_03", type: FieldSkillType.AtkCount, info: "攻击触发技能次数提升" }, 7019: { uuid: 7019, name: "受击强化", icon: "Stat_Armor_01", type: FieldSkillType.BeAtkCount, info: "被攻击触发技能次数提升" }, 7020: { uuid: 7020, name: "穿透强化", icon: "Stat_Tripleshot", type: FieldSkillType.HeroPunctureDmg, info: "英雄穿透后伤害提升(百分点)" }, diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 6f124ed8..b20d15aa 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -164,7 +164,6 @@ export enum SkillTriggerType { Call = "call", // 召唤后触发 降临 Dead = "dead", // 死亡后触发 遗志 FStart = "fstart", // 战斗开始 先手 - FEnd = "fend", // 战斗结束 终战 Field = "field", // 驻场 光环 Atking = "atking", // 攻击后触发 追击 Atked = "atked", // 受击后触发 反击 @@ -175,7 +174,6 @@ export const SkillTriggerName = { [SkillTriggerType.Call]: "召唤", [SkillTriggerType.Dead]: "死亡后", [SkillTriggerType.FStart]: "回合开始", - [SkillTriggerType.FEnd]: "回合结束", [SkillTriggerType.Field]: "光环", [SkillTriggerType.Atking]: "攻击", [SkillTriggerType.Atked]: "受伤", @@ -186,7 +184,6 @@ export const SkillTriggerDesc = { [SkillTriggerType.Call]: "召唤时", [SkillTriggerType.Dead]: "死亡时", [SkillTriggerType.FStart]: "战斗开始时", - [SkillTriggerType.FEnd]: "战斗结束时", [SkillTriggerType.Field]: "光环", [SkillTriggerType.Atking]: "攻击n次", [SkillTriggerType.Atked]: "受伤n次", @@ -298,7 +295,6 @@ export interface heroInfo { [SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序) [SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置 [SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置 - [SkillTriggerType.FEnd]?: TriggerGrouped; // 战斗结束时释放的技能配置 [SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档) [SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数 [SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数 @@ -938,7 +934,7 @@ export const HeroComboList: number[] = [8001, 8002, 8003, 8004, 8005, 8006]; * - 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: 回合参数,用于估算 atked/fstart/fend/dead 触发次数 + * - WAVE_DURATION / HITS_PER_WAVE: 回合参数,用于估算 atked/fstart/dead 触发次数 * - DEFAULT_EVAL_SECONDS: calcHeroPower 默认使用的评估时间窗 */ export const HERO_POWER_WEIGHTS = { @@ -947,7 +943,6 @@ export const HERO_POWER_WEIGHTS = { 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, @@ -1071,7 +1066,6 @@ function getTriggerCount( case SkillTriggerType.Atked: return getHitCount(seconds) / t_num; case SkillTriggerType.FStart: - case SkillTriggerType.FEnd: return getWaveCount(seconds); case SkillTriggerType.Dead: return getWaveCount(seconds) * (1 + (resolveReviveByLv(hero.revive, FightSet.HERO_MAX_LV)?.r_num || 0)); @@ -1203,7 +1197,6 @@ export interface HeroPowerBreakdown { atking: number; atked: number; fstart: number; - fend: number; dead: number; field: number; revive: number; @@ -1218,7 +1211,7 @@ export interface HeroPowerDetailed { 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 */ +/** 计算普通触发类技能(atking/atked/fstart/dead)的详细价值 */ function calcTriggerPowerDetailed( triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[], hero: heroInfo, @@ -1252,9 +1245,6 @@ function calcTriggerPowerDetailed( case SkillTriggerType.FStart: weight = weights.W_fstart; break; - case SkillTriggerType.FEnd: - weight = weights.W_fend; - break; case SkillTriggerType.Dead: weight = weights.W_dead; break; @@ -1351,7 +1341,6 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco const atking = hero.atking ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atking, targetLv), hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const atked = hero.atked ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atked, targetLv), hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fstart = hero.fstart ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fstart, targetLv), hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; - const fend = hero.fend ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fend, targetLv), hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fieldEntries = resolveFieldByLv(hero.field, targetLv); const field = fieldEntries.length > 0 ? calcFieldPowerDetailed(fieldEntries, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] }; @@ -1362,7 +1351,7 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco reviveValue = hpEff * revive.upr * 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; + const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + dead.total + field.total + reviveValue; return { total, @@ -1372,12 +1361,11 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco 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], + triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...dead.items], fieldSkills: field.items, normalAttack, }; diff --git a/assets/script/game/common/config/几何王国技能复刻方案.md b/assets/script/game/common/config/几何王国技能复刻方案.md new file mode 100644 index 00000000..d79a2571 --- /dev/null +++ b/assets/script/game/common/config/几何王国技能复刻方案.md @@ -0,0 +1,361 @@ +# 几何王国技能复刻设计文档 + +> **目的**:基于《几何王国》热门英雄技能,分析哪些可以**零代码改动**或**最小改动**复刻到本系统(1 回合定生死机制)。 +> +> **前置约束**(已确认的设计原则): +> - 局内固定 lv=1,等级成长移交局外 +> - 单场战斗 30 秒 +> - card_lv 纯技能数量差异(1~5 个技能槽) +> - 技能触发极简(`t_num=1`),高频高数值 +> - 无相同能力英雄,无阵容限制 + +--- + +## 一、本系统可复用的"触发骨架" + +| 触发类型 | 枚举 | 语义 | 几何王国对应场景 | +|---|---|---|---| +| 战斗开始 | `SkillTriggerType.FStart` | 入场时触发 1 次 | 战吼、入场护盾 | +| 战斗结束 | `SkillTriggerType.FEnd` | 战斗胜利后触发 | (30s 短局意义弱) | +| 召唤入场 | `SkillTriggerType.Call` | 落地触发 1 次 | 登场技 | +| 死亡触发 | `SkillTriggerType.Dead` | 死亡时触发 1 次 | 亡语、遗志 | +| 攻击触发 | `SkillTriggerType.Atking` | 普攻 N 次触发 | 概率普攻特效(t_num 模拟概率) | +| 受击触发 | `SkillTriggerType.Atked` | 被击 N 次触发 | 受击反击、叠甲 | +| 驻场光环 | `SkillTriggerType.Field` | 存活期间全局生效 | 光环类(移速/攻击/回血) | +| 复活 | `SkillTriggerType.Revive` | 死亡后复活 | 凤凰涅槃、尸骸存活 | + +> **概率模拟技巧**:本系统无"概率触发"概念,用 `t_num` 计数模拟。 +> - `t_num=1`:每次普攻都触发(最高频) +> - `t_num=3`:≈33% 概率 +> - `t_num=4`:≈25% 概率(对应几何王国的"30% 概率") + +--- + +## 二、本系统可复用的"效果骨架" + +### 2.1 SkillKind(技能主效果) + +| 类型 | 字段 | 几何王国对应 | +|---|---|---| +| `SkillKind.Damage` | `ap` 百分比伤害 | 大招、战技伤害 | +| `SkillKind.Heal` | `ap` 治疗量 | 治疗、吸血 | +| `SkillKind.Shield` | `ap` 护盾层数(数值减免) | 暗光之盾、守护壁垒 | +| `SkillKind.Support` | `buff_type` + `timed_buff_id` | 属性强化、限时增益 | +| `SkillKind.Gold` | `gold` 金币数 | (本局不适用) | + +### 2.2 击杀特效字段 + +| 字段 | 含义 | 几何王国对应 | +|---|---|---| +| `crt` | 额外暴击率 | 致命一击 | +| `frz` | 额外冰冻概率 | 寒冰攻击 | +| `stun` | 额外击晕概率 | 眩晕 | +| `bck` | 击退距离增量 | 击退(雷霆一击、剑刃风暴) | +| `hit_count` | 命中目标数 | 多段攻击(乱棍、剑刃风暴) | +| `puncture_chance` | 穿透概率 | 穿透(暗器大师) | + +### 2.3 BuffList 已有 DoT / HoT / 控制 + +| Buff ID | 名称 | 类型 | 几何王国对应 | +|---|---|---|---| +| 7002 | 灼烧 | Debuff DoT(-10 伤害/0.5s,吃 30% 攻击加成) | 剧毒利刃、火系持续伤害 | +| 7003 | 冰冻 | Control(2s) | 冰冻 | +| 7004 | 击晕 | Control(2s) | 眩晕、沉默(替代) | +| 7010 | 再生 | Buff HoT(+10 治疗/0.5s) | 持续回血 | +| 7011 | 攻击爆发 | Buff(+50% 攻击 5s) | 大圣归来、剑圣 1 觉 | +| 7012 | 暴击爆发 | Buff(+30% 暴击 5s) | 暴击强化 | +| 7017 | 击晕爆发 | Buff(+30% 击晕 5s) | 群体眩晕强化 | +| 7111 | 战前强攻 | Buff(+30 攻击 5s) | 开场增益 | + +### 2.4 FieldSkillType 已有光环 + +| 类型 | 几何王国对应 | +|---|---| +| `HeroAtk` | 攻击光环(人鱼公主、邪恶光环) | +| `HeroCrit` / `HeroCritDamage` | 暴击光环 | +| `HeroSpeed` | 攻速光环 | +| `HeroHp` | 生命光环 | +| `HeroStun` / `HeroWindFury` / `HeroPuncture` | 特殊光环 | +| `WaveHeal` | 战后回血(30s 短局可改为局内 HoT) | + +--- + +## 三、可直接复刻(零代码改动) + +> 仅通过 `heroSet.ts` 配置 + 复用现有 SkillSet / BuffList 即可实现。 + +### 3.1 剧毒女王(Mage,复刻"深渊女王·剧毒利刃") + +**核心机制**:普攻触发灼烧 DoT,叠加毒伤害。 + +```typescript +[SkillTriggerType.Atking]: { + // 每次普攻上灼烧 DoT(已存在 BuffList 7002) + 6101: [{ lv: 1, t_num: 1, overrides: { timed_buff_id: 7002, buff_duration: 5 } }], +}, +``` + +**复刻自**:深渊女王·剧毒利刃(普攻 30% 概率 200% 法伤 + 减益)。 +**适配调整**:30s 战斗节奏快,`t_num=1` 100% 触发,但单层 DoT 数值调低以平衡。 + +--- + +### 3.2 猴王·乱棍(Assassin,复刻"至尊宝·大圣归来") + +**核心机制**:普攻触发多段伤害+击晕。 + +```typescript +[SkillTriggerType.Atking]: { + // 每次普攻触发 4 段 30% 伤害 + 高击晕 + 6006: [{ lv: 1, t_num: 1, overrides: { ap: 30, hit_count: 4, stun: 30 } }], +}, +``` + +**复刻自**:至尊宝·大圣归来(乱棍 4 次 ×30% 物伤 + 眩晕)。 +**适配调整**:去除"召唤虚影+攻击+25%"(与本系统能量体系冲突),保留多段+击晕核心。 + +--- + +### 3.3 剑圣·疾风(Warrior,复刻"剑圣·剑刃风暴+吸血面罩") + +**核心机制**:高伤范围 + 击退 + 普攻吸血。 + +```typescript +[SkillTriggerType.Atking]: { + // 普攻触发 360% 范围伤害 + 击退 + 6201: [{ lv: 1, t_num: 1, overrides: { ap: 150, bck: 30 } }], + // 普攻吸血 35% + 6302: [{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Self, ap: 35 } }], +}, +``` + +**复刻自**:剑圣·剑刃风暴(360% 物伤 + 击退) + 吸血面罩(普攻 35% 吸血)。 +**适配调整**:`t_num=1` 高频触发,单场 30s 内吸血量需调平衡。 + +--- + +### 3.4 壁垒贤者(Support,复刻"哀木涕·守护壁垒") + +**核心机制**:开场全队护盾 + 驻场生命光环。 + +```typescript +[SkillTriggerType.FStart]: { + // 开场全队护盾(数值减免型) + 6301: [{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }], +}, +[SkillTriggerType.Field]: [ + // 驻场生命光环 + { lv: 1, s_uuid: 7007, value: 15 }, // +15% 最大生命 +], +``` + +**复刻自**:哀木涕·守护壁垒(开场 10% 最大生命护盾 + 防御光环)。 +**适配调整**:本系统护盾是"数值减免"非"层数",ap 字段意义不同,需重新校准数值。 + +--- + +### 3.5 凤凰祭司(Warrior,复刻"死亡守护 + 复活") + +**核心机制**:死亡时为最低血友军回血 + 自身可复活。 + +```typescript +[SkillTriggerType.Dead]: { + // 死亡守护:死亡时为最低血友军回血 + 6302: [{ lv: 1, t_num: 1, overrides: { ap: 50 } }], +}, +[SkillTriggerType.Revive]: [ + // 复活:死亡后 1 次 50% 血复活 + { lv: 1, s_uuid: 6501, r_num: 1, upr: 50 }, +], +``` + +**复刻自**:通用觉醒·死亡守护(10% 最大生命回血) + 黑暗骑士 3 觉(尸骸存活)。 +**适配调整**:30s 战斗中复活价值高,`r_num=1` 限定 1 次。 + +--- + +### 3.6 暗影骑士(Tank,复刻"黑暗骑士·死亡缠绕") + +**核心机制**:普攻治疗血少友军 + 受击反击自盾。 + +```typescript +[SkillTriggerType.Atking]: { + // 普攻触发治疗(自动选血量最低友方,引擎已支持) + 6302: [{ lv: 1, t_num: 1, overrides: { ap: 220 } }], +}, +[SkillTriggerType.Atked]: { + // 受击触发自身护盾 + 6301: [{ lv: 1, t_num: 1, overrides: { TGroup: TGroup.Self, ap: 3 } }], +}, +``` + +**复刻自**:黑暗骑士·死亡缠绕(普攻 25% 概率 220% 真伤/治疗友方)。 +**适配调整**:本系统暂无"真伤",用高治疗量替代。 + +--- + +### 3.7 风暴歌者(Mage,复刻"深渊女王·超声波") + +**核心机制**:范围伤害 + 群体击退。 + +```typescript +[SkillTriggerType.Atking]: { + // 范围伤害 + 群体击退 + 6201: [{ lv: 1, t_num: 1, overrides: { ap: 200, bck: 50, hit_count: 6 } }], +}, +``` + +**复刻自**:深渊女王·超声波(伤害 + 击退控制)。 +**适配调整**:`bck` 字段直接对应击退距离增量,无需新增机制。 + +--- + +### 3.8 战吼先锋(Warrior,复刻"光明骑士·光明守护") + +**核心机制**:开场全队增益 + 持续回血。 + +```typescript +[SkillTriggerType.FStart]: { + // 开场全队攻击强化 + 6401: [{ lv: 1, t_num: 1, overrides: { ap: 30 } }], + // 开场全队持续回血 + 6502: [{ lv: 1, t_num: 1, overrides: { timed_buff_id: 7010, buff_duration: 10 } }], +}, +``` + +**复刻自**:光明骑士·光明守护(清异常 + 加防 + 持续治疗)。 +**适配调整**:本系统无"解控"概念,30s 战斗也不需要,改为纯增益 + HoT。 + +--- + +## 四、需要小幅扩展即可复刻 + +### 4.1 反伤罗刹(Tank,复刻"剑豪·罗生门") + +**缺失机制**:本系统无"反伤"属性。 + +**扩展方案**: +1. `HeroAttrs.ts` 的 `Attrs` 枚举新增 `thorns = "thorns"`(反伤数值) +2. `HeroAttrsComp.ts` 新增字段 `thorns: number = 0` +3. 战斗结算时,受击方对攻击者造成 `thorns` 点固定伤害 +4. `SkillConfig` 新增 `thorns?: number` 用于 Support 技能附加反伤 buff + +**复刻配置**: +```typescript +[SkillTriggerType.Atked]: { + // 受击触发护盾 + 反伤 buff(5s 内反伤 30 点) + 6301: [{ lv: 1, t_num: 1, overrides: { ap: 5 } }], + 6401: [{ lv: 1, t_num: 1, overrides: { buff_type: Attrs.thorns, timed_buff_id: 7030 } }], +}, +``` + +--- + +### 4.2 真伤刺客(Assassin,复刻"玉面狐妖·真伤") + +**缺失机制**:本系统伤害公式只支持 `ap × 系数`,无"按目标最大生命百分比伤害"。 + +**扩展方案**: +1. `SkillConfig` 新增 `target_hp_pct?: number`(按目标最大生命百分比扣血) +2. 伤害结算时,若技能含此字段,额外造成 `target.hp_max × target_hp_pct / 100` 伤害 + +**复刻配置**: +```typescript +[SkillTriggerType.Atking]: { + // 普攻附带 3% 目标最大生命真伤 + 6001: [{ lv: 1, t_num: 1, overrides: { ap: 100, /* 需新增 target_hp_pct: 3 */ } }], +}, +``` + +--- + +### 4.3 重伤诅咒(Mage,复刻"巫妖王·重伤") + +**缺失机制**:本系统无"降低治疗效果"属性。 + +**扩展方案**: +1. `Attrs` 新增 `heal_reduce = "heal_reduce"`(百分比降低受治疗) +2. 治疗结算时,实际治疗量 = 原治疗量 × (1 - heal_reduce/100) + +**复刻配置**: +```typescript +[SkillTriggerType.Atking]: { + // 普攻附带重伤 debuff(敌方受治疗 -50%) + 6101: [{ lv: 1, t_num: 1, overrides: { /* 需新增 heal_reduce 机制 */ } }], +}, +``` + +--- + +## 五、不建议复刻 + +| 类型 | 代表技能 | 原因 | +|---|---|---| +| **能量/大招系统** | 所有英雄的"大招" | 本系统无能量条,技能全靠触发器,无法承载"释放大招"概念 | +| **解控** | 光明洗礼、暗黑盾解控 | 30s 战斗节奏快,控制时间仅 2~3s,解控价值极低 | +| **多段位移/分身** | 炼狱鬼斩、大圣虚影 | 视觉表现层复杂,ECS 弹道模型难承载"幻影穿梭" | +| **沉默 / 减能** | 潮壮壮、海拉 | 本系统无主动技能,沉默无目标可作用 | +| **长期叠层** | 剑圣 1 觉(30% 防御转攻击,永久) | 30s 战斗内永久叠层易失衡 | +| **按当前生命%伤害** | 女王尖啸(18% 当前生命) | 与"按最大生命%"相比,30s 短局内波动过大,难平衡 | +| **击退抗性 / 减速抗性** | 剑豪红武、酒仙 | 本系统已有 `knockback_res`,但减速概念不存在 | + +--- + +## 六、复刻优先级矩阵 + +| 优先级 | 英雄 | 复刻难度 | 设计价值 | +|---|---|---|---| +| **P0(必做)** | 剧毒女王 | ✅ 零代码 | 引入 DoT 体系,丰富伤害维度 | +| **P0** | 猴王·乱棍 | ✅ 零代码 | 多段伤害+击晕,近战核心 | +| **P0** | 剑圣·疾风 | ✅ 零代码 | 范围+击退+吸血,全能战士 | +| **P1(推荐)** | 壁垒贤者 | ✅ 零代码 | 团队防御核心 | +| **P1** | 凤凰祭司 | ✅ 零代码 | 复活机制已有,强化死亡触发 | +| **P1** | 暗影骑士 | ✅ 零代码 | 治疗型坦克,差异化定位 | +| **P2(可选)** | 风暴歌者 | ✅ 零代码 | 范围控制,与剧毒女王互补 | +| **P2** | 战吼先锋 | ✅ 零代码 | 开场增益,节奏型辅助 | +| **P3(扩展后做)** | 反伤罗刹 | ⚙️ 需新增 thorns | 反伤 META,针对高攻速敌人 | +| **P3** | 真伤刺客 | ⚙️ 需新增 target_hp_pct | 针对高血量 Boss | +| **P3** | 重伤诅咒 | ⚙️ 需新增 heal_reduce | 针对治疗队 | + +--- + +## 七、新增机制工作量评估 + +| 机制 | 改动文件 | 改动量 | 风险 | +|---|---|---|---| +| **反伤 thorns** | HeroAttrs.ts + HeroAttrsComp.ts + 战斗结算 | ~50 行 | 低(独立属性) | +| **按最大生命%伤害** | SkillSet.ts + 伤害结算 | ~30 行 | 低(额外乘区) | +| **减疗 heal_reduce** | HeroAttrs.ts + HeroAttrsComp.ts + 治疗结算 | ~40 行 | 低(独立乘区) | +| **敌方 Support 技能** | SCastSystem.ts | ~20 行 | 中(需测试目标选择) | + +--- + +## 八、与原"20 回合制"的兼容性 + +本设计文档基于 **1 回合定生死** 机制,所有数值均按 **30 秒战斗窗口** 校准: + +- `t_num=1` 触发:30s 内普攻 30~50 次,技能触发 30~50 次 +- DoT/HoT 持续 5s:覆盖 1/6 战斗时长,效果显著但不至于"挂上就赢" +- 复活 `r_num=1`:单场战斗最多 1 次,价值极高但可控 +- 驻场光环 `value=15%`:30s 内持续生效,等价于"永久"(单场) + +若未来回归多回合制,需重新校准: +- `t_num` 提高到 2~4(降低触发频率) +- DoT/HoT 持续时间延长至 10~15s +- 复活次数可放开到 2~3 次 + +--- + +## 九、下一步行动 + +1. **确认 P0 英雄清单**:是否按本方案复刻 8 个英雄? +2. **数值校准**:是否需要先用 `calcHeroPower` 公式推导每个英雄的目标强度锚点? +3. **新增机制决策**:是否在第 1 阶段引入反伤/真伤/减疗?还是先纯配置复刻? +4. **编写 heroSet.ts 配置**:确认后我可以直接输出可粘贴的 TypeScript 配置代码。 + +--- + +**文档版本**:v1.0 +**创建日期**:2026-08-14 +**作者**:AI Assistant +**关联文档**:[heroSet.ts](./heroSet.ts) / [SkillSet.ts](./SkillSet.ts) / [BuffSet.ts](./BuffSet.ts) / [几何王国英雄技能汇总.md](./几何王国英雄技能汇总.md) diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 943446ca..61ef9c6e 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -133,7 +133,6 @@ export class Hero extends ecs.Entity { model.call = hero.call; model.dead = hero.dead; model.fstart = hero.fstart; - model.fend = hero.fend; model.atking = hero.atking; model.atked = hero.atked; model.field = hero.field; @@ -172,7 +171,6 @@ export class Hero extends ecs.Entity { model.runtime_call = resolveTriggerByLv(model.call, hero_lv); model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv); - model.runtime_fend = resolveTriggerByLv(model.fend, hero_lv); model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv); model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv); model.runtime_field = resolveFieldByLv(model.field, hero_lv); diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 60abe863..1a65bfad 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -47,7 +47,6 @@ export class HeroAttrsComp extends ecs.Comp { [SkillTriggerType.Call]?: TriggerGrouped; [SkillTriggerType.Dead]?: TriggerGrouped; [SkillTriggerType.FStart]?: TriggerGrouped; - [SkillTriggerType.FEnd]?: TriggerGrouped; [SkillTriggerType.Atking]?: TriggerGrouped; [SkillTriggerType.Atked]?: TriggerGrouped; /** 驻场光环(按 lv 解锁,存活期间全局生效) */ @@ -68,8 +67,6 @@ export class HeroAttrsComp extends ecs.Comp { runtime_dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; /** 当前等级下生效的战前触发条目 */ runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; - /** 当前等级下生效的战后触发条目 */ - runtime_fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; /** 当前等级下生效的驻场光环词条列表 */ runtime_field?: FieldEntry[]; /** 当前等级下生效的复活配置 */ @@ -580,7 +577,6 @@ export class HeroAttrsComp extends ecs.Comp { this.call = undefined; this.dead = undefined; this.fstart = undefined; - this.fend = undefined; this.atking = undefined; this.atked = undefined; this.field = undefined; @@ -592,7 +588,6 @@ export class HeroAttrsComp extends ecs.Comp { this.runtime_call = undefined; this.runtime_dead = undefined; this.runtime_fstart = undefined; - this.runtime_fend = undefined; this.runtime_field = undefined; this.runtime_revive = undefined; this.critical = 0; diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index 80eb684b..2e8213b1 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -186,7 +186,6 @@ export class Monster extends ecs.Entity { model.call = hero.call; model.dead = hero.dead; model.fstart = hero.fstart; - model.fend = hero.fend; model.atking = hero.atking; model.atked = hero.atked; model.revive = hero.revive; @@ -225,7 +224,6 @@ export class Monster extends ecs.Entity { if (testSkills.atked !== undefined) model.atked = testSkills.atked; if (testSkills.dead !== undefined) model.dead = testSkills.dead; if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart; - if (testSkills.fend !== undefined) model.fend = testSkills.fend; if (testSkills.call !== undefined) model.call = testSkills.call; if (testSkills.revive !== undefined) model.revive = testSkills.revive; } @@ -234,7 +232,6 @@ export class Monster extends ecs.Entity { model.runtime_call = resolveTriggerByLv(model.call, mon_lv); model.runtime_dead = resolveTriggerByLv(model.dead, mon_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, mon_lv); - model.runtime_fend = resolveTriggerByLv(model.fend, mon_lv); model.runtime_atking = resolveTriggerByLv(model.atking, mon_lv); model.runtime_atked = resolveTriggerByLv(model.atked, mon_lv); model.runtime_revive = resolveReviveByLv(model.revive, mon_lv); diff --git a/assets/script/game/hero/SkillTriggerHelper.ts b/assets/script/game/hero/SkillTriggerHelper.ts index 77a0c165..c252735c 100644 --- a/assets/script/game/hero/SkillTriggerHelper.ts +++ b/assets/script/game/hero/SkillTriggerHelper.ts @@ -44,9 +44,6 @@ export class SkillTriggerHelper { case SkillTriggerType.FStart: this.handleArrayTrigger(model.runtime_fstart, model, view, type); break; - case SkillTriggerType.FEnd: - this.handleArrayTrigger(model.runtime_fend, model, view, type); - break; case SkillTriggerType.Atking: this.handleAtking(model, view); break; @@ -142,7 +139,7 @@ export class SkillTriggerHelper { } /** - * 通用的数组型触发器处理(适用于 FStart / FEnd 等无需额外判定的简单列表触发) + * 通用的数组型触发器处理(适用于 FStart 等无需额外判定的简单列表触发) */ private static handleArrayTrigger(configs: { s_uuid: number, t_num: number, overrides?: SkillOverrides }[] | undefined, model: HeroAttrsComp, view: HeroViewComp, type: SkillTriggerType) { if (!configs || configs.length === 0) return; diff --git a/assets/script/game/map/CHeroComp.ts b/assets/script/game/map/CHeroComp.ts index 0c2df925..24d91e6d 100644 --- a/assets/script/game/map/CHeroComp.ts +++ b/assets/script/game/map/CHeroComp.ts @@ -478,7 +478,6 @@ export class CHeroComp extends CCComp { call: hero.call, dead: hero.dead, fstart: hero.fstart, - fend: hero.fend, atking: hero.atking, atked: hero.atked, field: hero.field, diff --git a/assets/script/game/map/EquipBoxComp.ts b/assets/script/game/map/EquipBoxComp.ts index ebcb450f..016234a9 100644 --- a/assets/script/game/map/EquipBoxComp.ts +++ b/assets/script/game/map/EquipBoxComp.ts @@ -13,7 +13,6 @@ * - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每回合次数) * - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理) * - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限 - * - FightEnd (5):监听 FightEnd 事件(每回合结束派发),按 trigger_limit 全局累计上限 * - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发) * - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活) * @@ -145,7 +144,6 @@ export class EquipBoxComp extends CCComp { oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this); oops.message.off(GameEvent.FightStart, this.onFightStart, this); oops.message.off(GameEvent.FightStart, this.onEventTrigger, this); - oops.message.off(GameEvent.FightEnd, this.onEventTrigger, this); oops.message.off(GameEvent.HeroDead, this.onEventTrigger, this); oops.message.off(GameEvent.MasterCalled, this.onEventTrigger, this); oops.message.off(GameEvent.ReviveSuccess, this.onEventTrigger, this); @@ -287,7 +285,6 @@ export class EquipBoxComp extends CCComp { * - Interval: 监听 FightStart,进入战斗后由 update 帧驱动计时 * - Field: 不主动施法(实际生效由 FieldSkillSet 处理) * - FightStart: 监听 FightStart 事件 - * - FightEnd: 监听 FightEnd 事件 * - HeroDead: 监听 HeroDead 事件(已在派发处做阵营过滤) * - HeroCall: 监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活) * @@ -313,10 +310,6 @@ export class EquipBoxComp extends CCComp { oops.message.on(GameEvent.FightStart, this.onEventTrigger, this); break; - case CardTriggerType.FightEnd: - oops.message.on(GameEvent.FightEnd, this.onEventTrigger, this); - break; - case CardTriggerType.HeroDead: oops.message.on(GameEvent.HeroDead, this.onEventTrigger, this); break; @@ -338,7 +331,7 @@ export class EquipBoxComp extends CCComp { * 事件型触发的统一入口: * - Instant 类型:按 trigger_times 上限判定,复用 current_trigger_times 跟踪 * (保持与原 is_instant 行为一致,且 NewWave 中也用 current_trigger_times) - * - 事件型(FightStart/FightEnd/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪 + * - 事件型(FightStart/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪 * * 注意:本方法不读取事件 payload,仅作触发信号使用(避免 MasterCalled 不同 payload 字段引发的兼容问题)。 */ @@ -445,7 +438,6 @@ export class EquipBoxComp extends CCComp { const showRemainCount = this.trigger_type === CardTriggerType.Interval || this.trigger_type === CardTriggerType.FightStart || - this.trigger_type === CardTriggerType.FightEnd || this.trigger_type === CardTriggerType.HeroDead || this.trigger_type === CardTriggerType.HeroCall; @@ -454,7 +446,6 @@ export class EquipBoxComp extends CCComp { // 事件型按 trigger_limit;Interval 按 t_times const isEvent = this.trigger_type === CardTriggerType.FightStart || - this.trigger_type === CardTriggerType.FightEnd || this.trigger_type === CardTriggerType.HeroDead || this.trigger_type === CardTriggerType.HeroCall; const used = isEvent ? this.trigger_count : this.current_trigger_times; @@ -514,7 +505,7 @@ export class EquipBoxComp extends CCComp { * 处理维持回合逻辑:递减剩余回合,或者重置触发次数。 * * 各类型在新一回合的行为: - * - Instant/Interval/FightStart/FightEnd:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数 + * - Instant/Interval/FightStart:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数 * - Field:被动生效,跟随 keep_waves 决定存活 * - HeroDead/HeroCall:跨回合触发的事件型,trigger_count(全局)不重置,仅 keep_waves 控制存活 */ diff --git a/assets/script/game/map/HeroBoxComp.ts b/assets/script/game/map/HeroBoxComp.ts index 824623d7..6646e597 100644 --- a/assets/script/game/map/HeroBoxComp.ts +++ b/assets/script/game/map/HeroBoxComp.ts @@ -217,7 +217,6 @@ export class HeroBoxComp extends CCComp { call: hero.call, dead: hero.dead, fstart: hero.fstart, - fend: hero.fend, atking: hero.atking, atked: hero.atked, field: hero.field, diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts index e4db135f..f6e84048 100644 --- a/assets/script/game/map/MissionCardComp.ts +++ b/assets/script/game/map/MissionCardComp.ts @@ -2264,7 +2264,6 @@ export class MissionCardComp extends CCComp { model.runtime_call = resolveTriggerByLv(model.call, nextLv); model.runtime_dead = resolveTriggerByLv(model.dead, nextLv); model.runtime_fstart = resolveTriggerByLv(model.fstart, nextLv); - model.runtime_fend = resolveTriggerByLv(model.fend, nextLv); model.runtime_atking = resolveTriggerByLv(model.atking, nextLv); model.runtime_atked = resolveTriggerByLv(model.atked, nextLv); model.runtime_field = resolveFieldByLv(model.field, nextLv); diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index ae7edad2..5a6f67a6 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -225,7 +225,7 @@ export class MissionComp extends CCComp { protected update(dt: number): void { if (!smc.mission.play) return - // 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要播放完 fend 技能动画并自动流转),才真正停止 update 逻辑 + // 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要自动流转),才真正停止 update 逻辑 if (smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return // 回合间倒计时:PrepareStart 复用为倒计时阶段,5 秒后自动进入下一回合 @@ -515,7 +515,7 @@ export class MissionComp extends CCComp { case MissionPhase.BattleStart: // 触发战斗开始技能(fstart) - this.triggerHeroBattleSkills(true); + this.triggerHeroBattleSkills(); // Boss 预警:Boss 同步场立即登场(eta=0) if (this.isBossWave) { oops.message.dispatchEvent(GameEvent.BossWarning, { @@ -576,14 +576,9 @@ export class MissionComp extends CCComp { smc.vmdata.scores.passed_wave_20 = true; } - // 触发战斗结束技能(fend) - this.triggerHeroBattleSkills(false); - // 战斗结束阶段,按 FightSet.WAVE_HEAL_RATE 恢复所有英雄血量 this.healAllHeroes(); - // 【新增】派发每回合战斗结束事件,供卡牌技能监听(区别于整局结束的 MissionEnd) - oops.message.dispatchEvent(GameEvent.FightEnd); break; case MissionPhase.Settle: @@ -669,32 +664,26 @@ export class MissionComp extends CCComp { * - 标记非战斗 * - 暂停刷怪 * - 显示开始按钮 - * - 触发英雄战斗结束技能 */ private enterPreparePhase() { this.changePhase(MissionPhase.PrepareStart); } /** - * 触发英雄的战斗开始/结束技能 - * @param isStart 是否为战斗开始 + * 触发英雄的战斗开始技能 */ - private triggerHeroBattleSkills(isStart: boolean) { + private triggerHeroBattleSkills() { let triggerCount = 1; - if (isStart) { - triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.StartCount); - } else { - triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.EndCount); - } + triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.StartCount); triggerCount = Math.max(1, Math.floor(triggerCount)); ecs.query(this.heroAttrsMatcher).forEach(entity => { const attrs = entity.get(HeroAttrsComp); const view = entity.get(HeroViewComp); if (!attrs || !view || attrs.is_dead || attrs.fac !== FacSet.HERO) return; - // 触发战斗开始/结束技能 + // 触发战斗开始技能 for (let i = 0; i < triggerCount; i++) { - SkillTriggerHelper.trigger(isStart ? SkillTriggerType.FStart : SkillTriggerType.FEnd, attrs, view); + SkillTriggerHelper.trigger(SkillTriggerType.FStart, attrs, view); } }); } @@ -755,8 +744,7 @@ export class MissionComp extends CCComp { open_Victory(e: any, is_hero_dead: boolean = false) { // 战斗失败或胜利,标记暂停状态以切断回合流转逻辑 smc.mission.pause = true; - // 直接切入 BattleEnd,触发 fend 表现 - // 倒计时逻辑已在 update 中由 PhaseTime 接管,2s 后将触发 autoNextPhase 弹窗结算 + // 直接切入 BattleEnd,2s 后由 autoNextPhase 自动流转弹窗结算 this.changePhase(MissionPhase.BattleEnd); } @@ -859,7 +847,7 @@ export class MissionComp extends CCComp { this.isBossWave = true; // 单场 Boss 战,恒为 Boss 战(超时阈值/预警走 Boss 档) if (wave > 1) { - // 在新一回合到来时,先进入 BattleEnd,触发上一回合的战斗结束技能 (fend),2秒后自动进入下一回合的准备阶段 + // 在新一回合到来时,先进入 BattleEnd,2秒后自动进入下一回合的准备阶段 this.changePhase(MissionPhase.BattleEnd); } else { // 第1回合不需要结束上一回合,延迟一点播放提示,避免被开始游戏的loading遮挡 diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index c266293e..a7884f65 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -171,7 +171,7 @@ export function pickBossCombo(): BossComboConfig | null { /** * 怪物技能套装(一套完整的触发技能配置) - * 覆盖触发时机:call / atking / atked / dead / fstart / fend / revive + * 覆盖触发时机:call / atking / atked / dead / fstart / revive */ export interface MonSkillSet { id: string; @@ -188,8 +188,6 @@ export interface MonSkillSet { dead?: TriggerGrouped; /** 战斗开始触发 */ fstart?: TriggerGrouped; - /** 战斗结束触发 */ - fend?: TriggerGrouped; /** 复活 */ revive?: LvReviveEntry[]; /** 在技能池中的抽取权重 */ @@ -343,7 +341,6 @@ export interface GeneratedMonster { atked?: TriggerGrouped; dead?: TriggerGrouped; fstart?: TriggerGrouped; - fend?: TriggerGrouped; revive?: LvReviveEntry[]; }; } @@ -363,7 +360,6 @@ export const TestModeConfig = { atked: undefined as TriggerGrouped | undefined, dead: undefined as TriggerGrouped | undefined, fstart: undefined as TriggerGrouped | undefined, - fend: undefined as TriggerGrouped | undefined, }; // ======================== 8. 生成引擎 ======================== @@ -452,7 +448,6 @@ export class RogueSpawningEngine { atked: TestModeConfig.atked, dead: TestModeConfig.dead, fstart: TestModeConfig.fstart, - fend: TestModeConfig.fend, }, }); } @@ -519,7 +514,6 @@ export class RogueSpawningEngine { atked: picked.atked, dead: picked.dead, fstart: picked.fstart, - fend: picked.fend, revive: picked.revive, }; } diff --git a/assets/script/game/map/SkillBoxComp.ts b/assets/script/game/map/SkillBoxComp.ts index c65baa40..38bc8b03 100644 --- a/assets/script/game/map/SkillBoxComp.ts +++ b/assets/script/game/map/SkillBoxComp.ts @@ -13,7 +13,6 @@ * - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每回合次数) * - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理) * - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限 - * - FightEnd (5):监听 FightEnd 事件(每回合结束派发),按 trigger_limit 全局累计上限 * - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发) * - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活) * @@ -145,7 +144,6 @@ export class SkillBoxComp extends CCComp { oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this); oops.message.off(GameEvent.FightStart, this.onFightStart, this); oops.message.off(GameEvent.FightStart, this.onEventTrigger, this); - oops.message.off(GameEvent.FightEnd, this.onEventTrigger, this); oops.message.off(GameEvent.HeroDead, this.onEventTrigger, this); oops.message.off(GameEvent.MasterCalled, this.onEventTrigger, this); oops.message.off(GameEvent.ReviveSuccess, this.onEventTrigger, this); @@ -289,7 +287,6 @@ export class SkillBoxComp extends CCComp { * - Interval: 监听 FightStart,进入战斗后由 update 帧驱动计时 * - Field: 不主动施法(实际生效由 FieldSkillSet 处理) * - FightStart: 监听 FightStart 事件 - * - FightEnd: 监听 FightEnd 事件 * - HeroDead: 监听 HeroDead 事件(已在派发处做阵营过滤) * - HeroCall: 监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活) * @@ -320,10 +317,6 @@ export class SkillBoxComp extends CCComp { oops.message.on(GameEvent.FightStart, this.onEventTrigger, this); break; - case CardTriggerType.FightEnd: - oops.message.on(GameEvent.FightEnd, this.onEventTrigger, this); - break; - case CardTriggerType.HeroDead: oops.message.on(GameEvent.HeroDead, this.onEventTrigger, this); break; @@ -345,7 +338,7 @@ export class SkillBoxComp extends CCComp { * 事件型触发的统一入口: * - Instant 类型:按 trigger_times 上限判定,复用 current_trigger_times 跟踪 * (保持与原 is_instant 行为一致,且 NewWave 中也用 current_trigger_times) - * - 事件型(FightStart/FightEnd/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪 + * - 事件型(FightStart/HeroDead/HeroCall):按 trigger_limit 上限判定,使用 trigger_count 跟踪 * * 注意:本方法不读取事件 payload,仅作触发信号使用(避免 MasterCalled 不同 payload 字段引发的兼容问题)。 */ @@ -441,7 +434,6 @@ export class SkillBoxComp extends CCComp { const showRemainCount = this.trigger_type === CardTriggerType.Interval || this.trigger_type === CardTriggerType.FightStart || - this.trigger_type === CardTriggerType.FightEnd || this.trigger_type === CardTriggerType.HeroDead || this.trigger_type === CardTriggerType.HeroCall; @@ -450,7 +442,6 @@ export class SkillBoxComp extends CCComp { // 事件型按 trigger_limit;Interval 按 t_times const isEvent = this.trigger_type === CardTriggerType.FightStart || - this.trigger_type === CardTriggerType.FightEnd || this.trigger_type === CardTriggerType.HeroDead || this.trigger_type === CardTriggerType.HeroCall; const used = isEvent ? this.trigger_count : this.current_trigger_times; @@ -520,7 +511,7 @@ export class SkillBoxComp extends CCComp { * 处理维持回合逻辑:递减剩余回合,或者重置触发次数。 * * 各类型在新一回合的行为: - * - Instant/Interval/FightStart/FightEnd:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数 + * - Instant/Interval/FightStart:按 keep_waves 决定维持/销毁,并在新一回合开始时重置本地计数 * - Field:被动生效,跟随 keep_waves 决定存活 * - HeroDead/HeroCall:跨回合触发的事件型,trigger_count(全局)不重置,仅 keep_waves 控制存活 */ diff --git a/assets/script/game/skill/TooltipCom.ts b/assets/script/game/skill/TooltipCom.ts index 5bdbba61..3b2db435 100644 --- a/assets/script/game/skill/TooltipCom.ts +++ b/assets/script/game/skill/TooltipCom.ts @@ -19,8 +19,6 @@ export class TooltipCom extends CCComp { @property(Node) fstart_bg: Node = null; @property(Node) - fend_bg: Node = null; - @property(Node) dead_bg: Node = null; @property(Node) revive_bg: Node = null; @@ -176,7 +174,6 @@ export class TooltipCom extends CCComp { this.atking_bg && (this.atking_bg.active = false); this.atked_bg && (this.atked_bg.active = false); this.fstart_bg && (this.fstart_bg.active = false); - this.fend_bg && (this.fend_bg.active = false); this.dead_bg && (this.dead_bg.active = false); this.revive_bg && (this.revive_bg.active = false); @@ -186,7 +183,6 @@ export class TooltipCom extends CCComp { [SkillTriggerType.Atking]: this.atking_bg, [SkillTriggerType.Atked]: this.atked_bg, [SkillTriggerType.FStart]: this.fstart_bg, - [SkillTriggerType.FEnd]: this.fend_bg, [SkillTriggerType.Dead]: this.dead_bg, [SkillTriggerType.Revive]: this.revive_bg, };