feat: 新增天赋系统,实现局外天赋养成与战斗属性加成
- 新增天赋配置表与相关枚举、数据结构 - 新增全局单例的天赋数据管理接口,支持升级、重置、点数管理 - 新增天赋属性加成结算逻辑,支持全局天赋与职业专精天赋 - 新增治疗强化、buff强化属性与对应天赋支持 - 新增天赋更新事件,同步UI与战斗数据 - 在英雄加载、升级流程中接入天赋加成计算
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assets/script/game/common/config/TalentSet.ts
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269
assets/script/game/common/config/TalentSet.ts
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import { Attrs } from "./HeroAttrs";
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import { HRole } from "./heroSet";
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/**
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* 天赋系统配置(局外成长:升级即激活,战斗中对英雄属性常驻加成)。
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*
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* 双层结构:
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* - 基础天赋:全局生效,对所有英雄叠加;
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* - 专精天赋:按 HRole 职业过滤,仅对匹配职业的英雄生效,且要求前置天赋达到指定等级。
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*
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* 结算口径(与项目 buff 规范一致):
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* - percent 模式:按英雄基础值(base_ap/base_hp/hero.def)相对放大;
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* - flat 模式:概率/抗性类按百分点累加,defense 按固定点数累加。
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*/
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/** 天赋数值模式:percent=按基础值百分比放大;flat=固定值/百分点累加 */
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export enum TalentValueMode {
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Percent = 0,
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Flat = 1,
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}
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/** 单条属性加成词条 */
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export interface TalentAttrBonus {
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/** 目标属性(Attrs 枚举键) */
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attr: Attrs;
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/** 数值模式 */
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mode: TalentValueMode;
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/** 每级数值(percent 模式为百分比;flat 模式为百分点/固定值) */
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per_lv: number;
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}
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/** 天赋配置 */
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export interface TalentConfig {
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/** 天赋 uuid(段位见 TalentSet 注释) */
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uuid: number;
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/** 天赋名称 */
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name: string;
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/** 描述(UI 展示) */
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info: string;
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/** 属性加成词条列表(每级叠加) */
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bonuses: TalentAttrBonus[];
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/** 最大等级 */
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max_lv: number;
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/** 专精天赋:仅对该职业英雄生效;基础天赋省略此字段 */
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role?: HRole;
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/** 专精天赋:前置要求(前置天赋 uuid + 所需等级),全部满足才生效 */
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requires?: { uuid: number; lv: number }[];
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}
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/** 单条已解析的加成(等级已乘算) */
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export interface TalentResolvedBonus {
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attr: Attrs;
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mode: TalentValueMode;
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/** 总值 = per_lv × 天赋等级 */
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value: number;
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}
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/**
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* 天赋加成作用目标的最小结构接口(TS 结构化类型,HeroAttrsComp 天然满足)。
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* Why: 用结构化接口替代直接 import HeroAttrsComp,避免 config → hero → SingletonModuleComp → config 的循环依赖。
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*/
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export interface ITalentTarget {
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ap: number;
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hp: number;
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hp_max: number;
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defense: number;
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/** 基础攻击快照(percent 模式的基数) */
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base_ap: number;
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/** 基础血量快照(percent 模式的基数) */
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base_hp: number;
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/** 防御基础值(percent 模式的基数,等于 hero.def) */
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[key: string]: any;
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}
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/**
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* 天赋配置表。
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* uuid 段位:9001-9099 基础天赋(全局);9101-9199 专精天赋(按职业过滤)。
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*/
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export const TalentSet: Record<number, TalentConfig> = {
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// ==================== 基础天赋(9001-9099,全局生效) ====================
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9001: {
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uuid: 9001, name: "攻击强化", info: "所有英雄攻击 +{value}%",
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bonuses: [{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 3 }],
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max_lv: 5,
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},
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9002: {
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uuid: 9002, name: "生命强化", info: "所有英雄生命 +{value}%",
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bonuses: [{ attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 5 }],
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max_lv: 5,
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},
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9003: {
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uuid: 9003, name: "防御强化", info: "所有英雄防御 +{value} 点",
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bonuses: [{ attr: Attrs.defense, mode: TalentValueMode.Flat, per_lv: 8 }],
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max_lv: 5,
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},
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9004: {
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uuid: 9004, name: "暴击强化", info: "所有英雄暴击率 +{value}%",
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bonuses: [{ attr: Attrs.critical, mode: TalentValueMode.Flat, per_lv: 2 }],
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max_lv: 5,
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},
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9005: {
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uuid: 9005, name: "击晕强化", info: "所有英雄击晕率 +{value}%",
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bonuses: [{ attr: Attrs.stun_chance, mode: TalentValueMode.Flat, per_lv: 2 }],
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max_lv: 5,
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},
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9006: {
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uuid: 9006, name: "冰冻强化", info: "所有英雄冰冻率 +{value}%",
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bonuses: [{ attr: Attrs.freeze_chance, mode: TalentValueMode.Flat, per_lv: 2 }],
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max_lv: 5,
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},
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9007: {
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uuid: 9007, name: "击退强化", info: "所有英雄击退距离 +{value}",
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bonuses: [{ attr: Attrs.knockback_distance, mode: TalentValueMode.Flat, per_lv: 10 }],
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max_lv: 5,
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},
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9008: {
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uuid: 9008, name: "风怒强化", info: "所有英雄风怒率 +{value}%",
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bonuses: [{ attr: Attrs.wfuny, mode: TalentValueMode.Flat, per_lv: 2 }],
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max_lv: 5,
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},
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// ==================== 专精天赋(9101-9199,按职业过滤 + 前置要求) ====================
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// 坦克专精:前置 防御强化 Lv3 → 坦克大量防御 + 生命
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9101: {
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uuid: 9101, name: "坦克专精", info: "坦克防御 +{value}%、生命 +{value2}%",
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bonuses: [
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{ attr: Attrs.defense, mode: TalentValueMode.Percent, per_lv: 30 },
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{ attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 5 },
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],
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max_lv: 5, role: HRole.Tank,
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requires: [{ uuid: 9003, lv: 3 }],
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},
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// 战士专精:前置 生命强化 Lv3 → 战士大量生命
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9102: {
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uuid: 9102, name: "战士专精", info: "战士生命 +{value}%",
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bonuses: [{ attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 12 }],
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max_lv: 5, role: HRole.Warrior,
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requires: [{ uuid: 9002, lv: 3 }],
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},
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// 刺客专精:前置 暴击强化 Lv3 → 刺客攻击 + 暴击
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9103: {
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uuid: 9103, name: "刺客专精", info: "刺客攻击 +{value}%、暴击率 +{value2}%",
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bonuses: [
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{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 },
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{ attr: Attrs.critical, mode: TalentValueMode.Flat, per_lv: 2 },
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],
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max_lv: 5, role: HRole.Assassin,
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requires: [{ uuid: 9004, lv: 3 }],
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},
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// 射手专精:前置 攻击强化 Lv3 → 射手攻击 + 穿透
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9104: {
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uuid: 9104, name: "射手专精", info: "射手攻击 +{value}%、穿透率 +{value2}%",
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bonuses: [
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{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 },
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{ attr: Attrs.puncture_chance, mode: TalentValueMode.Flat, per_lv: 2 },
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],
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max_lv: 5, role: HRole.Archer,
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requires: [{ uuid: 9001, lv: 3 }],
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},
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// 法师专精:前置 冰冻强化 Lv3 → 法师攻击 + 冰冻率
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9105: {
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uuid: 9105, name: "法师专精", info: "法师攻击 +{value}%、冰冻率 +{value2}%",
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bonuses: [
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{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 },
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{ attr: Attrs.freeze_chance, mode: TalentValueMode.Flat, per_lv: 2 },
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],
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max_lv: 5, role: HRole.Mage,
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requires: [{ uuid: 9006, lv: 3 }],
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},
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// 辅助专精:前置 生命强化 Lv3 → 治疗量提升 + 施加的友方 buff 效果放大
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9106: {
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uuid: 9106, name: "辅助专精", info: "辅助治疗量 +{value}%、施加的增益效果 +{value2}%",
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bonuses: [
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{ attr: Attrs.heal_power, mode: TalentValueMode.Flat, per_lv: 10 },
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{ attr: Attrs.buff_power, mode: TalentValueMode.Flat, per_lv: 8 },
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],
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max_lv: 5, role: HRole.Support,
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requires: [{ uuid: 9002, lv: 3 }],
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},
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};
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/** 天赋升级消耗:索引为当前等级(0 表示升到 1 级),返回所需天赋点数 */
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export const TALENT_UPGRADE_COST: number[] = [1, 1, 2, 2, 3];
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/**
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* 查询升级所需天赋点数
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* @param curLv 当前等级
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* @returns 升到下一级所需点数;已满级返回 -1
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*/
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export function getTalentUpgradeCost(curLv: number): number {
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if (curLv < 0 || curLv >= TALENT_UPGRADE_COST.length) return -1;
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return TALENT_UPGRADE_COST[curLv];
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}
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/**
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* 聚合指定职业英雄生效的全部天赋加成。
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* Why: 基础天赋全局生效,专精天赋按 role 过滤且要求前置天赋达标;
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* 战斗加载时(Hero.load / applyHeroLevel)调用本函数一次性取出本英雄的天赋加成区。
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* @param levels 天赋等级表(key 为天赋 uuid,value 为当前等级)
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* @param role 英雄职业(专精过滤依据;无 role 时只应用基础天赋)
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* @returns 已解析的加成列表(等级已乘算进 value)
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*/
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export function getTalentBonusesForRole(levels: Record<number, number>, role?: HRole): TalentResolvedBonus[] {
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const result: TalentResolvedBonus[] = [];
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if (!levels) return result;
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for (const key in levels) {
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const lv = levels[key];
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if (lv <= 0) continue;
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const cfg = TalentSet[key];
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if (!cfg) continue;
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// 专精天赋:职业不匹配则跳过
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if (cfg.role !== undefined && cfg.role !== role) continue;
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// 前置要求:任一前置天赋等级不足则不生效
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if (cfg.requires) {
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let ok = true;
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for (const req of cfg.requires) {
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if ((levels[req.uuid] ?? 0) < req.lv) { ok = false; break; }
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}
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if (!ok) continue;
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}
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for (const b of cfg.bonuses) {
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result.push({ attr: b.attr, mode: b.mode, value: b.per_lv * lv });
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}
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}
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return result;
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}
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/**
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* 将天赋加成写入英雄属性模型(在 Hero.load / MissionCardComp.applyHeroLevel 的属性组装段调用)。
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*
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* 结算规则:
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* - Percent 模式:以基础快照为基数(ap→base_ap,hp_max→base_hp,defense→def_base),按百分比放大后累加;
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* - Flat 模式:直接按属性名动态累加(概率/抗性类为百分点,defense 为固定点数)。
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*
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* Why: percent 必须用基础快照而非当前 ap/hp_max 作基数——当前值已含驻场光环与成长增量,
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* 若以当前值为基数会与光环乘区叠加成乘法,导致数值膨胀失控。
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*
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* @param model 英雄属性模型(满足 ITalentTarget 结构)
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* @param levels 天赋等级表(smc.getTalentLevels())
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* @param role 英雄职业(专精过滤;无 role 的怪物由调用方跳过)
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*/
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export function applyTalentBonuses(model: ITalentTarget, levels: Record<number, number>, role?: HRole): void {
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const bonuses = getTalentBonusesForRole(levels, role);
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if (bonuses.length === 0) return;
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// percent 模式的 defense 基数:取调用方传入的当前 defense(Hero.load/applyHeroLevel 已在调用前重置为 hero.def)
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const defBase = model.defense;
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for (const b of bonuses) {
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if (b.mode === TalentValueMode.Percent) {
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switch (b.attr) {
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case Attrs.ap:
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model.ap += Math.floor(model.base_ap * b.value / 100);
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break;
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case Attrs.hp_max:
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model.hp_max += Math.floor(model.base_hp * b.value / 100);
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model.hp += Math.floor(model.base_hp * b.value / 100);
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break;
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case Attrs.defense:
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model.defense += Math.floor(defBase * b.value / 100);
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break;
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default:
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model[b.attr] = (typeof model[b.attr] === "number" ? model[b.attr] : 0) + b.value;
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break;
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}
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} else {
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// flat:概率/抗性类百分点累加,defense 固定点数累加
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model[b.attr] = (typeof model[b.attr] === "number" ? model[b.attr] : 0) + b.value;
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}
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}
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}
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