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
This commit is contained in:
@@ -9,6 +9,7 @@ import { GameScoreStats } from "./config/HeroAttrs";
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import { mLogger } from "./Logger";
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import { mLogger } from "./Logger";
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import { gameDataSync } from "./GameDataSync";
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import { gameDataSync } from "./GameDataSync";
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import { HERO_UPGRADE_NEED_FRAGMENTS } from "./config/GameSet";
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import { HERO_UPGRADE_NEED_FRAGMENTS } from "./config/GameSet";
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import { TalentSet, getTalentUpgradeCost } from "./config/TalentSet";
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/**
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/**
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* 用远程数据覆盖本地数据(统一方法)
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* 用远程数据覆盖本地数据(统一方法)
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@@ -35,6 +36,10 @@ export interface GameDate {
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timestamp?: number, // 用于比对本地与云端数据的最新状态
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timestamp?: number, // 用于比对本地与云端数据的最新状态
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/** 英雄局外成长数据:key 为英雄 uuid,value 为成长记录 */
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/** 英雄局外成长数据:key 为英雄 uuid,value 为成长记录 */
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hero_growth?: Record<number, HeroGrowthRecord>,
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hero_growth?: Record<number, HeroGrowthRecord>,
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/** 天赋等级表:key 为天赋 uuid,value 为当前等级(未记录视为 0 级) */
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talents?: Record<number, number>,
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/** 当前可用天赋点数(升级天赋消耗,经验/等级系统接入后由其产出) */
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talent_points?: number,
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}
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}
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export interface CloudData {
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export interface CloudData {
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openid: string;
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openid: string;
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@@ -121,6 +126,10 @@ export class SingletonModuleComp extends ecs.Comp {
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// 已满级:验证满级后 upgradeHero 返回 false
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// 已满级:验证满级后 upgradeHero 返回 false
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5004: { uuid: 5004, lv: 6, fragments: 999 },
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5004: { uuid: 5004, lv: 6, fragments: 999 },
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} as Record<number, HeroGrowthRecord>,
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} as Record<number, HeroGrowthRecord>,
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/** 天赋等级表:key 为天赋 uuid,value 为当前等级 */
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talents: {} as Record<number, number>,
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/** 可用天赋点数 */
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talent_points: 0,
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}
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}
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vmdata: any = {
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vmdata: any = {
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@@ -376,6 +385,87 @@ export class SingletonModuleComp extends ecs.Comp {
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return true;
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return true;
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}
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}
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// ==================== 天赋系统 ====================
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/**
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* 获取天赋当前等级(未升级返回 0)
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* @param uuid 天赋 uuid(TalentSet key)
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*/
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getTalentLv(uuid: number): number {
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return this.data.talents?.[uuid] ?? 0;
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}
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/**
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* 获取当前可用天赋点数
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*/
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getTalentPoints(): number {
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return this.data.talent_points ?? 0;
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}
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/**
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* 增加天赋点(经验/等级系统接入后由其调用)
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* @param count 增加的点数(正数)
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*/
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addTalentPoints(count: number): void {
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if (!this.data.talents) this.data.talents = {};
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this.data.talent_points = Math.max(0, (this.data.talent_points ?? 0) + count);
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gameDataSync.markDataDirty();
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oops.message.dispatchEvent(GameEvent.TALENT_UPDATE);
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}
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/**
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* 消耗天赋点升级天赋(升级即激活,下一局生效)
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* @param uuid 天赋 uuid
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* @returns 是否升级成功(天赋不存在/已满级/前置未满足/点数不足时返回 false)
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*/
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upgradeTalent(uuid: number): boolean {
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const cfg = TalentSet[uuid];
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if (!cfg) return false;
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if (!this.data.talents) this.data.talents = {};
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const curLv = this.getTalentLv(uuid);
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if (curLv >= cfg.max_lv) return false;
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// 专精天赋的前置要求:前置天赋等级不足则禁止升级
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if (cfg.requires) {
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for (const req of cfg.requires) {
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if (this.getTalentLv(req.uuid) < req.lv) return false;
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}
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}
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const cost = getTalentUpgradeCost(curLv);
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if (cost < 0 || this.getTalentPoints() < cost) return false;
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this.data.talent_points -= cost;
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this.data.talents[uuid] = curLv + 1;
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gameDataSync.markDataDirty();
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oops.message.dispatchEvent(GameEvent.TALENT_UPDATE);
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return true;
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}
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/**
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* 重置所有天赋等级并退还全部已消耗天赋点(看广告入口)
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* Why: 退还点数按"升到当前等级的累计消耗"计算,与升级消耗表严格对账,避免点数膨胀/缩水。
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*/
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resetTalents(): void {
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if (!this.data.talents) this.data.talents = {};
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let refund = 0;
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for (const key in this.data.talents) {
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const lv = this.data.talents[key];
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for (let i = 0; i < lv; i++) {
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const c = getTalentUpgradeCost(i);
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if (c > 0) refund += c;
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}
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}
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this.data.talents = {};
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this.data.talent_points = (this.data.talent_points ?? 0) + refund;
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gameDataSync.markDataDirty();
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oops.message.dispatchEvent(GameEvent.TALENT_UPDATE);
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}
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/**
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* 获取天赋等级表(战斗加载时供 Hero.load / applyHeroLevel 聚合加成)
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*/
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getTalentLevels(): Record<number, number> {
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return this.data.talents ?? {};
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}
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/**
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/**
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* 在游戏载入早期调用,预加载常用图集
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* 在游戏载入早期调用,预加载常用图集
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*/
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*/
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@@ -98,5 +98,7 @@ export enum GameEvent {
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ComboReach = "ComboReach",
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ComboReach = "ComboReach",
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/** 英雄局外成长数据变更(碎片/等级更新,payload 为空,UI 重新读取 smc.data.hero_growth) */
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/** 英雄局外成长数据变更(碎片/等级更新,payload 为空,UI 重新读取 smc.data.hero_growth) */
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HERO_GROWTH_UPDATE = "HERO_GROWTH_UPDATE",
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HERO_GROWTH_UPDATE = "HERO_GROWTH_UPDATE",
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/** 天赋数据变更(等级/点数更新,payload 为空,UI 重新读取 smc.data.talents / talent_points) */
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TALENT_UPDATE = "TALENT_UPDATE",
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}
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}
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@@ -43,6 +43,8 @@ export enum Attrs {
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wfuny = "wfuny", // 风怒
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wfuny = "wfuny", // 风怒
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vulnerable_res = "vulnerable_res", // 易伤抗性(百分比减免易伤附加伤害)
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vulnerable_res = "vulnerable_res", // 易伤抗性(百分比减免易伤附加伤害)
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paralyze_power = "paralyze_power", // 麻痹强化(百分点;提升麻痹对技能 CD 的减速量,累计达 100 则 CD 停止增长)
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paralyze_power = "paralyze_power", // 麻痹强化(百分点;提升麻痹对技能 CD 的减速量,累计达 100 则 CD 停止增长)
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heal_power = "heal_power", // 治疗强化(百分点;放大该英雄施放技能的治疗量,辅助专精天赋写入)
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buff_power = "buff_power", // buff 强化(百分点;放大该英雄施加的友方 buff 数值,辅助专精天赋写入)
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}
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}
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/**
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/**
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269
assets/script/game/common/config/TalentSet.ts
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269
assets/script/game/common/config/TalentSet.ts
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@@ -0,0 +1,269 @@
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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
|
||||||
|
9103: {
|
||||||
|
uuid: 9103, name: "刺客专精", info: "刺客攻击 +{value}%、暴击率 +{value2}%",
|
||||||
|
bonuses: [
|
||||||
|
{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 },
|
||||||
|
{ attr: Attrs.critical, mode: TalentValueMode.Flat, per_lv: 2 },
|
||||||
|
],
|
||||||
|
max_lv: 5, role: HRole.Assassin,
|
||||||
|
requires: [{ uuid: 9004, lv: 3 }],
|
||||||
|
},
|
||||||
|
// 射手专精:前置 攻击强化 Lv3 → 射手攻击 + 穿透
|
||||||
|
9104: {
|
||||||
|
uuid: 9104, name: "射手专精", info: "射手攻击 +{value}%、穿透率 +{value2}%",
|
||||||
|
bonuses: [
|
||||||
|
{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 },
|
||||||
|
{ attr: Attrs.puncture_chance, mode: TalentValueMode.Flat, per_lv: 2 },
|
||||||
|
],
|
||||||
|
max_lv: 5, role: HRole.Archer,
|
||||||
|
requires: [{ uuid: 9001, lv: 3 }],
|
||||||
|
},
|
||||||
|
// 法师专精:前置 冰冻强化 Lv3 → 法师攻击 + 冰冻率
|
||||||
|
9105: {
|
||||||
|
uuid: 9105, name: "法师专精", info: "法师攻击 +{value}%、冰冻率 +{value2}%",
|
||||||
|
bonuses: [
|
||||||
|
{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 },
|
||||||
|
{ attr: Attrs.freeze_chance, mode: TalentValueMode.Flat, per_lv: 2 },
|
||||||
|
],
|
||||||
|
max_lv: 5, role: HRole.Mage,
|
||||||
|
requires: [{ uuid: 9006, lv: 3 }],
|
||||||
|
},
|
||||||
|
// 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
|
||||||
|
9106: {
|
||||||
|
uuid: 9106, name: "辅助专精", info: "辅助治疗量 +{value}%、施加的增益效果 +{value2}%",
|
||||||
|
bonuses: [
|
||||||
|
{ attr: Attrs.heal_power, mode: TalentValueMode.Flat, per_lv: 10 },
|
||||||
|
{ attr: Attrs.buff_power, mode: TalentValueMode.Flat, per_lv: 8 },
|
||||||
|
],
|
||||||
|
max_lv: 5, role: HRole.Support,
|
||||||
|
requires: [{ uuid: 9002, lv: 3 }],
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
/** 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 */
|
||||||
|
export const TALENT_UPGRADE_COST: number[] = [1, 1, 2, 2, 3];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 查询升级所需天赋点数
|
||||||
|
* @param curLv 当前等级
|
||||||
|
* @returns 升到下一级所需点数;已满级返回 -1
|
||||||
|
*/
|
||||||
|
export function getTalentUpgradeCost(curLv: number): number {
|
||||||
|
if (curLv < 0 || curLv >= TALENT_UPGRADE_COST.length) return -1;
|
||||||
|
return TALENT_UPGRADE_COST[curLv];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 聚合指定职业英雄生效的全部天赋加成。
|
||||||
|
* 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;
|
||||||
|
* 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。
|
||||||
|
* @param levels 天赋等级表(key 为天赋 uuid,value 为当前等级)
|
||||||
|
* @param role 英雄职业(专精过滤依据;无 role 时只应用基础天赋)
|
||||||
|
* @returns 已解析的加成列表(等级已乘算进 value)
|
||||||
|
*/
|
||||||
|
export function getTalentBonusesForRole(levels: Record<number, number>, role?: HRole): TalentResolvedBonus[] {
|
||||||
|
const result: TalentResolvedBonus[] = [];
|
||||||
|
if (!levels) return result;
|
||||||
|
for (const key in levels) {
|
||||||
|
const lv = levels[key];
|
||||||
|
if (lv <= 0) continue;
|
||||||
|
const cfg = TalentSet[key];
|
||||||
|
if (!cfg) continue;
|
||||||
|
// 专精天赋:职业不匹配则跳过
|
||||||
|
if (cfg.role !== undefined && cfg.role !== role) continue;
|
||||||
|
// 前置要求:任一前置天赋等级不足则不生效
|
||||||
|
if (cfg.requires) {
|
||||||
|
let ok = true;
|
||||||
|
for (const req of cfg.requires) {
|
||||||
|
if ((levels[req.uuid] ?? 0) < req.lv) { ok = false; break; }
|
||||||
|
}
|
||||||
|
if (!ok) continue;
|
||||||
|
}
|
||||||
|
for (const b of cfg.bonuses) {
|
||||||
|
result.push({ attr: b.attr, mode: b.mode, value: b.per_lv * lv });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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)。
|
||||||
|
*
|
||||||
|
* 结算规则:
|
||||||
|
* - 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;
|
||||||
|
* - 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)。
|
||||||
|
*
|
||||||
|
* 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,
|
||||||
|
* 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。
|
||||||
|
*
|
||||||
|
* @param model 英雄属性模型(满足 ITalentTarget 结构)
|
||||||
|
* @param levels 天赋等级表(smc.getTalentLevels())
|
||||||
|
* @param role 英雄职业(专精过滤;无 role 的怪物由调用方跳过)
|
||||||
|
*/
|
||||||
|
export function applyTalentBonuses(model: ITalentTarget, levels: Record<number, number>, role?: HRole): void {
|
||||||
|
const bonuses = getTalentBonusesForRole(levels, role);
|
||||||
|
if (bonuses.length === 0) return;
|
||||||
|
// 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)
|
||||||
|
const defBase = model.defense;
|
||||||
|
for (const b of bonuses) {
|
||||||
|
if (b.mode === TalentValueMode.Percent) {
|
||||||
|
switch (b.attr) {
|
||||||
|
case Attrs.ap:
|
||||||
|
model.ap += Math.floor(model.base_ap * b.value / 100);
|
||||||
|
break;
|
||||||
|
case Attrs.hp_max:
|
||||||
|
model.hp_max += Math.floor(model.base_hp * b.value / 100);
|
||||||
|
model.hp += Math.floor(model.base_hp * b.value / 100);
|
||||||
|
break;
|
||||||
|
case Attrs.defense:
|
||||||
|
model.defense += Math.floor(defBase * b.value / 100);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
model[b.attr] = (typeof model[b.attr] === "number" ? model[b.attr] : 0) + b.value;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// flat:概率/抗性类百分点累加,defense 固定点数累加
|
||||||
|
model[b.attr] = (typeof model[b.attr] === "number" ? model[b.attr] : 0) + b.value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
9
assets/script/game/common/config/TalentSet.ts.meta
Normal file
9
assets/script/game/common/config/TalentSet.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "4.0.24",
|
||||||
|
"importer": "typescript",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "0f2652aa-4d80-43ee-a5d4-35c3334520cc",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
||||||
@@ -13,6 +13,7 @@ import { Attrs } from "../common/config/HeroAttrs";
|
|||||||
import { MoveComp } from "./MoveComp";
|
import { MoveComp } from "./MoveComp";
|
||||||
import { mLogger } from "../common/Logger";
|
import { mLogger } from "../common/Logger";
|
||||||
import { FieldSkillType } from "../common/config/SkillSet";
|
import { FieldSkillType } from "../common/config/SkillSet";
|
||||||
|
import { applyTalentBonuses } from "../common/config/TalentSet";
|
||||||
/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
|
/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
|
||||||
@ecs.register(`Hero`)
|
@ecs.register(`Hero`)
|
||||||
|
|
||||||
@@ -194,6 +195,12 @@ export class Hero extends ecs.Entity {
|
|||||||
model.ap += apExtra;
|
model.ap += apExtra;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 天赋加成层:基础天赋全局生效,专精天赋按职业过滤(仅英雄生效,怪物跳过)
|
||||||
|
// Why: 放在成长/bonus 之后、光环乘区之后,以基础快照为基数叠加,避免与乘区叠加成乘法膨胀
|
||||||
|
if (model.fac === FacSet.HERO) {
|
||||||
|
applyTalentBonuses(model, smc.getTalentLevels(), model.role);
|
||||||
|
}
|
||||||
|
|
||||||
// 缓存技能射程等派生数据,减少战斗帧内重复计算
|
// 缓存技能射程等派生数据,减少战斗帧内重复计算
|
||||||
model.updateSkillDistanceCache();
|
model.updateSkillDistanceCache();
|
||||||
|
|
||||||
|
|||||||
@@ -89,7 +89,9 @@ export class HeroAttrsComp extends ecs.Comp {
|
|||||||
puncture_chance: number = 0; // 穿透概率
|
puncture_chance: number = 0; // 穿透概率
|
||||||
puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成)
|
puncture_dmg_bonus: number = 0; // 穿透后伤害增量(百分点,乘算加成)
|
||||||
wfuny: number = 0; // 风怒
|
wfuny: number = 0; // 风怒
|
||||||
vulnerable_res: number = 0; // 易伤抗性(百分比减免易伤附加伤害)
|
vulnerable_res: number = 0; // 易伤抗性(百分比减免易伤附加伤害)
|
||||||
|
heal_power: number = 0; // 治疗强化(百分点;放大该英雄施放技能的治疗量,辅助专精天赋写入)
|
||||||
|
buff_power: number = 0; // buff 强化(百分点;放大该英雄施加的友方 buff 数值,辅助专精天赋写入)
|
||||||
|
|
||||||
revived_count: number = 0; // 已复活次数
|
revived_count: number = 0; // 已复活次数
|
||||||
invincible_time: number = 0;// 无敌时间
|
invincible_time: number = 0;// 无敌时间
|
||||||
@@ -660,6 +662,8 @@ export class HeroAttrsComp extends ecs.Comp {
|
|||||||
this.puncture_dmg_bonus = 0;
|
this.puncture_dmg_bonus = 0;
|
||||||
this.wfuny = 0;
|
this.wfuny = 0;
|
||||||
this.vulnerable_res = 0;
|
this.vulnerable_res = 0;
|
||||||
|
this.heal_power = 0;
|
||||||
|
this.buff_power = 0;
|
||||||
this.boom = false;
|
this.boom = false;
|
||||||
|
|
||||||
// 重置技能距离缓存
|
// 重置技能距离缓存
|
||||||
|
|||||||
@@ -16,6 +16,7 @@ import { SkillTriggerHelper } from "./SkillTriggerHelper";
|
|||||||
import { MissionEconomy } from "../map/MissionEconomy";
|
import { MissionEconomy } from "../map/MissionEconomy";
|
||||||
import { mLogger } from "../common/Logger";
|
import { mLogger } from "../common/Logger";
|
||||||
import { buffManager } from "./BuffManager";
|
import { buffManager } from "./BuffManager";
|
||||||
|
import { BuffList } from "../common/config/BuffSet";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* ==================== 自动施法系统 ====================
|
* ==================== 自动施法系统 ====================
|
||||||
@@ -527,7 +528,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (kind === SkillKind.Heal && sAp !== 0) {
|
if (kind === SkillKind.Heal && sAp !== 0) {
|
||||||
const addHp = Math.floor(sAp * _cAttrsComp.ap / 100);
|
// 治疗强化(heal_power,百分点):辅助专精天赋写入,放大施法者的治疗量
|
||||||
|
const addHp = Math.floor(sAp * _cAttrsComp.ap / 100 * (1 + _cAttrsComp.heal_power / 100));
|
||||||
model.add_hp(addHp);
|
model.add_hp(addHp);
|
||||||
target.health(addHp);
|
target.health(addHp);
|
||||||
if (_cAttrsComp.fac === FacSet.HERO) {
|
if (_cAttrsComp.fac === FacSet.HERO) {
|
||||||
@@ -547,6 +549,17 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
|||||||
const buffOverrides: { value?: number; duration?: number } = {};
|
const buffOverrides: { value?: number; duration?: number } = {};
|
||||||
if (config.buff_value !== undefined) buffOverrides.value = config.buff_value;
|
if (config.buff_value !== undefined) buffOverrides.value = config.buff_value;
|
||||||
if (config.buff_duration !== undefined) buffOverrides.duration = config.buff_duration;
|
if (config.buff_duration !== undefined) buffOverrides.duration = config.buff_duration;
|
||||||
|
// buff 强化(buff_power,百分点):辅助专精天赋写入,按施法者放大 buff 数值。
|
||||||
|
// 基准值优先取技能 buff_value,未配置时反查 BuffList(modifiers[0].value 优先,其次 tick.damage_or_heal)
|
||||||
|
if (_cAttrsComp.buff_power > 0) {
|
||||||
|
const buffCfg = BuffList[config.timed_buff_id];
|
||||||
|
const baseValue = config.buff_value
|
||||||
|
?? buffCfg?.modifiers?.[0]?.value
|
||||||
|
?? buffCfg?.tick?.damage_or_heal;
|
||||||
|
if (baseValue !== undefined) {
|
||||||
|
buffOverrides.value = Math.floor(baseValue * (1 + _cAttrsComp.buff_power / 100));
|
||||||
|
}
|
||||||
|
}
|
||||||
buffManager.applyBuff(
|
buffManager.applyBuff(
|
||||||
target.ent,
|
target.ent,
|
||||||
config.timed_buff_id,
|
config.timed_buff_id,
|
||||||
@@ -558,7 +571,8 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 永久 buff 统一按百分比结算:攻击/生命按基础值相对放大,其余按百分点累加
|
// 永久 buff 统一按百分比结算:攻击/生命按基础值相对放大,其余按百分点累加
|
||||||
const totalBuffValue = config.ap;
|
// buff 强化(buff_power,百分点):辅助专精天赋写入,按施法者放大永久 buff 数值
|
||||||
|
const totalBuffValue = config.ap * (1 + _cAttrsComp.buff_power / 100);
|
||||||
|
|
||||||
switch (config.buff_type) {
|
switch (config.buff_type) {
|
||||||
case Attrs.ap: {
|
case Attrs.ap: {
|
||||||
|
|||||||
@@ -58,6 +58,7 @@ import { oops } from "db://oops-framework/core/Oops";
|
|||||||
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
||||||
import { smc } from "../common/SingletonModuleComp";
|
import { smc } from "../common/SingletonModuleComp";
|
||||||
import { HeroInfo, HType, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, resolveSkillOverrides, calcGrowBonus } from "../common/config/heroSet";
|
import { HeroInfo, HType, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, resolveSkillOverrides, calcGrowBonus } from "../common/config/heroSet";
|
||||||
|
import { applyTalentBonuses } from "../common/config/TalentSet";
|
||||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||||
import { FacSet, FightSet } from "../common/config/GameSet";
|
import { FacSet, FightSet } from "../common/config/GameSet";
|
||||||
import { MissionEconomy } from "./MissionEconomy";
|
import { MissionEconomy } from "./MissionEconomy";
|
||||||
@@ -2183,6 +2184,21 @@ export class MissionCardComp extends CCComp {
|
|||||||
model.ap += apExtra;
|
model.ap += apExtra;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 天赋加成层(与 Hero.load 对齐):先重置天赋可能修改的字段,避免升级重算时重复叠加
|
||||||
|
// Why: ap/hp_max 已由上方公式从 base 重算(天然幂等),但 defense 与概率类字段是累加语义,必须先归零再注入
|
||||||
|
if (model.fac === FacSet.HERO) {
|
||||||
|
model.defense = hero.def;
|
||||||
|
model.critical = 0;
|
||||||
|
model.stun_chance = 0;
|
||||||
|
model.freeze_chance = 0;
|
||||||
|
model.wfuny = 0;
|
||||||
|
model.puncture_chance = 0;
|
||||||
|
model.knockback_distance = 0;
|
||||||
|
model.heal_power = 0;
|
||||||
|
model.buff_power = 0;
|
||||||
|
applyTalentBonuses(model, smc.getTalentLevels(), model.role);
|
||||||
|
}
|
||||||
|
|
||||||
// 血量按当前血线比例映射到新上限,保留升级前战斗状态
|
// 血量按当前血线比例映射到新上限,保留升级前战斗状态
|
||||||
model.hp = Math.max(1, Math.floor(model.hp_max * Math.max(0, Math.min(1, hpRate))));
|
model.hp = Math.max(1, Math.floor(model.hp_max * Math.max(0, Math.min(1, hpRate))));
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user