refactor: 拆分技能卡配置到独立文件,优化抽卡逻辑

1. 新建SCardSet.ts单独管理技能卡池配置,将原CardSet.ts中的技能卡数据迁移
2. 重构多处业务代码,从SkillCardList而非CardPoolList获取技能卡配置
3. 简化技能卡抽卡逻辑,新增drawSkillCards工具函数统一处理抽卡
4. 修复TalentsComp中计算contentHeight的小语法问题
5. 新增技能卡商店显隐控制功能
This commit is contained in:
pan
2026-07-22 17:42:41 +08:00
parent c10781a180
commit 30163e8dac
10 changed files with 8201 additions and 989 deletions

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@@ -1,6 +1,6 @@
import * as exp from "constants"
import { HeroInfo, HeroList, HType } from "./heroSet"
import { FightSet, SKILL_CARD_WAVES } from "./GameSet"
import { FightSet } from "./GameSet"
import { oops } from "db://oops-framework/core/Oops"
import { SkillOverrides, TGroup } from "./SkillSet"
@@ -158,63 +158,6 @@ HeroList.forEach(uuid => {
});
});
// 添加非英雄卡牌 (技能、功能卡)
// 体系wave 由 SKILL_CARD_WAVES 统一配置每档强度递增Field 靠 field uuid 区分数值Interval 靠 overrides 覆写)
// wave→card_lv 映射由 SKILL_CARD_WAVES 索引+1 自动生成wave 1→lv1, wave 5→lv2, wave 8→lv3
const waveToCardLv: Record<number, number> = {};
SKILL_CARD_WAVES.forEach((w, i) => { waveToCardLv[w] = i + 1; });
const SkillCardData: any[] = [
// ==================== wave 1 档(基础强度) ====================
// 装备卡Field 类型)已迁移至 EquipSet.ts此处仅保留技能卡
// ==================== wave 5 档(强度 ×2 ====================
// --- 范围攻击卡ap 递增,间隔缩短) ---
{ uuid: 8261, skill: 6201, wave: SKILL_CARD_WAVES[1], name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8262, skill: 6202, wave: SKILL_CARD_WAVES[1], name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8263, skill: 6203, wave: SKILL_CARD_WAVES[1], name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8264, skill: 6204, wave: SKILL_CARD_WAVES[1], name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8265, skill: 6205, wave: SKILL_CARD_WAVES[1], name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8266, skill: 6206, wave: SKILL_CARD_WAVES[1], name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
// ==================== wave 8 档(强度 ×3 ====================
{ uuid: 8361, skill: 6201, wave: SKILL_CARD_WAVES[2], name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8362, skill: 6202, wave: SKILL_CARD_WAVES[2], name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8363, skill: 6203, wave: SKILL_CARD_WAVES[2], name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8364, skill: 6204, wave: SKILL_CARD_WAVES[2], name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8365, skill: 6205, wave: SKILL_CARD_WAVES[2], name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8366, skill: 6206, wave: SKILL_CARD_WAVES[2], name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
// --- 范围攻击卡ap 最高,间隔最短) ---
];
SkillCardData.forEach(data => {
const cardLv = waveToCardLv[data.wave] ?? 1;
CardPoolList.push({
uuid: data.uuid,
skill: data.skill || undefined,
type: CardType.Skill,
cost: 0,
weight: 10,
pool_lv: CardLV.LV1,
wave: data.wave,
kind: CKind.Skill,
card_lv: cardLv,
name: data.name,
info: data.info,
icon: data.icon,
is_inst: data.is_inst,
t_times: data.t_times || (data.is_inst ? 1 : 999),
t_inv: data.t_inv || 0,
keep_waves: data.keep_waves,
field: data.field,
overrides: data.overrides,
trigger_type: data.trigger_type,
trigger_limit: data.trigger_limit,
});
});
export enum SpecialRefreshHeroType {
Any = 0,

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@@ -0,0 +1,125 @@
/**
* @file SCardSet.ts
* @description 技能卡池独立配置
*
* 职责:
* 维护所有技能卡CardType.Skill的原始数据并构建为标准 CardConfig[]。
*
* 设计:
* - 技能卡不再按 wave 过滤,所有技能卡均可被抽取(长期存在)。
* - 保留 wave / card_lv 字段仅用于 UI 排序与档位展示,不参与抽卡过滤。
*
* 依赖:
* - CardSet —— CardConfig / CardType / CKind / CardLV / CardTriggerType
* - GameSet —— SKILL_CARD_WAVES档位定义
* - SkillSet —— SkillOverrides
*/
import { CardConfig, CardType, CardLV, CKind, CardTriggerType } from "./CardSet";
import { SKILL_CARD_WAVES } from "./GameSet";
import { SkillOverrides } from "./SkillSet";
// wave→card_lv 映射由 SKILL_CARD_WAVES 索引+1 自动生成wave 1→lv1, wave 5→lv2, wave 8→lv3
const waveToCardLv: Record<number, number> = {};
SKILL_CARD_WAVES.forEach((w, i) => { waveToCardLv[w] = i + 1; });
/** 技能卡原始数据(平铺字段,构建后转为 CardConfig */
interface SkillCardRaw {
uuid: number;
skill: number;
wave: number;
name: string;
info: string;
is_inst: boolean;
t_inv?: number;
keep_waves?: number;
trigger_type: CardTriggerType;
overrides?: SkillOverrides;
}
const SkillCardData: SkillCardRaw[] = [
// ==================== wave 5 档(强度 ×2 ====================
// --- 范围攻击卡ap 递增,间隔缩短) ---
{ uuid: 8261, skill: 6201, wave: SKILL_CARD_WAVES[1], name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8262, skill: 6202, wave: SKILL_CARD_WAVES[1], name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8263, skill: 6203, wave: SKILL_CARD_WAVES[1], name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8264, skill: 6204, wave: SKILL_CARD_WAVES[1], name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8265, skill: 6205, wave: SKILL_CARD_WAVES[1], name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8266, skill: 6206, wave: SKILL_CARD_WAVES[1], name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
// ==================== wave 8 档(强度 ×3 ====================
{ uuid: 8361, skill: 6201, wave: SKILL_CARD_WAVES[2], name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8362, skill: 6202, wave: SKILL_CARD_WAVES[2], name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8363, skill: 6203, wave: SKILL_CARD_WAVES[2], name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8364, skill: 6204, wave: SKILL_CARD_WAVES[2], name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8365, skill: 6205, wave: SKILL_CARD_WAVES[2], name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8366, skill: 6206, wave: SKILL_CARD_WAVES[2], name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
];
/**
* 技能卡池(已构建为标准 CardConfig[])。
* 不再按 wave 过滤,所有技能卡均可被抽取。
*/
export const SkillCardList: CardConfig[] = SkillCardData.map(data => {
const cardLv = waveToCardLv[data.wave] ?? 1;
return {
uuid: data.uuid,
skill: data.skill || undefined,
type: CardType.Skill,
cost: 0,
weight: 10,
pool_lv: CardLV.LV1,
wave: data.wave,
kind: CKind.Skill,
card_lv: cardLv,
name: data.name,
info: data.info,
is_inst: data.is_inst,
t_times: data.is_inst ? 1 : 999,
t_inv: data.t_inv || 0,
keep_waves: data.keep_waves,
overrides: data.overrides,
trigger_type: data.trigger_type,
} as CardConfig;
});
/**
* 按权重抽取一张卡(带权重随机)。
*/
function weightedPick(cards: CardConfig[]): CardConfig | null {
if (cards.length === 0) return null;
const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0);
let random = Math.random() * totalWeight;
for (const card of cards) {
random -= (card.weight ?? 0);
if (random <= 0) return card;
}
return cards[cards.length - 1];
}
/**
* 按权重抽取 N 张技能卡unique 保证一次刷新内不重复,不足时允许重复补齐)。
* @param count 需要抽取的数量
*/
export function drawSkillCards(count: number): CardConfig[] {
const safeCount = Math.max(0, Math.floor(count));
if (SkillCardList.length === 0 || safeCount <= 0) return [];
const picked: CardConfig[] = [];
let available = [...SkillCardList];
while (picked.length < safeCount) {
if (available.length === 0) break;
const pick = weightedPick(available);
if (!pick) break;
picked.push(pick);
available = available.filter(c => c.uuid !== pick.uuid);
}
// 不足时允许重复补齐
const filled = [...picked];
while (filled.length < safeCount) {
const fallback = weightedPick(SkillCardList);
if (!fallback) break;
filled.push(fallback);
}
return filled;
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "33e40432-3cdc-48fe-a33d-19d6f6fac7f3",
"files": [],
"subMetas": {},
"userData": {}
}