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
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@@ -1,6 +1,6 @@
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import * as exp from "constants"
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import { HeroInfo, HeroList, HType } from "./heroSet"
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import { FightSet, SKILL_CARD_WAVES } from "./GameSet"
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import { FightSet } from "./GameSet"
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import { oops } from "db://oops-framework/core/Oops"
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import { SkillOverrides, TGroup } from "./SkillSet"
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@@ -158,63 +158,6 @@ HeroList.forEach(uuid => {
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});
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});
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// 添加非英雄卡牌 (技能、功能卡)
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// 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)
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// 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)
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const waveToCardLv: Record<number, number> = {};
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SKILL_CARD_WAVES.forEach((w, i) => { waveToCardLv[w] = i + 1; });
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const SkillCardData: any[] = [
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// ==================== wave 1 档(基础强度) ====================
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// 装备卡(Field 类型)已迁移至 EquipSet.ts,此处仅保留技能卡
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// ==================== wave 5 档(强度 ×2) ====================
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// --- 范围攻击卡(ap 递增,间隔缩短) ---
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{ 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 } },
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{ 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 } },
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{ 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 } },
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{ 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 } },
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{ 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 } },
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{ 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 } },
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// ==================== wave 8 档(强度 ×3) ====================
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{ 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 } },
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{ 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 } },
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{ 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 } },
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{ 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 } },
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{ 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 } },
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{ 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 } },
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// --- 范围攻击卡(ap 最高,间隔最短) ---
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];
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SkillCardData.forEach(data => {
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const cardLv = waveToCardLv[data.wave] ?? 1;
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CardPoolList.push({
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uuid: data.uuid,
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skill: data.skill || undefined,
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type: CardType.Skill,
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cost: 0,
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weight: 10,
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pool_lv: CardLV.LV1,
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wave: data.wave,
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kind: CKind.Skill,
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card_lv: cardLv,
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name: data.name,
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info: data.info,
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icon: data.icon,
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is_inst: data.is_inst,
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t_times: data.t_times || (data.is_inst ? 1 : 999),
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t_inv: data.t_inv || 0,
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keep_waves: data.keep_waves,
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field: data.field,
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overrides: data.overrides,
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trigger_type: data.trigger_type,
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trigger_limit: data.trigger_limit,
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});
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});
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export enum SpecialRefreshHeroType {
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Any = 0,
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