feat: add BossPhaseSet config with phase plan schema
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146
assets/script/game/common/config/BossPhaseSet.ts
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146
assets/script/game/common/config/BossPhaseSet.ts
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/**
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* @file BossPhaseSet.ts
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* @description Boss 多阶段战斗方案配置(固定 3 阶段:P1 基线 / P2 / P3)
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*
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* 数据流:heroInfo.phase_ids(允许方案)→ RogueConfig.makeBoss 随机取一
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* → Mon.load 第 8 参 → BossPhaseComp → BossPhaseSystem 检测切换
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*
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* 设计约束:
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* - 方案 id 使用 10000 段(9100 段已被 TalentSet 9101-9199 / ICardSet 9101~9110 占用)
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* - 增量驱动:切换 = removes 移除 + adds 注入,P1 = 基线技能(heroInfo.skills + RogueConfig 大招)无需配置
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* - removes/adds 禁止操作普攻首键(SCastSystem.buildSkillCandidates 硬假设首键=普攻垫底;
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* JS delete+set 会把键移到末尾,破坏普攻垫底契约)
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* - 混合触发:同一切换点 hp_pct / time 任一满足即切换;
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* hp_pct 切换点必须构成前缀(time-only 点之后禁止再配 hp_pct,防乱序连切)
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*/
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import { SkillSet, SkillOverrides } from "./SkillSet";
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/** 阶段切换触发条件(混合触发:任一条件满足即切换) */
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export interface PhaseTrigger {
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/** 血量百分比阈值(1~99):Boss 血量比例 ≤ 该值时触发 */
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hp_pct?: number;
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/** Boss 在场战斗秒数:超过该时长触发 */
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time?: number;
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}
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/** 切换瞬间一次性属性修正(基于当前值链式乘算,P3 基于 P2 修正后的值) */
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export interface PhaseAttrMod {
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/** 攻击 ±% */
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ap_pct?: number;
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/** 防御 ±%(applyDefense 除法递减模型,收益非线性,配值按公式校验) */
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defense_pct?: number;
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}
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/** 注入技能条目(与 RogueConfig 大招条目同构,cd 缺省由系统兜底 8s) */
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export interface PhaseSkillEntry {
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s_uuid: number;
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cd?: number;
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overrides?: SkillOverrides;
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}
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/** 单个切换点定义(switches[0] = P1→P2,switches[1] = P2→P3) */
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export interface PhaseSwitchDef {
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trigger: PhaseTrigger;
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/** 注入的技能(追加进 skills 表,SCastSystem 按 CD 轮转)。禁止操作普攻首键 */
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adds?: PhaseSkillEntry[];
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/** 移除的技能 s_uuid 列表(含 RogueConfig 注入的大招)。禁止操作普攻首键 */
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removes?: number[];
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attr_mod?: PhaseAttrMod;
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}
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/** 阶段方案:固定 2 个切换点 = 3 阶段,P1 为基线 */
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export interface BossPhasePlan {
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name: string;
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switches: [PhaseSwitchDef, PhaseSwitchDef];
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}
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/**
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* 阶段方案表(id 段 10000)
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* 示例方案 10001 挂在 6101(兽人首领-双刀dps型)的 phase_ids 上;
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* 大招 s_uuid 引用 RogueConfig.BossUltPools 近战池(6100~6104)保证可达
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*/
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export const BossPhaseSet: Record<number, BossPhasePlan> = {
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10001: {
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name: "狂暴进化",
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switches: [
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{ trigger: { hp_pct: 70 }, adds: [{ s_uuid: 6102, overrides: { ap: 180 } }], removes: [6100] },
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{ trigger: { hp_pct: 40, time: 60 }, adds: [{ s_uuid: 6103, overrides: { ap: 180 } }], attr_mod: { ap_pct: 20 } },
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],
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},
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};
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/**
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* 校验阶段方案表合法性(供 validateRogueConfig 追加调用,建议启动期执行一次)
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* @returns 错误信息数组,空数组表示校验通过
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*/
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export function validateBossPhaseSet(): string[] {
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const errors: string[] = [];
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for (const key in BossPhaseSet) {
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const plan = BossPhaseSet[key];
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const tag = `BossPhaseSet[${key}](${plan.name})`;
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if (plan.switches.length !== 2) {
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errors.push(`${tag} 切换点必须恰为 2 个(固定 3 阶段),实际 ${plan.switches.length}`);
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continue;
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}
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let seenTimeOnly = false;
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let lastHpPct = 101;
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let lastTime = 0;
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plan.switches.forEach((def, i) => {
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const t = def.trigger;
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const stag = `${tag} switches[${i}]`;
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// 条件完备性与取值范围
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if (t.hp_pct === undefined && t.time === undefined) {
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errors.push(`${stag} trigger 至少需要 hp_pct 或 time 之一`);
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return;
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}
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if (t.hp_pct !== undefined && (t.hp_pct <= 0 || t.hp_pct >= 100)) {
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errors.push(`${stag} hp_pct 必须在 (0,100) 区间,实际 ${t.hp_pct}`);
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}
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if (t.time !== undefined && t.time <= 0) {
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errors.push(`${stag} time 必须 > 0,实际 ${t.time}`);
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}
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// hp_pct 前缀规则:time-only 点之后禁止再配 hp_pct(防"P2 time / P3 hp_pct"乱序连切)
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if (seenTimeOnly && t.hp_pct !== undefined) {
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errors.push(`${stag} hp_pct 切换点必须构成前缀:time-only 切换点之后禁止再配置 hp_pct`);
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}
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if (t.hp_pct === undefined && t.time !== undefined) {
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seenTimeOnly = true;
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}
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// hp_pct 严格递减 / time 严格递增
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if (t.hp_pct !== undefined) {
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if (t.hp_pct >= lastHpPct) {
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errors.push(`${stag} hp_pct=${t.hp_pct} 未严格小于前一档 ${lastHpPct}`);
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}
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lastHpPct = t.hp_pct;
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}
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if (t.time !== undefined) {
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if (t.time <= lastTime) {
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errors.push(`${stag} time=${t.time} 未严格大于前一档 ${lastTime}`);
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}
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lastTime = t.time;
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}
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// 技能引用存在性(error 级)
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for (const add of def.adds ?? []) {
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if (!add.s_uuid || !SkillSet[add.s_uuid]) {
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errors.push(`${stag} adds 技能 ${add.s_uuid} 未在 SkillSet 中定义`);
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}
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}
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for (const s_uuid of def.removes ?? []) {
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if (!SkillSet[s_uuid]) {
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errors.push(`${stag} removes 技能 ${s_uuid} 未在 SkillSet 中定义`);
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}
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}
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});
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}
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return errors;
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}
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