feat(卡牌系统): 实现卡牌池配置及随机选择功能
添加卡牌类型枚举和统一卡牌信息接口 实现等级池配置表及卡牌池缓存机制 提供根据等级获取随机卡牌选项的功能 包含权重随机选择算法和数组洗牌工具函数
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import { AttrCards, AttrInfo } from "./AttrSet";
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import { talConf, ItalConf } from "./TalSet";
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import { SkillSet, CanSelectSkills, SkillConfig } from "./SkillSet";
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import { HeroInfo, CanSelectHeros, heroInfo } from "./heroSet";
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/**
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* 卡牌类型枚举
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*/
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export enum CardType {
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Skill = 1, // 技能
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Talent = 2, // 天赋
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Attr = 3, // 属性
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Hero = 4 // 英雄(伙伴)
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}
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/**
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* 统一卡牌信息接口 (用于UI显示和逻辑处理)
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*/
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export interface ICardInfo {
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uuid: number;
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type: CardType;
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name: string;
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desc: string;
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icon: string;
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weight: number; // 抽取权重
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tag?: string; // 标签 (如 "special" 表示特殊属性)
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payload: any; // 原始配置数据
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}
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/**
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* 等级池配置项
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*/
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export interface IPoolWeight {
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type: CardType;
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weight: number;
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tag?: string; // 如果指定,只从该类型中包含此tag的卡牌中抽取
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}
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/**
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* 1-20 级卡牌池配置表
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* 定义每个等级可能出现的卡牌类型及其权重
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*/
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export const LevelPoolConfigs: Record<number, IPoolWeight[]> = {
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1: [{ type: CardType.Skill, weight: 100 }],
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2: [{ type: CardType.Attr, weight: 100 }], // 常规属性
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3: [{ type: CardType.Talent, weight: 50 }, { type: CardType.Attr, weight: 50, tag: "special" }], // 天赋或特殊属性
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4: [{ type: CardType.Attr, weight: 100 }],
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5: [{ type: CardType.Talent, weight: 100 }],
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6: [{ type: CardType.Hero, weight: 100 }], // 伙伴节点
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7: [{ type: CardType.Attr, weight: 80 }, { type: CardType.Skill, weight: 20 }],
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8: [{ type: CardType.Attr, weight: 80 }, { type: CardType.Skill, weight: 20 }],
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9: [{ type: CardType.Attr, weight: 50, tag: "special" }, { type: CardType.Talent, weight: 50 }],
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10: [{ type: CardType.Talent, weight: 100 }],
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11: [{ type: CardType.Attr, weight: 70 }, { type: CardType.Skill, weight: 30 }],
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12: [{ type: CardType.Attr, weight: 70 }, { type: CardType.Skill, weight: 30 }],
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13: [{ type: CardType.Attr, weight: 100 }],
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14: [{ type: CardType.Attr, weight: 50, tag: "special" }, { type: CardType.Talent, weight: 50 }],
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15: [{ type: CardType.Talent, weight: 100 }],
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16: [{ type: CardType.Attr, weight: 60 }, { type: CardType.Skill, weight: 40 }],
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17: [{ type: CardType.Attr, weight: 60 }, { type: CardType.Skill, weight: 40 }],
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18: [{ type: CardType.Attr, weight: 50, tag: "special" }, { type: CardType.Talent, weight: 50 }],
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19: [{ type: CardType.Attr, weight: 100 }],
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20: [{ type: CardType.Talent, weight: 100 }],
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};
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// ========== 卡牌池缓存 ==========
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let _cachedPools: Map<CardType, ICardInfo[]> = new Map();
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/**
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* 初始化并获取指定类型的完整卡牌池
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*/
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function getFullPool(type: CardType): ICardInfo[] {
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if (_cachedPools.has(type)) {
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return _cachedPools.get(type)!;
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}
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const pool: ICardInfo[] = [];
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switch (type) {
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case CardType.Attr:
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// 转换属性配置
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Object.values(AttrCards).forEach(cfg => {
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pool.push({
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uuid: cfg.uuid,
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type: CardType.Attr,
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name: cfg.desc.split(" ")[0] || "属性强化", // 简单处理名称
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desc: cfg.desc,
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icon: cfg.icon,
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weight: 100, // 属性默认权重 100
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tag: cfg.isSpecial ? "special" : undefined,
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payload: cfg
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});
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});
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break;
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case CardType.Talent:
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// 转换天赋配置
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Object.values(talConf).forEach(cfg => {
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pool.push({
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uuid: cfg.uuid,
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type: CardType.Talent,
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name: cfg.name,
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desc: cfg.desc,
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icon: cfg.icon,
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weight: 50, // 天赋默认权重 50
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payload: cfg
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});
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});
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break;
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case CardType.Skill:
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// 转换技能配置 (仅包含 CanSelectSkills)
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CanSelectSkills.forEach(uuid => {
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const cfg = SkillSet[uuid];
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if (cfg) {
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pool.push({
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uuid: cfg.uuid,
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type: CardType.Skill,
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name: cfg.name,
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desc: cfg.info,
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icon: cfg.icon,
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weight: 80, // 技能默认权重 80
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payload: cfg
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});
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}
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});
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break;
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case CardType.Hero:
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// 转换英雄配置 (仅包含 CanSelectHeros)
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CanSelectHeros.forEach(uuid => {
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const cfg = HeroInfo[uuid];
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if (cfg) {
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pool.push({
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uuid: cfg.uuid,
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type: CardType.Hero,
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name: cfg.name,
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desc: cfg.info,
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icon: cfg.path, // 使用 path 作为图标引用
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weight: 1000, // 英雄权重极高(如果池子里有的话)
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payload: cfg
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});
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}
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});
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break;
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}
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_cachedPools.set(type, pool);
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return pool;
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}
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/**
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* 根据等级获取随机卡牌选项
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* @param level 当前等级
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* @param count 选项数量 (默认3个)
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* @param excludeUuids 排除的卡牌UUID列表 (用于去重或排除已拥有)
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*/
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export function getCardOptions(level: number, count: number = 3, excludeUuids: number[] = []): ICardInfo[] {
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// 1. 获取该等级的池配置,如果没有配置,默认给属性
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const poolConfigs = LevelPoolConfigs[level] || [{ type: CardType.Attr, weight: 100 }];
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const result: ICardInfo[] = [];
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const excludeSet = new Set(excludeUuids);
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// 循环抽取 count 次
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for (let i = 0; i < count; i++) {
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// 2.1 随机决定本次抽取的类型池
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const selectedPoolConfig = weightedRandomPool(poolConfigs);
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if (!selectedPoolConfig) continue;
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// 2.2 获取该类型的所有卡牌
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let candidates = getFullPool(selectedPoolConfig.type);
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// 2.3 过滤 (Tag过滤 + 排除列表 + 已选中过滤)
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candidates = candidates.filter(card => {
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// Tag 匹配
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if (selectedPoolConfig.tag && card.tag !== selectedPoolConfig.tag) return false;
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// 排除列表
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if (excludeSet.has(card.uuid)) return false;
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// 当前轮次已选中去重
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if (result.find(r => r.uuid === card.uuid)) return false;
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return true;
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});
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// 2.4 如果该池子空了 (比如技能都学完了),尝试从属性池兜底
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if (candidates.length === 0) {
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candidates = getFullPool(CardType.Attr).filter(c => !result.find(r => r.uuid === c.uuid));
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}
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if (candidates.length > 0) {
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// 2.5 按卡牌权重随机抽取一张
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const card = weightedRandomCard(candidates);
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if (card) {
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result.push(card);
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}
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}
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}
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// 3. 最终结果洗牌 (避免顺序固定)
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shuffleArray(result);
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return result;
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}
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// ========== 工具函数 ==========
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/**
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* 权重随机选择池配置
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*/
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function weightedRandomPool(configs: IPoolWeight[]): IPoolWeight | null {
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if (!configs || configs.length === 0) return null;
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const totalWeight = configs.reduce((sum, item) => sum + item.weight, 0);
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let randomVal = Math.random() * totalWeight;
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for (const config of configs) {
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randomVal -= config.weight;
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if (randomVal <= 0) {
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return config;
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}
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}
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return configs[configs.length - 1];
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}
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/**
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* 权重随机选择卡牌
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*/
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function weightedRandomCard(cards: ICardInfo[]): ICardInfo | null {
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if (!cards || cards.length === 0) return null;
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const totalWeight = cards.reduce((sum, item) => sum + item.weight, 0);
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let randomVal = Math.random() * totalWeight;
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for (const card of cards) {
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randomVal -= card.weight;
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if (randomVal <= 0) {
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return card;
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}
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}
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return cards[cards.length - 1];
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}
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/**
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* 数组洗牌 (Fisher-Yates)
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*/
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function shuffleArray(array: any[]) {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[array[i], array[j]] = [array[j], array[i]];
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}
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}
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