refactor(hero): 重构技能触发与属性系统,使用运行时解析缓存
1. 重构英雄属性组件,将静态配置与运行时缓存分离,新增runtime_前缀的运行时解析字段 2. 移除旧的evolve进化配置处理逻辑,改为通过等级解析器动态获取当前等级生效的技能与属性 3. 统一怪物与英雄的技能触发逻辑,均使用运行时缓存字段 4. 更新测试模式配置结构,适配新的分组+等级数组配置格式 5. 优化技能描述生成逻辑,支持新的等级配置结构
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@@ -23,12 +23,12 @@
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* 字段结构一致,天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
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*
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* 依赖:
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* - heroSet :SkillTriggerName、SkillTriggerType、HeroEvolve
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* - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
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* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
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* - SkillDescSet:结构化描述模板
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* - FieldSkillSet(驻场技能)、BuffList(计时 buff 默认值兜底)、Attrs(属性枚举)
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*/
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import { HeroEvolve, SkillTriggerName, SkillTriggerType } from "./heroSet";
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import { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv } from "./heroSet";
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import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
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import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
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import { BuffList } from "./BuffSet";
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@@ -37,21 +37,22 @@ import { CardConfig } from "./CardSet";
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/**
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* 生成器入参窄接口:只约束实际读取的字段。
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* heroInfo 与 HeroAttrsComp 的对应字段结构完全一致,天然都满足此接口。
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* heroInfo 与 HeroAttrsComp 的对应字段结构完全一致(均为分组 + lv 数组),天然都满足此接口。
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*/
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export interface ISkillDescSource {
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/** 当前等级(用于计算 revive 实际复活次数、evolve 累计加成;静态 heroInfo 恒为 1) */
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/** 当前等级(用于 resolve 触发技能/光环/复活取档;静态 heroInfo 恒为 1) */
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lv?: number;
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call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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field?: number[];
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revive?: { s_uuid: number; r_num: number; upr: number };
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/** 等级进化配置(heroInfo 自带;HeroAttrsComp 记录快照),用于累计 ap/hp 额外加成文案 */
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evolve?: Record<number, HeroEvolve>;
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call?: TriggerGrouped;
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dead?: TriggerGrouped;
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fstart?: TriggerGrouped;
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fend?: TriggerGrouped;
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atking?: TriggerGrouped;
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atked?: TriggerGrouped;
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field?: LvFieldEntry[];
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revive?: LvReviveEntry[];
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/** 额外攻击/生命加成(按 lv 累加,用于成长文案) */
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ap_bonus?: LvBonusEntry[];
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hp_bonus?: LvBonusEntry[];
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}
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/**
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@@ -230,11 +231,11 @@ function buildFieldLine(head: string, uuid: number, showName: boolean = true): I
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* 复活次数 = r_num + floor((lv - 1) * upr);回血百分比 = SkillSet[s_uuid].ap
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*/
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function buildReviveLine(source: ISkillDescSource, showName: boolean = true): ISkillLine | null {
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const revive = source.revive;
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const lv = Math.max(1, source.lv ?? 1);
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const revive = resolveReviveByLv(source.revive, lv);
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if (!revive) return null;
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const base = SkillSet[revive.s_uuid];
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if (!base) return null;
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const lv = Math.max(1, source.lv ?? 1);
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const maxCount = revive.r_num + Math.floor((lv - 1) * revive.upr);
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const hpPct = base.ap ?? 0;
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const tpl = SkillTriggerName[SkillTriggerType.Revive] ?? "复活";
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@@ -247,18 +248,16 @@ function buildReviveLine(source: ISkillDescSource, showName: boolean = true): IS
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};
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}
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/** evolve 额外属性加成(ap/hp)累计结构化行:高亮累计数值 */
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/** 额外属性加成(ap/hp)累计结构化行:高亮累计数值 */
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function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
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const evolve = source.evolve;
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if (!evolve) return [];
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const lv = Math.max(1, source.lv ?? 1);
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let apTotal = 0;
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let hpTotal = 0;
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for (let elv = 2; elv <= lv; elv++) {
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const evo = evolve[elv];
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if (!evo) continue;
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apTotal += evo.ap_bonus ?? 0;
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hpTotal += evo.hp_bonus ?? 0;
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if (source.ap_bonus) {
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for (const e of source.ap_bonus) { if (e.lv <= lv) apTotal += e.value; }
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}
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if (source.hp_bonus) {
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for (const e of source.hp_bonus) { if (e.lv <= lv) hpTotal += e.value; }
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}
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const lines: ISkillLine[] = [];
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if (apTotal !== 0) lines.push({ prefix: "成长:额外", value: `+${apTotal}`, suffix: ATTR_NAME[Attrs.ap] ?? "攻击力" });
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@@ -267,17 +266,19 @@ function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
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}
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/**
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* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + evolve 加成)。
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* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + 额外加成)。
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* 纯文本与富文本两个公开接口共用此结果,仅渲染阶段不同。
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* @param showName 是否在行中包含「技能名」片段(英雄盒面板传 false 隐藏技能名)
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*/
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function buildSkillLines(source: ISkillDescSource, showName: boolean = true): ISkillLine[] {
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const lines: ISkillLine[] = [];
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const lv = Math.max(1, source.lv ?? 1);
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// ---- 6 种标准触发技能 ----
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// ---- 6 种标准触发技能(按当前等级 resolve 后遍历) ----
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for (const key of TRIGGER_KEYS) {
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const arr = source[key] as { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] | undefined;
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if (!arr?.length) continue;
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const grouped = source[key] as TriggerGrouped | undefined;
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const arr = resolveTriggerByLv(grouped, lv);
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if (!arr.length) continue;
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// 触发类型简称(召唤/亡语/起手/生息/进击/受击)
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const name = SkillTriggerName[key] ?? key;
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// 仅进击/受击带触发次数,拼为"×n";其余简称直接用
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@@ -293,7 +294,7 @@ function buildSkillLines(source: ISkillDescSource, showName: boolean = true): IS
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}
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// ---- 驻场光环(field):查 FieldDescSet 结构化渲染,value 数值高亮 ----
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const fieldUuids = source[SkillTriggerType.Field] as number[] | undefined;
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const fieldUuids = resolveFieldByLv(source[SkillTriggerType.Field] as LvFieldEntry[] | undefined, lv);
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if (fieldUuids?.length) {
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const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
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for (const uuid of fieldUuids) {
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