refactor(mission economy): 统一出售金币加成计算逻辑
移除冗余的SellBonus字段计算,将出售返还加成合并到SellGold口径中,同时清理废弃的技能配置项和注释。
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@@ -368,9 +368,9 @@ export enum FieldSkillType {
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HeroCritDamage = 11, // 英雄暴击伤害加成
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HeroSpeed = 12, // 英雄攻击速度加成
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// ---- 13~18 由 TalentSet 迁移而来,统一为驻场口径 ----
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// 备注:SellGold 已原生覆盖"出售返还"语义,故 TalentSet 中的 SellBonus 不再单独保留
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BuyDiscount = 13, // 购买卡牌费用减免(金币)
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RefreshDiscount = 14, // 刷新卡牌费用减免(金币)
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SellBonus = 15, // 出售英雄额外返还(金币)
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HeroHp = 16, // 英雄最大生命加成
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HeroWindFury = 17, // 英雄风怒概率加成
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HeroPuncture = 18, // 英雄穿刺概率加成
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@@ -398,9 +398,9 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
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7011: { uuid: 7011, name: "暴伤加成", type: FieldSkillType.HeroCritDamage, value: 0.5, info: "英雄暴击伤害+50%" },
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7012: { uuid: 7012, name: "攻速加成", type: FieldSkillType.HeroSpeed, value: 0.2, info: "英雄攻击速度+20%" },
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// ---- 13~18 来自原 TalentSet,统一为驻场百分比 / 绝对值口径 ----
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// 出售返还由原生 SellGold 承担,SellBonus 不再单独配置
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7013: { uuid: 7013, name: "购买优惠", type: FieldSkillType.BuyDiscount, value: 1, info: "购买卡牌费用-1金币" },
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7014: { uuid: 7014, name: "刷新优惠", type: FieldSkillType.RefreshDiscount, value: 1, info: "刷新卡牌费用-1金币" },
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7015: { uuid: 7015, name: "出售返还", type: FieldSkillType.SellBonus, value: 1, info: "出售英雄额外+1金币" },
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7016: { uuid: 7016, name: "生命加成", type: FieldSkillType.HeroHp, value: 0.1, info: "英雄最大生命+10%" },
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7017: { uuid: 7017, name: "风怒加成", type: FieldSkillType.HeroWindFury, value: 0.1, info: "英雄风怒概率+10%" },
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7018: { uuid: 7018, name: "穿刺加成", type: FieldSkillType.HeroPuncture, value: 0.1, info: "英雄穿刺概率+10%" },
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@@ -72,10 +72,9 @@ export class MissionEconomy {
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static getSellGold(heroLevel: number = 1): number {
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const sellByLevel: Record<number, number> = { 1: 3, 2: 10, 3: 25 };
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const baseSellGold = sellByLevel[heroLevel] || 3;
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// 驻场英雄带来的"出售金币"加成(包含原 SellBonus 语义,统一在 SellGold 中)
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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
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// 驻场英雄带来的"出售返还"加成
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const sellBonus = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellBonus);
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const totalSellGold = baseSellGold + goldBoost + sellBonus;
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const totalSellGold = baseSellGold + goldBoost;
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return Math.floor(totalSellGold);
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}
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