refactor(game): 调整场上英雄数量机制为固定3人
1. 重构GameSet配置,移除HERO_MAX_NUM新增HERO_FIELD_NUM定义场上固定编制 2. 移除局内英雄上限相关的冗余数据与校验逻辑,玩家无法主动扩充英雄数量 3. 更新所有引用旧英雄上限配置的代码,统一使用新的固定编制常量 4. 调整抽卡、阵容计算等相关逻辑适配新的英雄数量规则
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@@ -8,7 +8,7 @@ import { GameEvent } from "./config/GameEvent";
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import { GameScoreStats } from "./config/HeroAttrs";
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import { mLogger } from "./Logger";
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import { gameDataSync } from "./GameDataSync";
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import { FightSet, HERO_UPGRADE_NEED_FRAGMENTS } from "./config/GameSet";
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import { HERO_UPGRADE_NEED_FRAGMENTS } from "./config/GameSet";
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/**
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* 用远程数据覆盖本地数据(统一方法)
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@@ -121,8 +121,6 @@ export class SingletonModuleComp extends ecs.Comp {
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pending_mon_num: 0,//待刷出怪物数量(MissionMonComp 每帧写入,供回合结束检测与 HUD 进度)
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wave_early_skip: 0,//本回合清场加速累计节省的秒数(MissionComp 用于还原 DDA 判定口径)
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hero_num: 0,//英雄数量
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hero_max_num: FightSet.HERO_MAX_NUM,//英雄可召唤上限
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hero_extend_max_num: FightSet.HERO_MAX_NUM + 1,//英雄可拓展上限
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wave_time_num: 0,//回合时间
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in_fight: false,
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fight_time: 0,//战斗时间
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