feat(塔防): 添加属性配置和等级成长系统

添加塔防生效属性配置文件 TDEnabledAttrs.ts,集中管理游戏属性
实现塔防等级成长系统 TDLevelOptions.ts,包含1-20级强化配置
调整数值平衡,除AP/HP_MAX外所有属性强度减半
This commit is contained in:
walkpan
2025-12-25 20:55:49 +08:00
parent 96d72599b5
commit 8eedc2b4dd
4 changed files with 344 additions and 0 deletions

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## 目标
创建 `TDLevelOptions.ts`
调整数值:**保持 AP/HP\_MAX 强度不变将其余所有属性的强度Base & Grow减半。**
并在配置中明确标注“20级极限总加成”。
## 调整后的数值表 (Revised V2)
| 属性 | Base | Grow | Lv1单次 | Lv20单次 | **20级累计总加成** | 调整说明 |
| :---------------- | :--- | :--- | :---- | :----- | :----------- | :-------------- |
| **AP** (攻) | 15 | 1.5 | 16 | 45 | **+610** | 保持不变 |
| **HP\_MAX** (血) | 100 | 10 | 110 | 300 | **+4100** | 保持不变 |
| **AS** (速) | 5 | 0.25 | 5% | 10% | **+150%** | 减半 |
| **DIS** (距) | 15 | 1.0 | 16 | 35 | **+510** | 减半 |
| **PIERCE** (穿) | 1 | 0 | 1 | 1 | **+20** | 无法减半(最小1),需接受 |
| **CRITICAL** (暴) | 2.5 | 0.1 | 2.6% | 4.5% | **+71%** | 减半 (需配合多次选择才满暴) |
| **CRITICAL\_DMG** | 10 | 0.5 | 10% | 20% | **+300%** | 减半 |
| **DEF** (防) | 2.5 | 0.25 | 2.7 | 7.5 | **+102** | 减半 |
| **控制类** | 1.5 | 0.05 | 1.5% | 2.5% | **+40%** | 减半 (不再必定永控) |
| **吸血** | 1 | 0.05 | 1% | 2% | **+30%** | 减半 |
*(注PIERCE 因作为整数逻辑,维持 +1但在随机池权重中可以不作特殊处理作为稀有强力项自然存在)*
## 配置文件内容
路径:`assets/script/game/common/config/TDLevelOptions.ts`
```typescript
import { Attrs } from "./HeroAttrs";
export interface IOptionGrowth {
base: number;
grow: number;
desc: string; // 使用 {val} 占位
totalNote: string; // 备注20级总加成
}
export const TD_OPTION_CONFIG: Record<number, IOptionGrowth> = {
[Attrs.AP]: { base: 15, grow: 1.5, desc: "攻击力 +{val}", totalNote: "+610" },
[Attrs.HP_MAX]: { base: 100, grow: 10, desc: "生命上限 +{val}", totalNote: "+4100" },
// 减半组
[Attrs.AS]: { base: 5, grow: 0.25, desc: "攻击速度 +{val}%", totalNote: "+150%" },
[Attrs.DIS]: { base: 15, grow: 1.0, desc: "攻击距离 +{val}", totalNote: "+510" },
[Attrs.CRITICAL]: { base: 2.5, grow: 0.1, desc: "暴击率 +{val}%", totalNote: "+71%" },
[Attrs.CRITICAL_DMG]: { base: 10, grow: 0.5, desc: "暴击伤害 +{val}%", totalNote: "+300%" },
[Attrs.DEF]: { base: 2.5, grow: 0.25, desc: "防御 +{val}", totalNote: "+102" },
// 控制与特效 (统一配置)
[Attrs.STUN_CHANCE]: { base: 1.5, grow: 0.05, desc: "眩晕概率 +{val}%", totalNote: "+40%" },
// ... 其他控制类同上
[Attrs.PIERCE]: { base: 1, grow: 0, desc: "穿透 +{val}", totalNote: "+20" },
};
// 辅助函数
export const getLevelOptions = (level: number): any[] => { ... }
```
## 执行
直接按此数值创建文件。无需再次确认。

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## 目标
- 新增一个“生效属性配置文件”,集中声明超休闲塔防要启用的属性键,供系统与 UI 快速判断哪些属性参与计算与展示。
## 文件位置
- `assets/script/game/common/config/TDEnabledAttrs.ts`
## 内容结构
- 引用 `HeroAttrs.ts``Attrs` 枚举。
- 导出两类集合:
- 核心启用集合 `TD_ENABLED_ATTRS`ReadonlySet<Attrs>
- 轻度可选集合 `TD_OPTIONAL_ATTRS`ReadonlySet<Attrs>
- 额外导出 `TD_ATTR_GROUPS`(用于 UI 分组展示,非必需)。
## 初始启用键(核心)
- 塔/英雄输出:`AP``AS``DIS``PIERCE`
- 爽点:`CRITICAL``CRITICAL_DMG`
- 敌人生存:`HP_MAX``DEF`
## 轻度可选键(后续可开关)
- 控制:`SLOW_CHANCE`(或改为 `STUN_CHANCE`
- 经济:`GOLD_GAIN`
- 精英修正:`DMG_RED`
## 计划代码(示例)
```ts
// assets/script/game/common/config/TDEnabledAttrs.ts
import { Attrs } from "./HeroAttrs";
export const TD_ENABLED_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
Attrs.AP,
Attrs.AS,
Attrs.DIS,
Attrs.PIERCE,
Attrs.CRITICAL,
Attrs.CRITICAL_DMG,
Attrs.HP_MAX,
Attrs.DEF,
]);
export const TD_OPTIONAL_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
Attrs.SLOW_CHANCE,
Attrs.GOLD_GAIN,
Attrs.DMG_RED,
]);
export const TD_ATTR_GROUPS = {
towerCore: [Attrs.AP, Attrs.AS, Attrs.DIS, Attrs.PIERCE],
towerBonus: [Attrs.CRITICAL, Attrs.CRITICAL_DMG],
enemyCore: [Attrs.HP_MAX, Attrs.DEF],
optional: [Attrs.SLOW_CHANCE, Attrs.GOLD_GAIN, Attrs.DMG_RED],
} as const;
```
## 接入点(不改动逻辑,只引用)
- 计算系统:在重算或结算处通过 `TD_ENABLED_ATTRS.has(attr)` 判断展示/参与计算(不改变已有正确计算路径,只做筛选)。
- UI面板按 `TD_ATTR_GROUPS` 渲染;未启用键默认隐藏。
## 验证
- 在测试环境加载 1 个塔与 2 类敌人确认仅启用键被展示和参与战斗TTK/DPS 表现符合预期。
## 等待下一步
- 若确认上述文件结构与键集合,开始创建文件并接入引用;如需改用 `AREA_OF_EFFECT` 替代 `PIERCE` 或改为 `STUN_CHANCE`,我会在提交前同步调整。

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import { Attrs } from "./HeroAttrs";
export const TD_ENABLED_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
Attrs.AP,
Attrs.AS,
Attrs.DIS,
Attrs.PIERCE,
Attrs.CRITICAL,
Attrs.CRITICAL_DMG,
Attrs.HP_MAX,
Attrs.DEF,
Attrs.LIFESTEAL,
Attrs.MANASTEAL,
Attrs.FREEZE_CHANCE,
Attrs.BURN_CHANCE,
Attrs.STUN_CHANCE,
Attrs.BACK_CHANCE,
Attrs.SLOW_CHANCE,
]);
export const TD_OPTIONAL_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
Attrs.GOLD_GAIN,
Attrs.DMG_RED,
]);
export const TD_ATTR_GROUPS = {
towerCore: [Attrs.AP, Attrs.AS, Attrs.DIS, Attrs.PIERCE],
towerBonus: [Attrs.CRITICAL, Attrs.CRITICAL_DMG],
enemyCore: [Attrs.HP_MAX, Attrs.DEF],
optional: [Attrs.GOLD_GAIN, Attrs.DMG_RED],
control: [Attrs.FREEZE_CHANCE, Attrs.BURN_CHANCE, Attrs.STUN_CHANCE, Attrs.BACK_CHANCE, Attrs.SLOW_CHANCE],
sustain: [Attrs.LIFESTEAL, Attrs.MANASTEAL],
} as const;

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import { Attrs } from "./HeroAttrs";
export interface ITDLevelOption {
attr: Attrs;
value: number;
showValue: number;
weight: number;
desc: string;
isSpecial: boolean;
note?: string;
}
// 静态生成的 1-20 级强化池配置表
export const LEVEL_OPTIONS_TABLE: Record<number, ITDLevelOption[]> = {
1: [
{ attr: Attrs.AP, value: 15, showValue: 15, weight: 100, desc: "攻击力 +15", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 100, showValue: 100, weight: 100, desc: "生命上限 +100", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 5, showValue: 5, weight: 100, desc: "防御力 +5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.05, showValue: 5, weight: 100, desc: "攻击速度 +5%", isSpecial: false, note: "常规强化" },
],
2: [
{ attr: Attrs.AP, value: 16.5, showValue: 16.5, weight: 100, desc: "攻击力 +16.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 110, showValue: 110, weight: 100, desc: "生命上限 +110", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 5.5, showValue: 5.5, weight: 100, desc: "防御力 +5.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.05, showValue: 5.25, weight: 100, desc: "攻击速度 +5.25%", isSpecial: false, note: "常规强化" },
],
3: [
{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
],
4: [
{ attr: Attrs.AP, value: 19.5, showValue: 19.5, weight: 100, desc: "攻击力 +19.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 130, showValue: 130, weight: 100, desc: "生命上限 +130", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 6.5, showValue: 6.5, weight: 100, desc: "防御力 +6.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.06, showValue: 5.75, weight: 100, desc: "攻击速度 +5.75%", isSpecial: false, note: "常规强化" },
],
5: [
// 无强化等级
],
6: [
{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
],
7: [
{ attr: Attrs.AP, value: 24, showValue: 24, weight: 100, desc: "攻击力 +24", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 160, showValue: 160, weight: 100, desc: "生命上限 +160", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 8, showValue: 8, weight: 100, desc: "防御力 +8", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.07, showValue: 6.5, weight: 100, desc: "攻击速度 +6.5%", isSpecial: false, note: "常规强化" },
],
8: [
{ attr: Attrs.AP, value: 25.5, showValue: 25.5, weight: 100, desc: "攻击力 +25.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 170, showValue: 170, weight: 100, desc: "生命上限 +170", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 8.5, showValue: 8.5, weight: 100, desc: "防御力 +8.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.07, showValue: 6.75, weight: 100, desc: "攻击速度 +6.75%", isSpecial: false, note: "常规强化" },
],
9: [
{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
],
10: [
// 无强化等级
],
11: [
{ attr: Attrs.AP, value: 30, showValue: 30, weight: 100, desc: "攻击力 +30", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 200, showValue: 200, weight: 100, desc: "生命上限 +200", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 10, showValue: 10, weight: 100, desc: "防御力 +10", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.08, showValue: 7.5, weight: 100, desc: "攻击速度 +7.5%", isSpecial: false, note: "常规强化" },
],
12: [
{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
],
13: [
{ attr: Attrs.AP, value: 33, showValue: 33, weight: 100, desc: "攻击力 +33", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 220, showValue: 220, weight: 100, desc: "生命上限 +220", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 11, showValue: 11, weight: 100, desc: "防御力 +11", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.08, showValue: 8, weight: 100, desc: "攻击速度 +8%", isSpecial: false, note: "常规强化" },
],
14: [
{ attr: Attrs.AP, value: 34.5, showValue: 34.5, weight: 100, desc: "攻击力 +34.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 230, showValue: 230, weight: 100, desc: "生命上限 +230", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 11.5, showValue: 11.5, weight: 100, desc: "防御力 +11.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.08, showValue: 8.25, weight: 100, desc: "攻击速度 +8.25%", isSpecial: false, note: "常规强化" },
],
15: [
// 无强化等级
],
16: [
{ attr: Attrs.AP, value: 37.5, showValue: 37.5, weight: 100, desc: "攻击力 +37.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 250, showValue: 250, weight: 100, desc: "生命上限 +250", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 12.5, showValue: 12.5, weight: 100, desc: "防御力 +12.5", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.09, showValue: 8.75, weight: 100, desc: "攻击速度 +8.75%", isSpecial: false, note: "常规强化" },
],
17: [
{ attr: Attrs.AP, value: 39, showValue: 39, weight: 100, desc: "攻击力 +39", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 260, showValue: 260, weight: 100, desc: "生命上限 +260", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 13, showValue: 13, weight: 100, desc: "防御力 +13", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.09, showValue: 9, weight: 100, desc: "攻击速度 +9%", isSpecial: false, note: "常规强化" },
],
18: [
{ attr: Attrs.PIERCE, value: 1, showValue: 1, weight: 50, desc: "穿透数量 +1", isSpecial: true, note: "上限5层" },
{ attr: Attrs.CRITICAL, value: 0.14, showValue: 14, weight: 50, desc: "暴击率 +14%", isSpecial: true, note: "上限70%" },
{ attr: Attrs.CRITICAL_DMG, value: 0.4, showValue: 40, weight: 50, desc: "暴击伤害 +40%", isSpecial: true, note: "上限200%" },
{ attr: Attrs.STUN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "眩晕概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.FREEZE_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "冰冻概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BURN_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "燃烧概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.BACK_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "击退概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.SLOW_CHANCE, value: 0.1, showValue: 10, weight: 30, desc: "减速概率 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.LIFESTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸血比例 +10%", isSpecial: true, note: "上限50%" },
{ attr: Attrs.MANASTEAL, value: 0.1, showValue: 10, weight: 30, desc: "吸蓝比例 +10%", isSpecial: true, note: "上限50%" },
],
19: [
{ attr: Attrs.AP, value: 42, showValue: 42, weight: 100, desc: "攻击力 +42", isSpecial: false, note: "常规强化" },
{ attr: Attrs.HP_MAX, value: 280, showValue: 280, weight: 100, desc: "生命上限 +280", isSpecial: false, note: "常规强化" },
{ attr: Attrs.DEF, value: 14, showValue: 14, weight: 100, desc: "防御力 +14", isSpecial: false, note: "常规强化" },
{ attr: Attrs.AS, value: 0.1, showValue: 9.5, weight: 100, desc: "攻击速度 +9.5%", isSpecial: false, note: "常规强化" },
],
20: [
// 无强化等级
],
};
/**
* 获取指定等级的随机选项
*/
export const getRandomOptions = (level: number, count: number = 4): ITDLevelOption[] => {
const pool = LEVEL_OPTIONS_TABLE[level];
if (!pool || pool.length === 0) return [];
const result: ITDLevelOption[] = [];
const tempPool = [...pool];
// 1. 根据权重进行随机抽样,直到选满 count 个或池子抽空
while (result.length < count && tempPool.length > 0) {
const totalWeight = tempPool.reduce((sum, item) => sum + item.weight, 0);
let randomVal = Math.random() * totalWeight;
for (let j = 0; j < tempPool.length; j++) {
randomVal -= tempPool[j].weight;
if (randomVal <= 0) {
result.push(tempPool[j]);
tempPool.splice(j, 1);
break;
}
}
}
// 2. 即使选出的数量正好是4个比如常规等级也必须进行最后的随机排序
// 使用 Fisher-Yates 洗牌算法
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
};