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:
33
assets/script/game/common/config/TDEnabledAttrs.ts
Normal file
33
assets/script/game/common/config/TDEnabledAttrs.ts
Normal file
@@ -0,0 +1,33 @@
|
||||
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;
|
||||
188
assets/script/game/common/config/TDLevelOptions.ts
Normal file
188
assets/script/game/common/config/TDLevelOptions.ts
Normal file
@@ -0,0 +1,188 @@
|
||||
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;
|
||||
};
|
||||
Reference in New Issue
Block a user