feat(map,economy): 重做游戏经济与卡牌平衡系统
本次提交重构了英雄出售、抽卡、波次金币的数值体系: 1. 调整英雄出售价格按等级计算,1/2/3级分别为3/10/25金币 2. 修改抽卡刷新费用为2,初始金币调整为10 3. 重做波次金币公式,基础收益改为10,每波增长4 4. 调整卡池卡牌消耗与特殊卡牌的定价 5. 优化卡牌抽取消耗的计算逻辑,使用指数增长替代线性计算
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@@ -87,10 +87,10 @@ export class MissionComp extends CCComp {
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private maxMonsterCount: number = 50;
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/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
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private resumeMonsterCount: number = 30;
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/** 新一波金币奖励基础值(现已固定,不再随波次增长) */
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private prepareBaseCoinReward: number = 25;
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/** 每一波金币增长值(固定收益设为0) */
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private prepareCoinWaveGrow: number = 0;
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/** 新一波金币奖励基础值 */
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private prepareBaseCoinReward: number = 10;
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/** 每一波金币增长值(公式: base + (wave-1) * growth) */
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private prepareCoinWaveGrow: number = 4;
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/** 金币奖励上限(固定收益,此值不再生效) */
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private prepareCoinRewardCap: number = 100;
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/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
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@@ -788,12 +788,13 @@ export class MissionComp extends CCComp {
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private grantPrepareCoinByWave(wave: number) {
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if (wave <= 1) return;
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if (wave <= this.lastPrepareCoinWave) return;
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// 使用统一经济管理入口发放每波金币
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const reward = MissionEconomy.executeWaveGold(this.prepareBaseCoinReward);
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// 波次金币公式: baseReward + (wave-1) * waveGrow
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const waveReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow;
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const reward = MissionEconomy.executeWaveGold(waveReward);
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this.lastPrepareCoinWave = wave;
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mLogger.log(this.debugMode, "MissionComp", "grantPrepareCoinByWave", { wave, reward, coin: smc.vmdata.mission_data.coin });
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mLogger.log(this.debugMode, "MissionComp", "grantPrepareCoinByWave", { wave, waveReward, reward, coin: smc.vmdata.mission_data.coin });
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}
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// ======================== 怪物数量管理 ========================
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