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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@@ -66,11 +66,12 @@ export class MissionEconomy {
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return success;
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}
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/**
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* 计算英雄出售金币
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/**
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* 计算英雄出售金币(按英雄等级缩放)
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*/
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static getSellGold(): number {
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const baseSellGold = 1; // 基础卖出金币
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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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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
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let totalSellGold = baseSellGold + goldBoost;
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// 应用天赋 SellBonus (增加数值)
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@@ -81,11 +82,11 @@ export class MissionEconomy {
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return Math.floor(totalSellGold);
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}
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/**
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* 执行出售英雄并增加金币
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/**
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* 执行出售英雄并增加金币
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*/
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static executeSellHero(): number {
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const gold = this.getSellGold();
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static executeSellHero(heroLevel: number = 1): number {
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const gold = this.getSellGold(heroLevel);
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this.addCoin(gold);
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return gold;
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}
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