diff --git a/assets/script/game/common/HeroSkillText.ts b/assets/script/game/common/HeroSkillText.ts index 4ff1868a..24942266 100644 --- a/assets/script/game/common/HeroSkillText.ts +++ b/assets/script/game/common/HeroSkillText.ts @@ -25,8 +25,8 @@ */ import { HeroInfo, heroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry, - TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, - getGroupedTriggerName, getFieldSkillName, getReviveSkillName, + TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv, + getGroupedTriggerName, getFieldSkillName, } from "./config/heroSet"; import { SkillSet, mergeSkillParams, SkillConfig, SkillKind, TGroup, FieldSkillSet } from "./config/SkillSet"; import { BuffList } from "./config/BuffSet"; @@ -219,12 +219,16 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s lines.push(`${nameSeg(getFieldSkillName(hero, entry.uuid))}${desc.verb}${valueRich(val)}`); } - // ---- 复活(revive):次数复刻战斗公式 r_num + floor((lv-1)*upr) ---- - const revive = resolveReviveByLv(hero.revive, lv); - if (revive) { - const count = revive.r_num + Math.floor((lv - 1) * revive.upr); - const hpPct = SkillSet[revive.s_uuid]?.ap ?? 0; - lines.push(`${nameSeg(getReviveSkillName(hero, revive.s_uuid))}每回合可复活${valueRich(count)}次, 死亡后以${valueRich(`${Math.round(hpPct)}%`)}生命原地重生`); + // ---- 复活(已纳入 dead 触发组):从 dead 配置提取 revive_hp / revive_count ---- + for (const item of resolveTriggerByLv(hero.dead, lv)) { + const reviveHp = item.overrides?.revive_hp; + const reviveCount = item.overrides?.revive_count ?? 0; + if (reviveHp === undefined || reviveCount <= 0) continue; + const base = SkillSet[item.s_uuid]; + if (!base) continue; + const skill = mergeSkillParams(base, item.overrides); + const text = `每回合可复活${valueRich(reviveCount)}次, 死亡后以${valueRich(`${Math.round(reviveHp)}%`)}生命原地重生`; + lines.push(`${nameSeg(getGroupedTriggerName(hero.dead!, item.s_uuid))}${SkillTriggerName[SkillTriggerType.Dead]}, ${text}`); } return lines.join("\n"); @@ -392,32 +396,40 @@ function collectFieldTierLines(hero: heroInfo, fieldUuid: number): HeroSkillTier } /** - * 收集复活技能分档行(hero.revive 各英雄等级档,无 s_lv 概念,按档位序号编号)。 - * slv1 给完整效果(复活次数 + 重生血量);slv2+ 给复活次数变化。 + * 收集复活技能分档行(已纳入 dead 触发组,从 dead[skillUuid] 提取 revive_hp / revive_count)。 + * slv1 给完整效果(复活次数 + 重生血量);slv2+ 给复活次数/血量变化。 * 档位配置了 desc 时直接采用。 */ function collectReviveTierLines(hero: heroInfo, sUuid: number): HeroSkillTierLine[] { - const matched = (hero.revive ?? []) - .filter(e => e.s_uuid === sUuid) + const entries = hero.dead?.[sUuid]; + if (!entries?.length) return []; + + // 筛选带复活参数的档位,按 lv 升序 + const matched = entries + .filter(e => e.overrides?.revive_hp !== undefined && (e.overrides?.revive_count ?? 0) > 0) .sort((a, b) => a.lv - b.lv); if (matched.length === 0) return []; const lines: HeroSkillTierLine[] = []; let prevCount: number | undefined; + let prevHp: number | undefined; matched.forEach((e, i) => { - // 复活次数复刻战斗公式:r_num + floor((英雄等级-1)*upr) - const count = e.r_num + Math.floor((e.lv - 1) * e.upr); - const hpPct = Math.round(SkillSet[e.s_uuid]?.ap ?? 0); + const count = e.overrides!.revive_count!; + const hpPct = Math.round(e.overrides!.revive_hp!); if (e.desc) { lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc }); } else if (i === 0) { lines.push({ sLv: 1, heroLv: e.lv, text: `每回合可复活${valueRich(count)}次, 死亡后以${valueRich(`${hpPct}%`)}生命原地重生` }); - } else if (prevCount !== undefined && count !== prevCount) { - lines.push({ sLv: i + 1, heroLv: e.lv, text: `复活次数${valueRich(prevCount)}次提升至${valueRich(count)}次` }); + } else if (prevCount !== undefined && (count !== prevCount || hpPct !== prevHp)) { + const parts: string[] = []; + if (count !== prevCount) parts.push(`复活次数${valueRich(prevCount)}次提升至${valueRich(count)}次`); + if (hpPct !== prevHp) parts.push(`回血比例${valueRich(prevHp)}%提升至${valueRich(hpPct)}%`); + lines.push({ sLv: i + 1, heroLv: e.lv, text: parts.join(",") }); } else { lines.push({ sLv: i + 1, heroLv: e.lv, text: "无变化" }); } prevCount = count; + prevHp = hpPct; }); return lines; } @@ -487,7 +499,7 @@ function buildTierLines(tiers: ISkillTierInfo[], triggerLabel: string): HeroSkil * 1. hero.skills[skillUuid] —— 普攻/大招 * 2. 5 类触发技能组 —— call/dead/fstart/atking/atked * 3. hero.field —— 驻场光环词条(FieldSkillSet uuid) - * 4. hero.revive —— 复活技能(SkillSet uuid) + * 4. hero.dead 中的复活技能 —— 已纳入 dead 触发组(revive_hp / revive_count) * 均未命中返回 []。 * * Why: 同一底座技能可能被多个英雄以不同 overrides 引用,必须以英雄语境取档; @@ -503,9 +515,8 @@ export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number, slo const hero = HeroInfo[heroUuid]; if (!hero) return []; - // 槽位指定:光环/复活结构特殊直接生成行;触发组走统一档位结构 + // 槽位指定:光环结构特殊直接生成行;触发组走统一档位结构(复活已纳入 dead) if (slot === SkillTriggerType.Field) return collectFieldTierLines(hero, skillUuid); - if (slot === SkillTriggerType.Revive) return collectReviveTierLines(hero, skillUuid); if (slot !== undefined) { const hit = collectTriggerTiers(hero, slot, skillUuid); return hit ? buildTierLines(hit.tiers, hit.label) : []; @@ -530,12 +541,11 @@ export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number, slo } } - // 光环/复活路径(无 ISkillTierInfo 中间结构,直接生成 HeroSkillTierLine) + // 光环路径(无 ISkillTierInfo 中间结构,直接生成 HeroSkillTierLine) if (tiers.length === 0) { const fieldLines = collectFieldTierLines(hero, skillUuid); if (fieldLines.length > 0) return fieldLines; - const reviveLines = collectReviveTierLines(hero, skillUuid); - if (reviveLines.length > 0) return reviveLines; + // 复活已纳入 dead 触发组,通过 dead 路径处理 return []; } @@ -580,9 +590,9 @@ function resolveTriggerSkillName(hero: heroInfo, skillUuid: number): string { if (hero.field?.some(e => e.uuids.some(u => u.uuid === skillUuid))) { return getFieldSkillName(hero, skillUuid); } - // 复活技能:名称取英雄语境(LvReviveEntry.name 优先,回退固定称谓) - if (hero.revive?.some(e => e.s_uuid === skillUuid)) { - return getReviveSkillName(hero, skillUuid); + // 复活技能:名称取英雄语境(dead 组名,回退底座名) + if (hero.dead?.[skillUuid]?.length) { + return getGroupedTriggerName(hero.dead, skillUuid); } return SkillSet[skillUuid]?.name ?? ""; } diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index b9e59e32..b83499c9 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -184,6 +184,10 @@ export interface SkillOverrides { is_accel?: boolean; /** 单次施法额外释放次数(0=单次,1=双发,2=三发;弹道由 resolveRepeatCastTargetPos 分散上/中/下三路) */ num?: number; + /** 复活回血比例(%),有值表示死亡时触发复活(仅 dead 触发有效) */ + revive_hp?: number; + /** 复活次数上限,配合 revive_hp 使用(仅 dead 触发有效) */ + revive_count?: number; } /** diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index bfdc8f44..4fff957b 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -1,4 +1,4 @@ -import { v3 } from "cc" +import { v3 } from "cc" import { BoxSet, FacSet, FightSet } from "./GameSet" import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet" import { BuffList, BuffConfig, ModOp } from "./BuffSet" @@ -285,17 +285,9 @@ export function getFieldSkillName(hero: heroInfo | undefined, uuid: number): str } /** - * 查询复活技能的对外展示名(英雄语境,LvReviveEntry.name 优先,缺省回退固定称谓"凤凰涅槃")。 - * Why: 名称收敛进 heroSet 英雄配置,复活底座 6501 在不同英雄下可有特色名(如"回光返照")。 - * @param hero 英雄配置(含 revive 档位的 heroInfo) - * @param sUuid 复活底座技能 uuid(指向 SkillSet 6501) + * 复活已纳入 dead 触发组:通过 SkillOverrides.revive_hp / revive_count 配置, + * 不再需要独立的 revive 字段和解析函数。 */ -export function getReviveSkillName(hero: heroInfo | undefined, sUuid: number): string { - for (const e of hero?.revive ?? []) { - if (e.s_uuid === sUuid && e.name) return e.name; - } - return "凤凰涅槃"; -} /** * 英雄/怪物基础信息接口 @@ -322,7 +314,6 @@ export interface heroInfo { [SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档) [SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数 [SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数 - [SkillTriggerType.Revive]?: LvReviveEntry[]; // 复活技能配置(按 lv 升序,运行时取 ≤英雄等级 的最大档) dis?: number; // 攻击距离(像素) speed?: number; // 移动速度(像素/秒) skills: Record; // 携带技能ID列表 @@ -431,20 +422,6 @@ export interface LvFieldEntry { desc?: string; } -/** - * 复活技能按等级解锁:运行时取 ≤英雄等级 的最大 lv 档。 - * name 为该复活技能在英雄语境下的对外展示名(写在第 1 档),缺省回退固定称谓"凤凰涅槃"。 - */ -export interface LvReviveEntry { - lv: number; - s_uuid: number; - r_num: number; - upr: number; - name?: string; // 英雄语境对外展示名(写在第 1 档) - /** 档位描述(可选,缺省由 HeroSkillText 自动生成) */ - desc?: string; -} - /** * 额外属性加成按等级叠加:运行时累加所有 ≤英雄等级 的档位。 */ @@ -908,16 +885,6 @@ export function resolveFieldByLv(field: LvFieldEntry[] | undefined, lv: number): return pick ? pick.uuids : []; } -/** 解析复活技能在目标等级下的有效配置(取 ≤lv 的最大档) */ -export function resolveReviveByLv(revive: LvReviveEntry[] | undefined, lv: number): { s_uuid: number; r_num: number; upr: number } | undefined { - if (!revive || revive.length === 0) return undefined; - let pick: LvReviveEntry | undefined; - for (const e of revive) { - if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e; - } - return pick ? { s_uuid: pick.s_uuid, r_num: pick.r_num, upr: pick.upr } : undefined; -} - /** 计算目标等级下额外属性加成(hp/ap/def_bonus 一次性奖励 + 成长类型每级递增) */ function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number, def: number } { const lv = Math.max(1, targetLv); @@ -1020,6 +987,23 @@ function getWaveCount(seconds: number): number { return seconds / HERO_POWER_WEIGHTS.WAVE_DURATION; } +/** + * 从 dead 触发配置中解析最大复活次数(revive_count)。 + * 遍历所有 dead 技能的 overrides,取 revive_count 最大值。 + * @param dead 死亡触发配置 + * @param lv 英雄等级 + * @returns 最大复活次数,无复活配置时返回 0 + */ +export function resolveMaxReviveCount(dead: TriggerGrouped | undefined, lv: number): number { + const triggers = resolveTriggerByLv(dead, lv); + let maxRevive = 0; + for (const t of triggers) { + const count = t.overrides?.revive_count ?? 0; + if (count > maxRevive) maxRevive = count; + } + return maxRevive; +} + /** 计算触发技在目标时间窗内的触发次数 */ function getTriggerCount( type: SkillTriggerType, @@ -1035,7 +1019,9 @@ function getTriggerCount( case SkillTriggerType.FStart: return getWaveCount(seconds); case SkillTriggerType.Dead: - return getWaveCount(seconds) * (1 + (resolveReviveByLv(hero.revive, FightSet.HERO_MAX_LV)?.r_num || 0)); + // 死亡触发次数 = 回合数 × (1 + 最大复活次数),复活从 dead 配置中提取 + const maxRevive = resolveMaxReviveCount(hero.dead, FightSet.HERO_MAX_LV); + return getWaveCount(seconds) * (1 + maxRevive); } return 1; } @@ -1316,9 +1302,14 @@ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seco const field = fieldEntries.length > 0 ? calcFieldPowerDetailed(fieldEntries, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] }; let reviveValue = 0; - const revive = resolveReviveByLv(hero.revive, targetLv); - if (revive) { - reviveValue = hpEff * revive.upr * revive.r_num * weights.W_revive * getWaveCount(seconds); + // 复活价值从 dead 触发配置中提取(revive_hp / revive_count) + const deadTriggers = resolveTriggerByLv(hero.dead, targetLv); + for (const t of deadTriggers) { + const reviveHp = t.overrides?.revive_hp; + const reviveCount = t.overrides?.revive_count ?? 0; + if (reviveHp !== undefined && reviveCount > 0) { + reviveValue = hpEff * (reviveHp / 100) * reviveCount * weights.W_revive * getWaveCount(seconds); + } } const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + dead.total + field.total + reviveValue; diff --git a/assets/script/game/common/config/英雄设计指引.md b/assets/script/game/common/config/英雄设计指引.md index 8a1e6029..8ac73a64 100644 --- a/assets/script/game/common/config/英雄设计指引.md +++ b/assets/script/game/common/config/英雄设计指引.md @@ -22,6 +22,8 @@ > - **support / mage → 远程**(普攻 6009\~6012,大招 6200 / 6201 / 6202\~6204) > > 辅助技能(6301 护盾 / 6302 治疗 / 6412 防御强化 / 6501 复活)不受形态约束,任意形态可用;作大招(skills[1])时同样按 lv1/lv9/lv16 走 `lv_entries` 分档强化。 + +**复活机制说明**:复活已纳入 `dead` 触发组,通过 `overrides.revive_hp`(复活回血比例)和 `overrides.revive_count`(复活次数上限)配置,不再使用独立的 `revive` 字段。复活技能仍使用 6501 底座,但数值通过 `overrides` 注入。 ## 说明模板 ``` @@ -40,18 +42,18 @@ skill[1]_lv16:大招终段强化档(lv_entries) atking[0]_lv4:攻击触发(t_num 模拟概率,1=每次 3≈33% 4≈25%) atked[0]_lv4:无 fstart[0]_lv4:无 -dead[0]_lv4:无 +dead[0]_lv1:死亡触发(可含复活效果:overrides.revive_hp / revive_count) +dead[0]_lv8:死亡触发强化档 +dead[0]_lv16:死亡触发终段档 field[0]_lv4:驻场光环(无品质门槛,所有英雄均可配置) -revive[0]_lv1:无(与 skills[1] 互斥二选一;配置时与大招同走 lv1/lv8/lv16 三档) -revive[0]_lv8:无 -revive[0]_lv16:无 简化说明:原作缺失机制的替代方案(如有) ``` **通用约束**: - 等级节奏:lv1 激活 skills[0]/skills[1];lv2 解锁 skills[0] 普攻强化档(`lv_entries` 覆写 ap/弹道/附加效果);lv4 解锁 atking/atked/fstart/dead/field 触发技能(触发类技能统一 lv4 激活,各触发槽最多 1 个,无品质门槛);大招(skills[1])lv9/lv16 走 `lv_entries` 分档提升;lv12 按职业对单项基础属性 +50%(基数取 lv11 当前等级有效值:坦克→def、战士/辅助→hp、刺客/射手/法师→ap) -- **revive 与大招互斥**:`revive[0]` 与 `skills[1]` 只能二选一;配置 revive 的英雄不走大招体系,revive 采用与大招相同的 3 级成长机制(lv1/lv8/lv16 走 `lv_entries` 分档强化) +- **dead 触发档位**:死亡触发技能(含复活)按 lv1/lv8/lv16 三档配置,与普通触发技统一节奏;`t_num` 固定为 1(只要死亡就触发) +- **复活配置规则**:复活效果通过 `dead[s_uuid]` 的 `overrides.revive_hp`(回血比例 %)+ `overrides.revive_count`(次数上限)注入;`s_uuid` 通常使用 6501(复活底座),也可与其他 dead 技能(如 6302 治疗)合并配置,实现"死亡时先触发技能效果、再判定复活" - **品质(rarity)仅影响 lv1 初始基础属性**:相邻品质 AP/HP/DEF 相差 5%(系数 1+0.05×(rarity-1)),不再决定 uuid 段位、光环/技能解锁、属性补偿等任何机制;其余配置参数完全一致 - 能力只能从能力池(BuffList 7001\~7024 / FieldSkillSet 7001\~7020 / SkillSet 底座)引用 + `overrides` 数值覆盖,**禁止新增同义底座** @@ -81,7 +83,7 @@ revive[0]_lv16:无 - [ ] `timed_buff_id` 指向 BuffList 已存在条目(能力池 2.1/2.2 内) - [ ] debuff/buff 只通过 `overrides` 注入,未改动 SkillSet/BuffList 底座 - [ ] `atking`/`atked`/`fstart`/`dead`/`field` 按 s\_uuid 分组、按 lv 升序,触发类技能统一 lv4 激活(无品质门槛,field 光环任意品质可配) -- [ ] `revive[0]` 与 `skills[1]` 二选一(互斥);配置 revive 时按 lv1/lv8/lv16 走 `lv_entries` 3 级成长,与大招同机制 +- [ ] 复活配置在 `dead` 触发组中,使用 `overrides.revive_hp`(回血比例 %)+ `overrides.revive_count`(次数上限),不再使用独立 `revive` 字段 - [ ] lv12:按职业注入单项属性 +50%(坦克 def、战士/辅助 hp、刺客/射手/法师 ap),基数取 lv11 有效值 - [ ] 品质(rarity)仅影响 lv1 初始 AP/HP/DEF(相邻差 5%,运行时品质系数统一乘,配置保持裸值),不影响 uuid 段位/光环/技能解锁/属性补偿 - [ ] `t_num` 概率模拟符合预期(1=每次,3≈33%,4≈25%) diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 73fd0ba2..0995d646 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -5,7 +5,7 @@ import { smc } from "../common/SingletonModuleComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; -import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, resolveSkillOverrides, calcGrowBonus, HeroDisVal, getHeroQualityCoef, getEffectiveStats, HERO_LV12_SPECIAL_LV, HERO_LV12_BASE_LV, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet"; +import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveSkillOverrides, calcGrowBonus, HeroDisVal, getHeroQualityCoef, getEffectiveStats, HERO_LV12_SPECIAL_LV, HERO_LV12_BASE_LV, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet"; import { GameEvent } from "../common/config/GameEvent"; import { SkillTriggerType, HType } from "../common/config/heroSet"; import { SkillTriggerHelper } from "./SkillTriggerHelper"; @@ -137,7 +137,6 @@ export class Hero extends ecs.Entity { model.atking = hero.atking; model.atked = hero.atked; model.field = hero.field; - model.revive = hero.revive; model.ap_bonus = hero.ap_bonus; model.hp_bonus = hero.hp_bonus; model.def_bonus = hero.def_bonus; @@ -173,14 +172,14 @@ export class Hero extends ecs.Entity { model.skills[skill.uuid] = { ...skill, lv: Math.min(FightSet.HERO_SKILL_MAX_LV, Math.max(0, skill.lv + hero_lv - 2)), ccd: 0, overrides: resolveSkillOverrides(skill, hero_lv) }; } - // 按当前英雄等级 resolve 触发技能/光环/复活到运行时缓存,供 SkillTriggerHelper 消费 + // 按当前英雄等级 resolve 触发技能/光环到运行时缓存,供 SkillTriggerHelper 消费 model.runtime_call = resolveTriggerByLv(model.call, hero_lv); model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv); model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv); model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv); model.runtime_field = resolveFieldByLv(model.field, hero_lv); - model.runtime_revive = resolveReviveByLv(model.revive, hero_lv); + // 复活已纳入 dead 触发组,无需单独解析 revive // 应用额外属性加成(成长类型每级递增 + hp/ap/def_bonus 一次性奖励累加) // 成长增量:仅英雄生效(model.fac 已为 HERO),按 grow_type 递增曲线累计 diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index f4b72e27..cf04c7f9 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -275,21 +275,26 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda // 先触发死亡技能(如亡语),不管后续是否续命都应触发 this.triggerDeadSkills(target); - // 濒死回血(revive 系):不是真正复活,而是血量归零瞬间消耗 1 次续命次数, - // 按比例回血继续战斗。次数每回合重置(见 MissionComp.healAllHeroes)。 + // 死亡计数 +1(用于 dead 触发统计) + TAttrsComp.death_count++; + + // 从 runtime_dead 中提取复活配置(revive_hp / revive_count) let canRevive = false; let maxReviveCount = 0; - let reviveHpPercent = 50; // 默认恢复50% - let reviveSkillConf: any = null; // 提取出来的复活技能配置 - if (TAttrsComp.runtime_revive) { - const reviveConf = TAttrsComp.runtime_revive; - maxReviveCount = reviveConf.r_num + Math.floor((TAttrsComp.lv - 1) * reviveConf.upr); - if (TAttrsComp.revived_count < maxReviveCount) { - canRevive = true; - // 从配置表中读取对应的复活技能配置,ap 字段代表恢复生命值的百分比 - reviveSkillConf = SkillSet[reviveConf.s_uuid]; - if (reviveSkillConf && reviveSkillConf.ap) { - reviveHpPercent = reviveSkillConf.ap; + let reviveHpPercent = 0; + let reviveSkillConf: any = null; + if (TAttrsComp.runtime_dead) { + for (const trig of TAttrsComp.runtime_dead) { + const reviveHp = trig.overrides?.revive_hp; + const reviveCount = trig.overrides?.revive_count ?? 0; + if (reviveHp !== undefined && reviveCount > 0) { + maxReviveCount = reviveCount; + if (TAttrsComp.revived_count < maxReviveCount) { + canRevive = true; + reviveHpPercent = reviveHp; + reviveSkillConf = SkillSet[trig.s_uuid]; + } + break; // 只取第一个复活配置 } } } @@ -297,7 +302,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda if (canRevive) { TAttrsComp.revived_count++; TAttrsComp.is_reviving = true; // 标记为正在复活 - // 根据技能配置恢复生命值 + // 根据 dead 触发配置恢复生命值 TAttrsComp.hp = Math.floor(TAttrsComp.hp_max * (reviveHpPercent / 100)); TAttrsComp.dirty_hp = true; diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 2104b064..d27061e9 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -1,5 +1,5 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; -import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvReviveEntry, LvBonusEntry, FieldEntry, HRole } from "../common/config/heroSet"; +import { HeroDisVal, HeroInfo, HSkillInfo, HType, SkillTriggerType, TriggerGrouped, LvFieldEntry, LvBonusEntry, FieldEntry, HRole } from "../common/config/heroSet"; import { mLogger } from "../common/Logger"; import { FacSet, FightSet } from "../common/config/GameSet"; import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet"; @@ -53,7 +53,6 @@ export class HeroAttrsComp extends ecs.Comp { [SkillTriggerType.Atked]?: TriggerGrouped; /** 驻场光环(按 lv 解锁,存活期间全局生效) */ [SkillTriggerType.Field]?: LvFieldEntry[]; - [SkillTriggerType.Revive]?: LvReviveEntry[]; /** 额外攻击/生命/防御加成(按 lv 累加) */ ap_bonus?: LvBonusEntry[]; hp_bonus?: LvBonusEntry[]; @@ -72,8 +71,6 @@ export class HeroAttrsComp extends ecs.Comp { runtime_fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[]; /** 当前等级下生效的驻场光环词条列表 */ runtime_field?: FieldEntry[]; - /** 当前等级下生效的复活配置 */ - runtime_revive?: { s_uuid: number; r_num: number; upr: number }; // ==================== 特殊属性 ==================== critical: number = 0; // 暴击率 @@ -95,7 +92,8 @@ export class HeroAttrsComp extends ecs.Comp { heal_power: number = 0; // 治疗强化(百分点;放大该英雄施放技能的治疗量,辅助专精天赋写入) buff_power: number = 0; // buff 强化(百分点;放大该英雄施加的友方 buff 数值,辅助专精天赋写入) - revived_count: number = 0; // 已复活次数 + revived_count: number = 0; // 已复活次数(从 dead 触发配置的 revive_count 限制) + death_count: number = 0; // 本回合死亡次数(用于 dead 触发统计) invincible_time: number = 0;// 无敌时间 @@ -631,7 +629,6 @@ export class HeroAttrsComp extends ecs.Comp { this.atking = undefined; this.atked = undefined; this.field = undefined; - this.revive = undefined; this.ap_bonus = undefined; this.hp_bonus = undefined; this.def_bonus = undefined; @@ -641,7 +638,6 @@ export class HeroAttrsComp extends ecs.Comp { this.runtime_dead = undefined; this.runtime_fstart = undefined; this.runtime_field = undefined; - this.runtime_revive = undefined; this.critical = 0; this.critical_res = 0; this.freeze_chance = 0; @@ -654,6 +650,7 @@ export class HeroAttrsComp extends ecs.Comp { this.knockback_res = 0; this.critical_damage = 0; this.revived_count = 0; + this.death_count = 0; this.invincible_time = 0; this.puncture_chance = 0; this.puncture_dmg_bonus = 0; diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index b5840599..d88c54c7 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -3,7 +3,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; -import { HeroInfo, resolveTriggerByLv, resolveReviveByLv, resolveSkillOverrides, HeroDisVal, getHeroQualityCoef, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet"; +import { HeroInfo, resolveTriggerByLv, resolveSkillOverrides, HeroDisVal, getHeroQualityCoef, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { MoveComp } from "./MoveComp"; @@ -199,7 +199,6 @@ export class Monster extends ecs.Entity { model.fstart = hero.fstart; model.atking = hero.atking; model.atked = hero.atked; - model.revive = hero.revive; // 标记是否 Boss,非 Boss 默认记作杂兵 model.is_boss = is_boss @@ -236,16 +235,15 @@ export class Monster extends ecs.Entity { if (testSkills.dead !== undefined) model.dead = testSkills.dead; if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart; if (testSkills.call !== undefined) model.call = testSkills.call; - if (testSkills.revive !== undefined) model.revive = testSkills.revive; } - // 按怪物等级 resolve 触发技能/复活到运行时缓存(怪物无 lv 成长,恒用 mon_lv) + // 按怪物等级 resolve 触发技能到运行时缓存(怪物无 lv 成长,恒用 mon_lv) model.runtime_call = resolveTriggerByLv(model.call, mon_lv); model.runtime_dead = resolveTriggerByLv(model.dead, mon_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, mon_lv); model.runtime_atking = resolveTriggerByLv(model.atking, mon_lv); model.runtime_atked = resolveTriggerByLv(model.atked, mon_lv); - model.runtime_revive = resolveReviveByLv(model.revive, mon_lv); + // 复活已纳入 dead 触发组,无需单独解析 revive // 缓存技能射程等派生数据,减少战斗帧内重复计算 model.updateSkillDistanceCache(); diff --git a/assets/script/game/map/HerosListComp.ts b/assets/script/game/map/HerosListComp.ts index 1df3427b..0c7250bd 100644 --- a/assets/script/game/map/HerosListComp.ts +++ b/assets/script/game/map/HerosListComp.ts @@ -22,7 +22,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { oops } from "db://oops-framework/core/Oops"; import { mLogger } from "../common/Logger"; -import { HeroInfo, HeroList, SkillTriggerType, LvFieldEntry, LvReviveEntry, LvTriggerEntry, TriggerGrouped, getHeroDisplayStats } from "../common/config/heroSet"; +import { HeroInfo, HeroList, SkillTriggerType, LvFieldEntry, LvTriggerEntry, TriggerGrouped, getHeroDisplayStats } from "../common/config/heroSet"; import { buildHeroSkillDesc } from "../common/HeroSkillText"; import { GameEvent } from "../common/config/GameEvent"; import { HERO_UPGRADE_NEED_FRAGMENTS, RARITY_BG_COLORS } from "../common/config/GameSet"; @@ -493,7 +493,6 @@ export class HerosListComp extends CCComp { SkillTriggerType.Field, SkillTriggerType.Atking, SkillTriggerType.Atked, - SkillTriggerType.Revive, ] /** @@ -527,8 +526,6 @@ export class HerosListComp extends CCComp { for (const type of HerosListComp.PANEL_TRIGGER_TYPES) { if (type === SkillTriggerType.Field) { this.addFieldIcons(hero[SkillTriggerType.Field], lv) - } else if (type === SkillTriggerType.Revive) { - this.addReviveIcon(hero[SkillTriggerType.Revive], lv) } else { this.addTriggerIcons(hero[type] as TriggerGrouped | undefined, lv, type) } @@ -584,15 +581,9 @@ export class HerosListComp extends CCComp { } } - /** 复活技能:未激活取最低档预览,激活取 ≤lv 最大档 */ - private addReviveIcon(revive: LvReviveEntry[] | undefined, lv: number) { - if (!revive?.length) return - const sorted = [...revive].sort((a, b) => a.lv - b.lv) - let active: LvReviveEntry | undefined - for (const e of sorted) { if (e.lv <= lv) active = e } - const pick = active ?? sorted[0] - // 复活档位无 s_lv 概念,技能等级恒为 1(等级标签展示技能等级而非解锁的英雄等级) - this.addSkillIcon(pick.s_uuid, 1, !active, false, SkillTriggerType.Revive) + /** 复活技能已纳入 dead 触发组,通过 dead 配置展示(revive_hp / revive_count) */ + private addReviveIcon(_revive: unknown, _lv: number) { + // 复活已纳入 dead 触发组,不再单独处理 } // ======================== 英雄动画 ======================== diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts index 3abf6d94..a2be2634 100644 --- a/assets/script/game/map/MissionCardComp.ts +++ b/assets/script/game/map/MissionCardComp.ts @@ -54,7 +54,7 @@ import { MissSkillsComp } from "./MissSkillsComp"; import { oops } from "db://oops-framework/core/Oops"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { smc } from "../common/SingletonModuleComp"; -import { HeroInfo, HType, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, resolveSkillOverrides, calcGrowBonus, getHeroQualityCoef, getEffectiveStats, HERO_LV12_SPECIAL_LV, HERO_LV12_BASE_LV, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet"; +import { HeroInfo, HType, resolveTriggerByLv, resolveFieldByLv, resolveSkillOverrides, calcGrowBonus, getHeroQualityCoef, getEffectiveStats, HERO_LV12_SPECIAL_LV, HERO_LV12_BASE_LV, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet"; import { applyTalentBonuses } from "../common/config/TalentSet"; import { HeroViewComp } from "../hero/HeroViewComp"; import { FacSet, FightSet } from "../common/config/GameSet"; @@ -2223,7 +2223,7 @@ export class MissionCardComp extends CCComp { model.runtime_atking = resolveTriggerByLv(model.atking, nextLv); model.runtime_atked = resolveTriggerByLv(model.atked, nextLv); model.runtime_field = resolveFieldByLv(model.field, nextLv); - model.runtime_revive = resolveReviveByLv(model.revive, nextLv); + // 复活已纳入 dead 触发组,无需单独解析 revive model.skills = {}; for (const key in hero.skills) { diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index 97c6dd6a..bc1a37a5 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -22,7 +22,7 @@ * 手感微调只改 MON_HP_MUL / MON_AP_MUL / BOSS_HP_BONUS_MUL 三个系数即可。 */ -import { HeroInfo, MonType, MonTypeName, TriggerGrouped, LvReviveEntry } from "../common/config/heroSet"; +import { HeroInfo, MonType, MonTypeName, TriggerGrouped } from "../common/config/heroSet"; import { SkillOverrides } from "../common/config/SkillSet"; import { FacSet } from "../common/config/GameSet"; @@ -200,8 +200,6 @@ export interface MonSkillSet { dead?: TriggerGrouped; /** 战斗开始触发 */ fstart?: TriggerGrouped; - /** 复活 */ - revive?: LvReviveEntry[]; /** 在技能池中的抽取权重 */ weight: number; } @@ -357,7 +355,6 @@ export interface GeneratedMonster { atked?: TriggerGrouped; dead?: TriggerGrouped; fstart?: TriggerGrouped; - revive?: LvReviveEntry[]; }; } diff --git a/assets/script/game/map/SSkillBoxComp.ts b/assets/script/game/map/SSkillBoxComp.ts index f235a8cf..4997d873 100644 --- a/assets/script/game/map/SSkillBoxComp.ts +++ b/assets/script/game/map/SSkillBoxComp.ts @@ -6,7 +6,7 @@ import { CardTriggerType } from "../common/config/CardSet"; import { SkillSet, FieldSkillSet } from "../common/config/SkillSet"; import { FieldEntry, HeroInfo, TriggerGrouped, SkillTriggerType, - getGroupedTriggerName, getFieldSkillName, getReviveSkillName, + getGroupedTriggerName, getFieldSkillName, } from "../common/config/heroSet"; import { UIID } from "../common/config/GameUIConfig"; import { smc } from "../common/SingletonModuleComp"; @@ -136,7 +136,7 @@ export class SSkillBoxComp extends CCComp { * 解析技能名称: * 1. 显式设置的卡牌名(最高优先级); * 2. 英雄图鉴模式(hero_uuid>0):从 heroSet 英雄配置解析英雄语境名 - * (普攻/大招 HSkillInfo.name、trigger 组名、光环 FieldEntry.name、复活 LvReviveEntry.name); + * (普攻/大招 HSkillInfo.name、trigger 组名、光环 FieldEntry.name、复活走 dead 组名); * 3. 回退 SkillSet / FieldSkillSet 底座名。 */ private resolveSkillName(): string { @@ -170,14 +170,12 @@ export class SSkillBoxComp extends CCComp { private resolveHeroSkillName(): string { const hero = HeroInfo[this.hero_uuid]; if (!hero) return ""; - // 槽位指定:光环/复活/触发组各自取值,未命中直接回退 + // 槽位指定:光环/触发组各自取值,未命中直接回退(复活已纳入 dead) if (this.hero_slot !== undefined) { if (this.hero_slot === SkillTriggerType.Field) { return getFieldSkillName(hero, this.s_uuid); } - if (this.hero_slot === SkillTriggerType.Revive) { - return getReviveSkillName(hero, this.s_uuid); - } + // 复活走 dead 槽位 const grouped = hero[this.hero_slot] as TriggerGrouped | undefined; if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid); return ""; @@ -194,10 +192,7 @@ export class SSkillBoxComp extends CCComp { if (hero.field?.some(e => e.uuids.some(u => u.uuid === this.s_uuid))) { return getFieldSkillName(hero, this.s_uuid); } - // 复活技能 - if (hero.revive?.some(e => e.s_uuid === this.s_uuid)) { - return getReviveSkillName(hero, this.s_uuid); - } + // 复活已纳入 dead 触发组,上方 dead 循环已覆盖 return ""; }