refactor: 重构复活机制,将复活逻辑整合到dead触发组

1.  新增SkillOverrides的revive_hp和revive_count配置项,替代原独立复活字段
2.  移除所有revive相关的旧配置、解析函数和UI展示逻辑
3.  调整战斗逻辑,从dead触发组的overrides中读取复活配置
4.  更新文档说明,统一复活机制的配置方式
5.  清理冗余的导入和类型定义
This commit is contained in:
panFD
2026-09-03 22:28:38 +08:00
parent 87f771edd1
commit b0038e74c8
12 changed files with 120 additions and 131 deletions

View File

@@ -25,8 +25,8 @@
*/ */
import { import {
HeroInfo, heroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry, HeroInfo, heroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry,
TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv,
getGroupedTriggerName, getFieldSkillName, getReviveSkillName, getGroupedTriggerName, getFieldSkillName,
} from "./config/heroSet"; } from "./config/heroSet";
import { SkillSet, mergeSkillParams, SkillConfig, SkillKind, TGroup, FieldSkillSet } from "./config/SkillSet"; import { SkillSet, mergeSkillParams, SkillConfig, SkillKind, TGroup, FieldSkillSet } from "./config/SkillSet";
import { BuffList } from "./config/BuffSet"; 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}${valueRich(val)}`); lines.push(`${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) ---- // ---- 复活(已纳入 dead 触发组):从 dead 配置提取 revive_hp / revive_count ----
const revive = resolveReviveByLv(hero.revive, lv); for (const item of resolveTriggerByLv(hero.dead, lv)) {
if (revive) { const reviveHp = item.overrides?.revive_hp;
const count = revive.r_num + Math.floor((lv - 1) * revive.upr); const reviveCount = item.overrides?.revive_count ?? 0;
const hpPct = SkillSet[revive.s_uuid]?.ap ?? 0; if (reviveHp === undefined || reviveCount <= 0) continue;
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`); 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]}, ${text}`);
} }
return lines.join("\n"); return lines.join("\n");
@@ -392,32 +396,40 @@ function collectFieldTierLines(hero: heroInfo, fieldUuid: number): HeroSkillTier
} }
/** /**
* 收集复活技能分档行(hero.revive 各英雄等级档,无 s_lv 概念,按档位序号编号)。 * 收集复活技能分档行(已纳入 dead 触发组,从 dead[skillUuid] 提取 revive_hp / revive_count)。
* slv1 给完整效果(复活次数 + 重生血量);slv2+ 给复活次数变化。 * slv1 给完整效果(复活次数 + 重生血量);slv2+ 给复活次数/血量变化。
* 档位配置了 desc 时直接采用。 * 档位配置了 desc 时直接采用。
*/ */
function collectReviveTierLines(hero: heroInfo, sUuid: number): HeroSkillTierLine[] { function collectReviveTierLines(hero: heroInfo, sUuid: number): HeroSkillTierLine[] {
const matched = (hero.revive ?? []) const entries = hero.dead?.[sUuid];
.filter(e => e.s_uuid === sUuid) if (!entries?.length) return [];
// 筛选带复活参数的档位,按 lv 升序
const matched = entries
.filter(e => e.overrides?.revive_hp !== undefined && (e.overrides?.revive_count ?? 0) > 0)
.sort((a, b) => a.lv - b.lv); .sort((a, b) => a.lv - b.lv);
if (matched.length === 0) return []; if (matched.length === 0) return [];
const lines: HeroSkillTierLine[] = []; const lines: HeroSkillTierLine[] = [];
let prevCount: number | undefined; let prevCount: number | undefined;
let prevHp: number | undefined;
matched.forEach((e, i) => { matched.forEach((e, i) => {
// 复活次数复刻战斗公式:r_num + floor((英雄等级-1)*upr) const count = e.overrides!.revive_count!;
const count = e.r_num + Math.floor((e.lv - 1) * e.upr); const hpPct = Math.round(e.overrides!.revive_hp!);
const hpPct = Math.round(SkillSet[e.s_uuid]?.ap ?? 0);
if (e.desc) { if (e.desc) {
lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc }); lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc });
} else if (i === 0) { } else if (i === 0) {
lines.push({ sLv: 1, heroLv: e.lv, text: `每回合可复活${valueRich(count)}次, 死亡后以${valueRich(`${hpPct}%`)}生命原地重生` }); lines.push({ sLv: 1, heroLv: e.lv, text: `每回合可复活${valueRich(count)}次, 死亡后以${valueRich(`${hpPct}%`)}生命原地重生` });
} else if (prevCount !== undefined && count !== prevCount) { } else if (prevCount !== undefined && (count !== prevCount || hpPct !== prevHp)) {
lines.push({ sLv: i + 1, heroLv: e.lv, text: `复活次数${valueRich(prevCount)}次提升至${valueRich(count)}次` }); const parts: string[] = [];
if (count !== prevCount) parts.push(`复活次数${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 { } else {
lines.push({ sLv: i + 1, heroLv: e.lv, text: "无变化" }); lines.push({ sLv: i + 1, heroLv: e.lv, text: "无变化" });
} }
prevCount = count; prevCount = count;
prevHp = hpPct;
}); });
return lines; return lines;
} }
@@ -487,7 +499,7 @@ function buildTierLines(tiers: ISkillTierInfo[], triggerLabel: string): HeroSkil
* 1. hero.skills[skillUuid] —— 普攻/大招 * 1. hero.skills[skillUuid] —— 普攻/大招
* 2. 5 类触发技能组 —— call/dead/fstart/atking/atked * 2. 5 类触发技能组 —— call/dead/fstart/atking/atked
* 3. hero.field —— 驻场光环词条(FieldSkillSet uuid) * 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 []。 * 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; * 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]; const hero = HeroInfo[heroUuid];
if (!hero) return []; 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.Field) return collectFieldTierLines(hero, skillUuid);
if (slot === SkillTriggerType.Revive) return collectReviveTierLines(hero, skillUuid);
if (slot !== undefined) { if (slot !== undefined) {
const hit = collectTriggerTiers(hero, slot, skillUuid); const hit = collectTriggerTiers(hero, slot, skillUuid);
return hit ? buildTierLines(hit.tiers, hit.label) : []; 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) { if (tiers.length === 0) {
const fieldLines = collectFieldTierLines(hero, skillUuid); const fieldLines = collectFieldTierLines(hero, skillUuid);
if (fieldLines.length > 0) return fieldLines; if (fieldLines.length > 0) return fieldLines;
const reviveLines = collectReviveTierLines(hero, skillUuid); // 复活已纳入 dead 触发组,通过 dead 路径处理
if (reviveLines.length > 0) return reviveLines;
return []; return [];
} }
@@ -580,9 +590,9 @@ function resolveTriggerSkillName(hero: heroInfo, skillUuid: number): string {
if (hero.field?.some(e => e.uuids.some(u => u.uuid === skillUuid))) { if (hero.field?.some(e => e.uuids.some(u => u.uuid === skillUuid))) {
return getFieldSkillName(hero, 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) // 复活技能:名称取英雄语境(dead 组名,回退底座名)
if (hero.revive?.some(e => e.s_uuid === skillUuid)) { if (hero.dead?.[skillUuid]?.length) {
return getReviveSkillName(hero, skillUuid); return getGroupedTriggerName(hero.dead, skillUuid);
} }
return SkillSet[skillUuid]?.name ?? ""; return SkillSet[skillUuid]?.name ?? "";
} }

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@@ -184,6 +184,10 @@ export interface SkillOverrides {
is_accel?: boolean; 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) */ /** 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; 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;
} }
/** /**

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@@ -1,4 +1,4 @@
import { v3 } from "cc" import { v3 } from "cc"
import { BoxSet, FacSet, FightSet } from "./GameSet" import { BoxSet, FacSet, FightSet } from "./GameSet"
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet" import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
import { BuffList, BuffConfig, ModOp } from "./BuffSet" 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")。 * 复活已纳入 dead 触发组:通过 SkillOverrides.revive_hp / revive_count 配置,
* 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")。 * 不再需要独立的 revive 字段和解析函数。
* @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)
*/ */
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 * 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.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.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.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) dis?: number; // 攻击距离(像素)
speed?: number; // 移动速度(像素/秒) speed?: number; // 移动速度(像素/秒)
skills: Record<number, HSkillInfo>; // 携带技能ID列表 skills: Record<number, HSkillInfo>; // 携带技能ID列表
@@ -431,20 +422,6 @@ export interface LvFieldEntry {
desc?: string; 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。 * 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 : []; 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) */ /** 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 } { function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number, def: number } {
const lv = Math.max(1, targetLv); const lv = Math.max(1, targetLv);
@@ -1020,6 +987,23 @@ function getWaveCount(seconds: number): number {
return seconds / HERO_POWER_WEIGHTS.WAVE_DURATION; 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 */ /** 计算触发技在目标时间窗内的触发次数 */
function getTriggerCount( function getTriggerCount(
type: SkillTriggerType, type: SkillTriggerType,
@@ -1035,7 +1019,9 @@ function getTriggerCount(
case SkillTriggerType.FStart: case SkillTriggerType.FStart:
return getWaveCount(seconds); return getWaveCount(seconds);
case SkillTriggerType.Dead: 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; 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[] }; const field = fieldEntries.length > 0 ? calcFieldPowerDetailed(fieldEntries, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
let reviveValue = 0; let reviveValue = 0;
const revive = resolveReviveByLv(hero.revive, targetLv); // 复活价值从 dead 触发配置中提取(revive_hp / revive_count)
if (revive) { const deadTriggers = resolveTriggerByLv(hero.dead, targetLv);
reviveValue = hpEff * revive.upr * revive.r_num * weights.W_revive * getWaveCount(seconds); 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; const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + dead.total + field.total + reviveValue;

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@@ -22,6 +22,8 @@
> - **support / mage → 远程**(普攻 6009\~6012,大招 6200 / 6201 / 6202\~6204) > - **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。 > 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 ## 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%) atking[0]_lv4:攻击触发(t_num 模拟概率,1=每次 3≈33% 4≈25%)
atked[0]_lv4:无 atked[0]_lv4:无
fstart[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) 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) 简化说明:原作缺失机制的替代方案(如有)
``` ```
**通用约束**: **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) - 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 - **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** - 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) - [ ] `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 - [ ] 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) - [ ] `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 - [ ] 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 - [ ] 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%) - [ ] `t_num` 概率模拟符合预期(1=每次,3≈33%,4≈25%)

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@@ -5,7 +5,7 @@ import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; 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 { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType, HType } from "../common/config/heroSet"; import { SkillTriggerType, HType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper"; import { SkillTriggerHelper } from "./SkillTriggerHelper";
@@ -137,7 +137,6 @@ export class Hero extends ecs.Entity {
model.atking = hero.atking; model.atking = hero.atking;
model.atked = hero.atked; model.atked = hero.atked;
model.field = hero.field; model.field = hero.field;
model.revive = hero.revive;
model.ap_bonus = hero.ap_bonus; model.ap_bonus = hero.ap_bonus;
model.hp_bonus = hero.hp_bonus; model.hp_bonus = hero.hp_bonus;
model.def_bonus = hero.def_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) }; 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_call = resolveTriggerByLv(model.call, hero_lv);
model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv); model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv);
model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv);
model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv); model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv);
model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv); model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv);
model.runtime_field = resolveFieldByLv(model.field, 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) // 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 // 成长增量:仅英雄生效(model.fac 已为 HERO),按 grow_type 递增曲线累计

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@@ -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 // 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); 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, // 死亡计数 +1(用于 dead 触发统计)
// 按比例回血继续战斗。次数每回合重置(见 MissionComp.healAllHeroes)。 TAttrsComp.death_count++;
// 从 runtime_dead 中提取复活配置(revive_hp / revive_count)
let canRevive = false; let canRevive = false;
let maxReviveCount = 0; let maxReviveCount = 0;
let reviveHpPercent = 50; // 默认恢复50% let reviveHpPercent = 0;
let reviveSkillConf: any = null; // 提取出来的复活技能配置 let reviveSkillConf: any = null;
if (TAttrsComp.runtime_revive) { if (TAttrsComp.runtime_dead) {
const reviveConf = TAttrsComp.runtime_revive; for (const trig of TAttrsComp.runtime_dead) {
maxReviveCount = reviveConf.r_num + Math.floor((TAttrsComp.lv - 1) * reviveConf.upr); const reviveHp = trig.overrides?.revive_hp;
if (TAttrsComp.revived_count < maxReviveCount) { const reviveCount = trig.overrides?.revive_count ?? 0;
canRevive = true; if (reviveHp !== undefined && reviveCount > 0) {
// 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 maxReviveCount = reviveCount;
reviveSkillConf = SkillSet[reviveConf.s_uuid]; if (TAttrsComp.revived_count < maxReviveCount) {
if (reviveSkillConf && reviveSkillConf.ap) { canRevive = true;
reviveHpPercent = reviveSkillConf.ap; 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) { if (canRevive) {
TAttrsComp.revived_count++; TAttrsComp.revived_count++;
TAttrsComp.is_reviving = true; // 标记为正在复活 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.hp = Math.floor(TAttrsComp.hp_max * (reviveHpPercent / 100));
TAttrsComp.dirty_hp = true; TAttrsComp.dirty_hp = true;

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@@ -1,5 +1,5 @@
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; 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 { mLogger } from "../common/Logger";
import { FacSet, FightSet } from "../common/config/GameSet"; import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet"; import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
@@ -53,7 +53,6 @@ export class HeroAttrsComp extends ecs.Comp {
[SkillTriggerType.Atked]?: TriggerGrouped; [SkillTriggerType.Atked]?: TriggerGrouped;
/** 驻场光环(按 lv 解锁,存活期间全局生效) */ /** 驻场光环(按 lv 解锁,存活期间全局生效) */
[SkillTriggerType.Field]?: LvFieldEntry[]; [SkillTriggerType.Field]?: LvFieldEntry[];
[SkillTriggerType.Revive]?: LvReviveEntry[];
/** 额外攻击/生命/防御加成(按 lv 累加) */ /** 额外攻击/生命/防御加成(按 lv 累加) */
ap_bonus?: LvBonusEntry[]; ap_bonus?: LvBonusEntry[];
hp_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 }[]; 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 */ /** 当前等级下生效的驻场光环词条列表 */
runtime_field?: FieldEntry[]; 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 ==================== // ==================== 特殊属性 ====================
critical: number = 0; // 暴击率 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) 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) 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 invincible_time: number = 0;// 无敌时间
@@ -631,7 +629,6 @@ export class HeroAttrsComp extends ecs.Comp {
this.atking = undefined; this.atking = undefined;
this.atked = undefined; this.atked = undefined;
this.field = undefined; this.field = undefined;
this.revive = undefined;
this.ap_bonus = undefined; this.ap_bonus = undefined;
this.hp_bonus = undefined; this.hp_bonus = undefined;
this.def_bonus = undefined; this.def_bonus = undefined;
@@ -641,7 +638,6 @@ export class HeroAttrsComp extends ecs.Comp {
this.runtime_dead = undefined; this.runtime_dead = undefined;
this.runtime_fstart = undefined; this.runtime_fstart = undefined;
this.runtime_field = undefined; this.runtime_field = undefined;
this.runtime_revive = undefined;
this.critical = 0; this.critical = 0;
this.critical_res = 0; this.critical_res = 0;
this.freeze_chance = 0; this.freeze_chance = 0;
@@ -654,6 +650,7 @@ export class HeroAttrsComp extends ecs.Comp {
this.knockback_res = 0; this.knockback_res = 0;
this.critical_damage = 0; this.critical_damage = 0;
this.revived_count = 0; this.revived_count = 0;
this.death_count = 0;
this.invincible_time = 0; this.invincible_time = 0;
this.puncture_chance = 0; this.puncture_chance = 0;
this.puncture_dmg_bonus = 0; this.puncture_dmg_bonus = 0;

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@@ -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 { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet"; 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 { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { MoveComp } from "./MoveComp"; import { MoveComp } from "./MoveComp";
@@ -199,7 +199,6 @@ export class Monster extends ecs.Entity {
model.fstart = hero.fstart; model.fstart = hero.fstart;
model.atking = hero.atking; model.atking = hero.atking;
model.atked = hero.atked; model.atked = hero.atked;
model.revive = hero.revive;
// 标记是否 Boss,非 Boss 默认记作杂兵 // 标记是否 Boss,非 Boss 默认记作杂兵
model.is_boss = is_boss 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.dead !== undefined) model.dead = testSkills.dead;
if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart; if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart;
if (testSkills.call !== undefined) model.call = testSkills.call; 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_call = resolveTriggerByLv(model.call, mon_lv);
model.runtime_dead = resolveTriggerByLv(model.dead, mon_lv); model.runtime_dead = resolveTriggerByLv(model.dead, mon_lv);
model.runtime_fstart = resolveTriggerByLv(model.fstart, mon_lv); model.runtime_fstart = resolveTriggerByLv(model.fstart, mon_lv);
model.runtime_atking = resolveTriggerByLv(model.atking, mon_lv); model.runtime_atking = resolveTriggerByLv(model.atking, mon_lv);
model.runtime_atked = resolveTriggerByLv(model.atked, 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 // 缓存技能射程等派生数据,减少战斗帧内重复计算
model.updateSkillDistanceCache(); model.updateSkillDistanceCache();

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@@ -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 { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { oops } from "db://oops-framework/core/Oops"; import { oops } from "db://oops-framework/core/Oops";
import { mLogger } from "../common/Logger"; 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 { buildHeroSkillDesc } from "../common/HeroSkillText";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
import { HERO_UPGRADE_NEED_FRAGMENTS, RARITY_BG_COLORS } from "../common/config/GameSet"; import { HERO_UPGRADE_NEED_FRAGMENTS, RARITY_BG_COLORS } from "../common/config/GameSet";
@@ -493,7 +493,6 @@ export class HerosListComp extends CCComp {
SkillTriggerType.Field, SkillTriggerType.Field,
SkillTriggerType.Atking, SkillTriggerType.Atking,
SkillTriggerType.Atked, SkillTriggerType.Atked,
SkillTriggerType.Revive,
] ]
/** /**
@@ -527,8 +526,6 @@ export class HerosListComp extends CCComp {
for (const type of HerosListComp.PANEL_TRIGGER_TYPES) { for (const type of HerosListComp.PANEL_TRIGGER_TYPES) {
if (type === SkillTriggerType.Field) { if (type === SkillTriggerType.Field) {
this.addFieldIcons(hero[SkillTriggerType.Field], lv) this.addFieldIcons(hero[SkillTriggerType.Field], lv)
} else if (type === SkillTriggerType.Revive) {
this.addReviveIcon(hero[SkillTriggerType.Revive], lv)
} else { } else {
this.addTriggerIcons(hero[type] as TriggerGrouped | undefined, lv, type) 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 */ /** 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: LvReviveEntry[] | undefined, lv: number) { private addReviveIcon(_revive: unknown, _lv: number) {
if (!revive?.length) return // 复活已纳入 dead 触发组,不再单独处理
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)
} }
// ======================== 英雄动画 ======================== // ======================== 英雄动画 ========================

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@@ -54,7 +54,7 @@ import { MissSkillsComp } from "./MissSkillsComp";
import { oops } from "db://oops-framework/core/Oops"; import { oops } from "db://oops-framework/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp"; 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 { applyTalentBonuses } from "../common/config/TalentSet";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
import { FacSet, FightSet } from "../common/config/GameSet"; 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_atking = resolveTriggerByLv(model.atking, nextLv);
model.runtime_atked = resolveTriggerByLv(model.atked, nextLv); model.runtime_atked = resolveTriggerByLv(model.atked, nextLv);
model.runtime_field = resolveFieldByLv(model.field, 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 = {}; model.skills = {};
for (const key in hero.skills) { for (const key in hero.skills) {

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@@ -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。 * 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 { SkillOverrides } from "../common/config/SkillSet";
import { FacSet } from "../common/config/GameSet"; import { FacSet } from "../common/config/GameSet";
@@ -200,8 +200,6 @@ export interface MonSkillSet {
dead?: TriggerGrouped; dead?: TriggerGrouped;
/** 战斗开始触发 */ /** 战斗开始触发 */
fstart?: TriggerGrouped; fstart?: TriggerGrouped;
/** 复活 */
revive?: LvReviveEntry[];
/** 在技能池中的抽取权重 */ /** 在技能池中的抽取权重 */
weight: number; weight: number;
} }
@@ -357,7 +355,6 @@ export interface GeneratedMonster {
atked?: TriggerGrouped; atked?: TriggerGrouped;
dead?: TriggerGrouped; dead?: TriggerGrouped;
fstart?: TriggerGrouped; fstart?: TriggerGrouped;
revive?: LvReviveEntry[];
}; };
} }

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@@ -6,7 +6,7 @@ import { CardTriggerType } from "../common/config/CardSet";
import { SkillSet, FieldSkillSet } from "../common/config/SkillSet"; import { SkillSet, FieldSkillSet } from "../common/config/SkillSet";
import { import {
FieldEntry, HeroInfo, TriggerGrouped, SkillTriggerType, FieldEntry, HeroInfo, TriggerGrouped, SkillTriggerType,
getGroupedTriggerName, getFieldSkillName, getReviveSkillName, getGroupedTriggerName, getFieldSkillName,
} from "../common/config/heroSet"; } from "../common/config/heroSet";
import { UIID } from "../common/config/GameUIConfig"; import { UIID } from "../common/config/GameUIConfig";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
@@ -136,7 +136,7 @@ export class SSkillBoxComp extends CCComp {
* 解析技能名称: * 解析技能名称:
* 1. 显式设置的卡牌名(最高优先级); * 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 * 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。 * 3. 回退 SkillSet / FieldSkillSet 底座名。
*/ */
private resolveSkillName(): string { private resolveSkillName(): string {
@@ -170,14 +170,12 @@ export class SSkillBoxComp extends CCComp {
private resolveHeroSkillName(): string { private resolveHeroSkillName(): string {
const hero = HeroInfo[this.hero_uuid]; const hero = HeroInfo[this.hero_uuid];
if (!hero) return ""; 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 !== undefined) {
if (this.hero_slot === SkillTriggerType.Field) { if (this.hero_slot === SkillTriggerType.Field) {
return getFieldSkillName(hero, this.s_uuid); return getFieldSkillName(hero, this.s_uuid);
} }
if (this.hero_slot === SkillTriggerType.Revive) { // 复活走 dead 槽位
return getReviveSkillName(hero, this.s_uuid);
}
const grouped = hero[this.hero_slot] as TriggerGrouped | undefined; const grouped = hero[this.hero_slot] as TriggerGrouped | undefined;
if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid); if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid);
return ""; return "";
@@ -194,10 +192,7 @@ export class SSkillBoxComp extends CCComp {
if (hero.field?.some(e => e.uuids.some(u => u.uuid === this.s_uuid))) { if (hero.field?.some(e => e.uuids.some(u => u.uuid === this.s_uuid))) {
return getFieldSkillName(hero, this.s_uuid); return getFieldSkillName(hero, this.s_uuid);
} }
// 复活技能 // 复活已纳入 dead 触发组,上方 dead 循环已覆盖
if (hero.revive?.some(e => e.s_uuid === this.s_uuid)) {
return getReviveSkillName(hero, this.s_uuid);
}
return ""; return "";
} }