feat(评分系统): 实现多维度游戏评分统计与结算
- 扩展 GameScoreStats 数据结构,新增战绩、输出、防御、构建和效率五个维度的统计字段 - 在战斗、治疗、购卡、刷新等关键节点实时采集评分数据 - 实现评分数据重置机制,确保每局数据独立 - 重构总分计算逻辑,采用五维加权评分模型 - 新增初始金币收入统计,完善资源利用效率评估
This commit is contained in:
@@ -92,16 +92,35 @@ export class SingletonModuleComp extends ecs.Comp {
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// 生存统计
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heal_total: 0, // 治疗总量
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lifesteal_total: 0, // 吸血总量
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shield_block_count: 0,
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dead_trigger_count: 0,
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// 资源统计
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exp_total: 0, // 经验总数
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gold_total: 0, // 金币总数
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gold_earned: 0,
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gold_spent: 0,
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refresh_count: 0,
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refresh_hit_count: 0,
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// 击杀统计
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melee_kill_count: 0, // 近战怪击杀数量
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remote_kill_count: 0, // 远程怪击杀数量
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elite_kill_count: 0, // 精英怪击杀数量
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boss_kill_count: 0, // Boss击杀数
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// 战绩统计
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wave_win_count: 0,
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wave_remain_monsters: 0,
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wave_all_alive_count: 0,
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passed_wave_20: false,
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highest_dmg: 0,
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score_combat: 0,
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score_output: 0,
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score_defense: 0,
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score_build: 0,
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score_efficiency: 0,
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} as GameScoreStats,
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gold: 0, // 金币数据(MVVM绑定字段)
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@@ -120,6 +139,51 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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}
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/**
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* 重置单局评分数据
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* 在每次新战斗开始时调用,确保上一局的得分不会带入新一局
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*/
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resetScores() {
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this.vmdata.scores = {
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score: 0,
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crt_count: 0,
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wf_count: 0,
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dod_count: 0,
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back_count: 0,
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stun_count: 0,
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freeze_count: 0,
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total_dmg: 0,
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atk_count: 0,
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avg_dmg: 0,
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thorns_dmg: 0,
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crit_dmg_total: 0,
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heal_total: 0,
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lifesteal_total: 0,
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shield_block_count: 0,
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dead_trigger_count: 0,
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exp_total: 0,
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gold_total: 0,
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gold_earned: 0,
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gold_spent: 0,
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refresh_count: 0,
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refresh_hit_count: 0,
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melee_kill_count: 0,
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remote_kill_count: 0,
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elite_kill_count: 0,
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boss_kill_count: 0,
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wave_win_count: 0,
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wave_remain_monsters: 0,
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wave_all_alive_count: 0,
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passed_wave_20: false,
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highest_dmg: 0,
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score_combat: 0,
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score_output: 0,
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score_defense: 0,
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score_build: 0,
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score_efficiency: 0,
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} as GameScoreStats;
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}
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// ==================== 数据管理方法 ====================
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/**
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@@ -54,16 +54,36 @@ export interface GameScoreStats {
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// 生存统计
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heal_total: number; // 治疗总量
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lifesteal_total: number;// 吸血总量
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shield_block_count: number; // 格挡次数
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dead_trigger_count: number; // 死亡触发次数
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// 资源统计
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exp_total: number; // 经验总数
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gold_total: number; // 金币总数
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gold_earned: number; // 总收入金币
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gold_spent: number; // 消耗金币
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refresh_count: number; // 刷新次数
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refresh_hit_count: number; // 刷新命中次数(刷新后选中卡)
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// 击杀统计
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melee_kill_count: number; // 近战怪击杀数量
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remote_kill_count: number; // 远程怪击杀数量
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elite_kill_count: number; // 精英怪击杀数量
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boss_kill_count: number; // Boss击杀数
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// 战绩统计
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wave_win_count: number; // 回合胜利次数
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wave_remain_monsters: number; // 累计每回合留存敌人数量
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wave_all_alive_count: number; // 全员存活胜利次数
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passed_wave_20: boolean; // 是否通过第20回合
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highest_dmg: number; // 单次最高伤害
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// 最终结算分
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score_combat: number;
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score_output: number;
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score_defense: number;
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score_build: number;
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score_efficiency: number;
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}
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11
assets/script/game/common/config/scoring-system.md.meta
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11
assets/script/game/common/config/scoring-system.md.meta
Normal file
@@ -0,0 +1,11 @@
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{
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"ver": "1.0.1",
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"importer": "text",
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"imported": true,
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"uuid": "8127fa12-7890-4bad-9dff-eeb9e1e4d6c9",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {}
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}
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@@ -144,12 +144,20 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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if (isCrit) {
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damage = Math.floor(damage * (1 + FightSet.CRIT_DAMAGE / 100));
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reDate.isCrit=true;
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if (damageEvent.Attrs.fac === FacSet.HERO) {
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// 【评分系统 - 输出分】统计暴击次数与暴击造成的总伤害
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smc.vmdata.scores.crt_count++;
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smc.vmdata.scores.crit_dmg_total += damage;
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}
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', " after crit",damage)
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// 护盾吸收
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const shieldResult = this.absorbShield(TAttrsComp, damage);
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damage = shieldResult.remainingDamage;
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if (shieldResult.absorbedDamage > 0) {
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// 【评分系统 - 防御分】统计护盾成功抵挡伤害的次数
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smc.vmdata.scores.shield_block_count += shieldResult.absorbedDamage;
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', " after shield",damage)
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// 显示护盾吸收飘字
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if (shieldResult.absorbedDamage > 0 && targetView) {
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@@ -160,6 +168,14 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// TAttrsComp.hp -= damage; // 应用伤害到数据层
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TAttrsComp.add_hp(-damage); // 使用 add_hp 以触发 dirty_hp 和 UI 更新
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if (damageEvent.Attrs.fac === FacSet.HERO) {
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// 【评分系统 - 输出分】统计团队造成的总伤害以及单次最高伤害记录
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smc.vmdata.scores.total_dmg += damage;
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if (damage > smc.vmdata.scores.highest_dmg) {
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smc.vmdata.scores.highest_dmg = damage;
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}
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}
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// 增加受击计数并触发 atked 技能
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TAttrsComp.atked_count++;
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this.checkAndTriggerAtkedSkills(TAttrsComp, targetView);
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@@ -301,6 +317,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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for (let i = 0; i < triggerCount; i++) {
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TAttrsComp.dead.forEach((uuid: number) => {
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if (TAttrsComp.fac === FacSet.HERO) {
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// 【评分系统 - 防御分】统计死亡触发技能的生效次数
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smc.vmdata.scores.dead_trigger_count++;
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}
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oops.message.dispatchEvent(GameEvent.TriggerSkill, {
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s_uuid: uuid,
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heroAttrs: TAttrsComp,
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@@ -429,6 +429,10 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const addHp = Math.floor(sAp*_cAttrsComp.ap/100);
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model.add_hp(addHp);
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target.health(addHp);
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if (_cAttrsComp.fac === FacSet.HERO) {
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// 【评分系统 - 防御分】统计团队造成的总治疗量
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smc.vmdata.scores.heal_total += addHp;
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}
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} else if (kind === SkillKind.Shield && sAp !== 0) {
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const addShield = Math.max(0, Math.floor(sAp));
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model.add_shield(addShield);
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@@ -331,6 +331,10 @@ export class CardComp extends CCComp {
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}
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// 扣除金币
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this.setMissionCoin(currentCoin - cardCost);
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// 【评分系统 - 效率分】记录购卡消耗的金币,以及刷新后的选中卡次数(命中率分子)
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smc.vmdata.scores.gold_spent += cardCost;
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smc.vmdata.scores.refresh_hit_count++;
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oops.message.dispatchEvent(GameEvent.CoinAdd, {
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syncOnly: true,
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delta: -cardCost
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@@ -298,6 +298,9 @@ export class MissionCardComp extends CCComp {
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const v = typeof payload === 'number' ? payload : (payload?.delta ?? payload?.value ?? 0);
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if (v === 0) return;
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this.setMissionCoin(this.getMissionCoin() + v);
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// 【评分系统 - 效率分】精确统计整局游戏的总收入与额外支出(如卖卡、技能扣费等)
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if (v > 0) smc.vmdata.scores.gold_earned += v;
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else smc.vmdata.scores.gold_spent -= v;
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this.updateCoinAndCostUI();
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this.playCoinChangeAnim(v > 0);
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}
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@@ -554,6 +557,9 @@ export class MissionCardComp extends CCComp {
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return;
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}
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this.setMissionCoin(currentCoin - cost);
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// 【评分系统 - 效率分】记录因刷新卡池消耗的金币,以及刷新次数
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smc.vmdata.scores.gold_spent += cost;
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smc.vmdata.scores.refresh_count++;
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this.playCoinChangeAnim(false);
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this.updateCoinAndCostUI();
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mLogger.log(this.debugMode, "MissionCardComp", "click draw", {
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@@ -445,6 +445,33 @@ export class MissionComp extends CCComp {
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false;
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smc.mission.stop_spawn_mon = true;
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if (smc.mission.play && !smc.mission.pause) {
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// 【评分系统 - 战绩分】每回合胜利加分
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smc.vmdata.scores.wave_win_count++;
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// 【评分系统 - 战绩分】记录每回合结束时场上留存的敌人数量(扣分项)
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smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
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let allAlive = true;
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let hasHero = false;
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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if (attrs && attrs.fac === FacSet.HERO) {
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hasHero = true;
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if (attrs.is_dead) allAlive = false;
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}
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});
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// 【评分系统 - 战绩分】记录全员存活的胜利回合数(额外加分)
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if (hasHero && allAlive) {
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smc.vmdata.scores.wave_all_alive_count++;
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}
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// 【评分系统 - 战绩分】判断是否通过最后一关(第20回合)
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if (this.currentWave === 20) {
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smc.vmdata.scores.passed_wave_20 = true;
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}
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}
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// 触发战斗结束技能(fend)
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this.triggerHeroBattleSkills(false);
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@@ -682,7 +709,13 @@ export class MissionComp extends CCComp {
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this.heapTrendBaseMB = -1;
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this.monsterCountSyncTimer = 0;
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this.lastPrepareCoinWave = 0;
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// 重置所有的战局得分数据,防止上一局的数据污染
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smc.resetScores();
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smc.vmdata.mission_data.coin = Math.max(0, Math.floor(CardInitCoins));
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// 【评分系统 - 效率分】记录初始获得的金币收入
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smc.vmdata.scores.gold_earned += smc.vmdata.mission_data.coin;
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}
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// ======================== 波次管理 ========================
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@@ -761,6 +794,8 @@ export class MissionComp extends CCComp {
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return;
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}
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smc.vmdata.mission_data.coin = Math.max(0, Math.floor((smc.vmdata.mission_data.coin ?? 0) + reward));
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// 【评分系统 - 效率分】记录每波次发放的金币奖励收入
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smc.vmdata.scores.gold_earned += reward;
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this.lastPrepareCoinWave = wave;
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oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: reward, syncOnly: true });
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@@ -48,6 +48,32 @@ export class VictoryComp extends CCComp {
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@property(Node)
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mvp_node=null!
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// ======================== 结算 UI 绑定 ========================
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@property({ type: Label, tooltip: "总分文本" })
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total_score_label: Label = null!;
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@property({ type: Node, tooltip: "战绩分节点 (需包含 score_label 和 progress_bar 子节点)" })
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combat_node: Node = null!;
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@property({ type: Node, tooltip: "输出分节点 (需包含 score_label 和 progress_bar 子节点)" })
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output_node: Node = null!;
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@property({ type: Node, tooltip: "防御分节点 (需包含 score_label 和 progress_bar 子节点)" })
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defense_node: Node = null!;
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@property({ type: Node, tooltip: "构建分节点 (需包含 score_label 和 progress_bar 子节点)" })
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build_node: Node = null!;
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@property({ type: Node, tooltip: "效率分节点 (需包含 score_label 和 progress_bar 子节点)" })
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efficiency_node: Node = null!;
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@property({ type: Node, tooltip: "亮点成就标签的容器" })
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highlights_container: Node = null!;
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@property({ type: Prefab, tooltip: "亮点成就标签预制体" })
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highlight_prefab: Prefab = null!;
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/** 调试日志开关 */
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debugMode: boolean = false;
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/** 奖励等级(预留) */
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@@ -334,39 +360,41 @@ export class VictoryComp extends CCComp {
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*/
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private calculateTotalScore() {
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const s = smc.vmdata.scores;
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let totalScore = 0;
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// 1. 战斗行为分
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totalScore += s.crt_count * ScoreWeights.CRT_KILL;
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totalScore += s.wf_count * ScoreWeights.WF_TRIGGER;
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totalScore += s.dod_count * ScoreWeights.DODGE_SUCCESS;
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totalScore += s.back_count * ScoreWeights.BACK_SUCCESS;
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totalScore += s.stun_count * ScoreWeights.STUN_SUCCESS;
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totalScore += s.freeze_count * ScoreWeights.FREEZE_SUCCESS;
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// 1. 战绩分:衡量生存能力——活几回合、赢几场。
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s.score_combat = (s.wave_win_count * 100)
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- (s.wave_remain_monsters * 15)
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+ (s.wave_all_alive_count * 50)
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+ (s.passed_wave_20 ? 500 : 0);
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// 2. 伤害转化分
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totalScore += s.total_dmg * ScoreWeights.DMG_FACTOR;
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totalScore += s.avg_dmg * ScoreWeights.AVG_DMG_FACTOR;
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totalScore += s.thorns_dmg * ScoreWeights.THORNS_DMG_FACTOR;
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totalScore += s.crit_dmg_total * ScoreWeights.CRIT_DMG_FACTOR;
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// 2. 输出分:衡量伤害能力——团队火力如何。
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s.score_output = Math.floor(s.total_dmg / 100) * 10
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+ (s.crt_count * 5)
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+ (s.wf_count * 5)
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+ (s.highest_dmg * 2);
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// 3. 击杀得分
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totalScore += s.melee_kill_count * ScoreWeights.KILL_MELEE;
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totalScore += s.remote_kill_count * ScoreWeights.KILL_REMOTE;
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totalScore += s.elite_kill_count * ScoreWeights.KILL_ELITE;
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totalScore += s.boss_kill_count * ScoreWeights.KILL_BOSS;
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// 3. 防御分:衡量生存能力——团队多能扛。
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s.score_defense = (s.shield_block_count * 5)
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+ Math.floor(s.heal_total / 50) * 10
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+ (s.dead_trigger_count * 8);
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// 4. 生存得分
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totalScore += s.heal_total * ScoreWeights.HEAL_FACTOR;
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totalScore += s.lifesteal_total * ScoreWeights.LIFESTEAL_FACTOR;
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// 4. 构建分:衡量阵容构建质量——团队配合程度。
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s.score_build = 0; // 待完善
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// 5. 资源得分
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totalScore += s.exp_total * ScoreWeights.EXP_FACTOR;
|
||||
totalScore += s.gold_total * ScoreWeights.GOLD_FACTOR;
|
||||
// 5. 效率分:衡量资源利用——金币花得值不值。
|
||||
const goldRatio = s.gold_earned > 0 ? (s.gold_spent / s.gold_earned) : 0;
|
||||
const refreshRatio = s.refresh_count > 0 ? (s.refresh_hit_count / s.refresh_count) : 0;
|
||||
s.score_efficiency = Math.floor(goldRatio * 100) + Math.floor(refreshRatio * 50);
|
||||
|
||||
// 取整并存储
|
||||
s.score = Math.floor(totalScore);
|
||||
mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 结算总分: ${s.score}`);
|
||||
s.score = Math.floor(s.score_combat + s.score_output + s.score_defense + s.score_build + s.score_efficiency);
|
||||
mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 结算总分: ${s.score}`, {
|
||||
combat: s.score_combat,
|
||||
output: s.score_output,
|
||||
defense: s.score_defense,
|
||||
build: s.score_build,
|
||||
efficiency: s.score_efficiency
|
||||
});
|
||||
}
|
||||
|
||||
// ======================== 操作入口 ========================
|
||||
|
||||
Reference in New Issue
Block a user