feat(trigger-editor): 添加触发组概率与保底配置功能
1. 新增触发组条目字段t_chance(触发概率)和pity_add(保底叠加),仅攻击/受击组生效 2. 为TriggerGroupEditor传入分组标识,动态显示概率配置表单项 3. 新增条目创建时继承同组末档概率参数的逻辑 4. 更新常量定义与文档说明,补充概率参数使用规则 5. 在前端展示和服务端导出中添加概率相关信息展示
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@@ -139,18 +139,25 @@ function getBuffValue(skill: SkillConfig): number {
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* Why: 数值不写死在模板里,overrides 调整档位数值时文案自动同步。
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* @param tmpl 描述模板(含占位符)
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* @param skill mergeSkillParams 合并后的技能配置
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* @param extra 条目级参数占位符(触发技能的 t_chance/pity_add 不在 SkillConfig,由调用方透传;优先于技能字段)
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*/
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function renderDesc(tmpl: string, skill: SkillConfig): string {
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function renderDesc(tmpl: string, skill: SkillConfig, extra?: Record<string, number>): string {
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return tmpl.replace(PLACEHOLDER_PATTERN, (raw, key: string) => {
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if (key === "target") return buildTargetDesc(skill);
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if (key === "dur") return valueRich(getBuffDuration(skill));
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if (key === "buff_value") return valueRich(getBuffValue(skill));
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if (extra && key in extra) return valueRich(String(extra[key]));
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const v = (skill as unknown as Record<string, unknown>)[key];
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// 未定义数值字段按 0 渲染,避免面板出现 undefined(模板与配置不匹配的兜底)
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return v === undefined ? valueRich(0) : valueRich(String(v));
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});
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}
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/** 触发档位的条目级占位符上下文(普攻/大招档位无此层参数,返回 undefined 走技能字段) */
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function tierExtras(t: ISkillTierInfo): Record<string, number> | undefined {
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return t.tChance === undefined ? undefined : { t_chance: t.tChance, pity_add: t.pityAdd ?? 0 };
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}
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/** 无模板时兜底:回退底座技能的 info 备注 */
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function fallbackDesc(skill: SkillConfig): string {
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return String(skill.info ?? "");
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@@ -226,9 +233,12 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s
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if (e.lv <= lv && e.desc) tmpl = e.desc;
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}
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tmpl = tmpl ?? entries[0]?.desc;
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const text = tmpl ? renderDesc(tmpl, skill) : fallbackDesc(skill);
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const text = tmpl
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? renderDesc(tmpl, skill, { t_chance: item.t_chance ?? 100, pity_add: item.pity_add ?? 0 })
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: fallbackDesc(skill);
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// 触发语境:"每攻击N次"循环语义(buildTriggerLabel),逗号衔接效果文本
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const trig = buildTriggerLabel(type, item.t_num, item.t_chance);
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// 模板已显式使用 {t_chance} 时不再自动追加概率后缀,避免同一行重复展示
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const trig = buildTriggerLabel(type, item.t_num, tmpl?.includes("{t_chance}") ? undefined : item.t_chance);
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parts.push(`${trig}, ${text}`);
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}
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// dead 组内的复活效果(revive_hp / revive_count)并入同一行
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@@ -281,12 +291,17 @@ interface ISkillTierInfo {
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ownDesc?: string;
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/** 触发技能档位的触发次数(普攻无) */
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tNum: number;
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/** 触发技能档位的触发概率百分点(普攻无;缺省 100 必触发) */
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tChance?: number;
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/** 触发技能档位的保底叠加百分点(普攻无;缺省 0) */
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pityAdd?: number;
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}
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/** 相邻档 diff 参与展示的字段(排除动画/弹道/特效等玩家无感字段),t_num 为触发技能专有 */
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const DIFF_KEYS: string[] = [
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"ap", "hit_count", "num", "summon_count", "crt", "frz", "stun", "para",
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"bck", "bck_chance", "buff_duration", "buff_value", "t_num", "timed_buff_id",
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"t_chance", "pity_add",
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];
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/** diff 字段的称谓与单位("新增/漂移"描述共用) */
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@@ -304,11 +319,15 @@ const DIFF_META: Record<string, { label: string; unit: string }> = {
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buff_duration: { label: "持续", unit: "秒" },
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buff_value: { label: "增益强度", unit: "" },
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t_num: { label: "触发次数", unit: "次" },
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t_chance: { label: "触发概率", unit: "%" },
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pity_add: { label: "保底叠加", unit: "%" },
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};
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/** 读取档位某展示字段的实时值(t_num/buff_value 走专用取值) */
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/** 读取档位某展示字段的实时值(t_num/t_chance/pity_add/buff_value 走专用取值) */
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function getTierValue(tier: ISkillTierInfo, key: string): number {
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if (key === "t_num") return tier.tNum;
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if (key === "t_chance") return tier.tChance ?? 100;
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if (key === "pity_add") return tier.pityAdd ?? 0;
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if (key === "buff_value") return getBuffValue(tier.skill);
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const v = (tier.skill as unknown as Record<string, unknown>)[key];
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return typeof v === "number" ? v : 0;
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