refactor(config): 统一技能触发名称翻译并修正引用
将技能触发类型的中文命名从"进击/受击"改为更准确的"攻击/受伤",同时修正HeroSkillDesc.ts中对SkillTriggerDesc的错误引用,替换为正确的SkillTriggerName。
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@@ -23,12 +23,12 @@
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* 字段结构一致,天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
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*
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* 依赖:
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* - heroSet :SkillTriggerDesc、SkillTriggerType、HeroEvolve
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* - heroSet :SkillTriggerName、SkillTriggerType、HeroEvolve
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* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
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* - SkillDescSet:结构化描述模板
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* - FieldSkillSet(驻场技能)、BuffList(计时 buff 默认值兜底)、Attrs(属性枚举)
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*/
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import { HeroEvolve, SkillTriggerDesc, SkillTriggerType } from "./heroSet";
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import { HeroEvolve, SkillTriggerName, SkillTriggerType } from "./heroSet";
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import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
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import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
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import { BuffList } from "./BuffSet";
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@@ -224,7 +224,7 @@ function buildReviveLine(source: ISkillDescSource): ISkillLine | null {
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const lv = Math.max(1, source.lv ?? 1);
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const maxCount = revive.r_num + Math.floor((lv - 1) * revive.upr);
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const hpPct = base.ap ?? 0;
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const tpl = SkillTriggerDesc[SkillTriggerType.Revive] ?? "复活时";
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const tpl = SkillTriggerName[SkillTriggerType.Revive] ?? "复活";
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// 高亮片段选回血百分比(数值中最关键的收益指标)
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return {
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prefix: `${tpl}:「${base.name}」 可复活${maxCount}次,每次恢复`,
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@@ -263,12 +263,15 @@ function buildSkillLines(source: ISkillDescSource): ISkillLine[] {
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for (const key of TRIGGER_KEYS) {
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const arr = source[key] as { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] | undefined;
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if (!arr?.length) continue;
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const tpl = SkillTriggerDesc[key] ?? key;
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// 触发类型简称(召唤/亡语/起手/生息/进击/受击)
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const name = SkillTriggerName[key] ?? key;
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// 仅进击/受击带触发次数,拼为"×n";其余简称直接用
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const needCount = key === SkillTriggerType.Atking || key === SkillTriggerType.Atked;
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for (const item of arr) {
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const base = SkillSet[item.s_uuid];
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if (!base) continue;
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const skill = mergeSkillParams(base, item.overrides);
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const trigger = tpl.replace("n", String(item.t_num));
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const trigger = needCount ? `${name}×${item.t_num}` : name;
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lines.push(buildEffectLine(`${trigger}:「${base.name}」 `, skill));
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}
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}
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@@ -276,7 +279,7 @@ function buildSkillLines(source: ISkillDescSource): ISkillLine[] {
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// ---- 驻场光环(field):查 FieldDescSet 结构化渲染,value 数值高亮 ----
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const fieldUuids = source[SkillTriggerType.Field] as number[] | undefined;
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if (fieldUuids?.length) {
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const tpl = SkillTriggerDesc[SkillTriggerType.Field] ?? "光环";
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const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
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for (const uuid of fieldUuids) {
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const line = buildFieldLine(`${tpl}:`, uuid);
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if (line) lines.push(line);
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@@ -127,8 +127,8 @@ export const SkillTriggerName = {
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[SkillTriggerType.FStart]: "起手",
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[SkillTriggerType.FEnd]: "生息",
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[SkillTriggerType.Field]: "光环",
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[SkillTriggerType.Atking]: "进击",
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[SkillTriggerType.Atked]: "受击",
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[SkillTriggerType.Atking]: "攻击",
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[SkillTriggerType.Atked]: "受伤",
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[SkillTriggerType.Revive]: "复活",
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}
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