refactor(mission): 重构关卡结算与刷怪统计逻辑
1. 新增整局跨回合刷怪统计与重置能力,替换原小节统计 2. 修改奖励配置为整局5回合累计结算逻辑 3. 调整失败奖励判定为整局维度统计 4. 重构胜利/失败奖励计算逻辑,适配多回合关卡
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@@ -629,11 +629,8 @@ export class MissionComp extends CCComp {
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settle_title: this._settleTitle,
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// 关卡难度度量(= 大关号,驱动胜利奖励随进度增长)
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mon_lv: getMonsterLv(this.currentStage),
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// 失败奖励判定数据:本关坚持时间 + 击杀统计(kills=已刷出-存活)
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defeat_stats: {
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clear_time: this.clearTime,
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...this.querySectionKillStats(),
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},
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// 失败奖励判定数据:整局坚持时间 + 整局击杀统计(kills=跨回合累计击杀,total=整局已刷出)
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defeat_stats: this.queryMissionKillStats(),
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});
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} else {
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// play 已为 false(fight_end 强制结束)→ 直接清理
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@@ -838,6 +835,8 @@ export class MissionComp extends CCComp {
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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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// 重置整局刷怪统计(跨回合累计的已刷出总数),回合间不重置
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ecs.query(ecs.allOf(MissionMonCompComp)).forEach(e => e.get(MissionMonCompComp).resetMissionStats());
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smc.vmdata.mission_data.coin = Math.max(0, Math.floor(FightSet.INIT_COIN));
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// 银币为局外持久货币,每局不重置,仅通过日常积攒,无需初始化
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@@ -1023,14 +1022,24 @@ export class MissionComp extends CCComp {
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}
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/**
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* 查询本节击杀统计(转交结算弹窗做失败奖励判定)
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* @returns { kills, total },查询不到 MissionMonComp 时返回 0/0
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* 查询整局(整关 5 回合)击杀统计与坚持时间,供结算弹窗做失败奖励判定。
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* Why: 一关一局后,失败奖励按整局累计口径计算,不再只看当前回合——
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* clear_time 用整关战斗总时长 fight_time(跨回合累计,整关重置一次);
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* kills 用 scores 跨回合累计的分类击杀数之和(melee/remote/elite/boss);
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* total 用整局已刷出怪物总数(MissionMonComp 跨回合累计)。
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*/
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private querySectionKillStats(): { kills: number; total: number } {
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private queryMissionKillStats(): { clear_time: number; kills: number; total: number } {
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const s = smc.vmdata.scores;
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const kills = (s.melee_kill_count || 0) + (s.remote_kill_count || 0)
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+ (s.elite_kill_count || 0) + (s.boss_kill_count || 0);
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const entities = ecs.query(ecs.allOf(MissionMonCompComp));
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const comp = entities[0]?.get(MissionMonCompComp);
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if (!comp) return { kills: 0, total: 0 };
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return comp.getSectionKillStats();
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const total = comp ? comp.getTotalSpawnedCount() : kills;
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return {
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clear_time: smc.vmdata.mission_data.fight_time,
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kills,
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total: Math.max(total, kills),
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};
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}
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/**
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@@ -85,6 +85,8 @@ export class MissionMonCompComp extends CCComp {
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private sectionTargetCount: number = 0;
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/** 当前小节已刷出怪物数量 */
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private sectionSpawnedCount: number = 0;
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/** 整局(整关 5 回合)累计刷出怪物总数:跨回合累计,仅在整关重置(由 MissionComp.data_init 触发) */
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private missionSpawnedCount: number = 0;
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/** 待刷出队列(batch=1 的怪物) */
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private pendingQueue: GeneratedMonster[] = [];
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/** 刷怪定时器已累积时间 */
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@@ -241,6 +243,17 @@ export class MissionMonCompComp extends CCComp {
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}
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this.sectionSpawnedCount++;
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this.missionSpawnedCount++;
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}
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/** 整局累计已刷出怪物总数(跨回合,整关重置):供 MissionComp 整局击杀统计 */
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public getTotalSpawnedCount(): number {
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return this.missionSpawnedCount;
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}
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/** 整关重置刷怪统计(由 MissionComp.data_init 在整关开始/重开时调用,回合间不重置) */
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public resetMissionStats(): void {
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this.missionSpawnedCount = 0;
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}
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/**
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@@ -257,25 +270,6 @@ export class MissionMonCompComp extends CCComp {
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return FightSet.MON_ROW_BACK_X;
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}
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/**
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* 本节击杀统计(结算奖励消费):
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* kills = 已刷出数 - 场上存活数(实时查询,不依赖 MissionComp 的 0.2s 降频同步)
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* total = 本节目标怪物总数(含未刷出)
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*/
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public getSectionKillStats(): { kills: number; total: number } {
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let alive = 0;
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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if (attrs && !attrs.is_dead && attrs.fac === FacSet.MON) {
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alive++;
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}
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});
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return {
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kills: Math.max(0, this.sectionSpawnedCount - alive),
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total: this.sectionTargetCount,
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};
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}
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/** ECS 组件移除时触发 */
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reset() { }
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}
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@@ -177,7 +177,7 @@ export class VictoryComp extends CCComp {
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/** 是否胜利场(驱动主按钮文案与行为) */
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private isVictory: boolean = false;
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/** 失败奖励判定数据(MissionComp 传入:本节坚持时间 + 击杀统计) */
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/** 失败奖励判定数据(MissionComp 传入:整局坚持时间 + 整局击杀统计) */
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private defeatStats: { clear_time: number; kills: number; total: number } | null = null;
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/** 本节怪物等级(= 大关号,驱动胜利奖励随关卡进度增长) */
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@@ -585,12 +585,14 @@ export class VictoryComp extends CCComp {
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/**
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* 计算并发放结算奖励,结果存入 _rewardResult。
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* 胜利:随关卡进度增长(base + monLv × per_lv,整体 ×1.2)。
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* Why: 无回合概念后 wave_win_count 每节被 resetScores 清零恒为 1,
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* 旧的 per_wave 增长失效,改挂怪物等级(= 大关号)随关卡推进线性增长。
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* 通关:按 5 回合累计发放——
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* 每回合基础奖励(随 monLv 增长)× 胜利回合数(wave_win_count),
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* 再按全员存活回合数 × per_wave_bonus 加成。
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* Why: 一关一局 5 回合后,通关奖励不再是单场,改按"5 回合累计"发放;
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* scores 统计在整关间保留(data_init 仅在整关开始/重开重置),故可直接累计。
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* 失败:受"坚持时间 + 击杀比例"限制——
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* - 坚持 < 15s 或本节一只怪未杀 → 无任何奖励;
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* - 达标 → 坚持奖励(固定)+ 击杀比例奖励(基数 × 本节击杀比例),
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* - 坚持 < 15s 或本回合一只怪未杀 → 无任何奖励;
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* - 达标 → 坚持奖励(固定)+ 击杀比例奖励(基数 × 本回合击杀比例),
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* 银币/钻石/碎片同样受此门槛限制(不达标不发,达标正常发放)。
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* @param isVictory 是否胜利
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*/
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@@ -609,13 +611,19 @@ export class VictoryComp extends CCComp {
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killRatio = total > 0 ? Math.min(1, kills / total) : 0;
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}
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// 5 回合累计:胜利回合数与全员存活回合数(scores 跨回合累计,整关重置)
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const winWaves = Math.max(1, Math.floor(smc.vmdata.scores.wave_win_count || 0));
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const aliveWaves = Math.max(0, Math.floor(smc.vmdata.scores.wave_all_alive_count || 0));
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// 全员存活回合加成:每个全员存活回合额外 +per_wave_bonus(线性叠加于累计基础)
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const aliveBonus = 1 + aliveWaves * cfg.per_wave_bonus;
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// 1. 金币 / 天赋经验
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let gold: number;
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let talentExp: number;
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if (isVictory) {
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const mult = cfg.victory_multiplier;
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gold = Math.floor((cfg.gold.base + this.monLv * cfg.gold.per_lv) * mult);
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talentExp = Math.floor((cfg.talent_exp.base + this.monLv * cfg.talent_exp.per_lv) * mult);
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// 通关:每回合基础 × 胜利回合数 × 全员存活加成
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gold = Math.floor((cfg.gold.base + this.monLv * cfg.gold.per_lv) * winWaves * aliveBonus);
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talentExp = Math.floor((cfg.talent_exp.base + this.monLv * cfg.talent_exp.per_lv) * winWaves * aliveBonus);
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} else if (defeatQualified) {
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// 失败达标 = 坚持奖励(固定)+ 击杀比例奖励
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gold = Math.floor(cfg.defeat.survive.gold + cfg.defeat.kill.gold * killRatio);
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@@ -625,25 +633,31 @@ export class VictoryComp extends CCComp {
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talentExp = 0;
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}
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// 1.5 银币固定发放;钻石按输赢在 [min, max] 内随机(失败不达标时同样清零)
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const silver = !isVictory && !defeatQualified ? 0 : cfg.silver;
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// 1.5 银币 / 钻石:通关按胜利回合数累计;失败不达标清零
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const silverBase = !isVictory && !defeatQualified ? 0 : cfg.silver;
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const silver = isVictory ? Math.floor(silverBase * winWaves) : silverBase;
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let diamond = 0;
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if (isVictory || defeatQualified) {
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const dRange = isVictory ? cfg.diamond.victory : cfg.diamond.defeat;
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if (isVictory) {
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const dRange = cfg.diamond.victory;
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const perWave = dRange.min + Math.floor(Math.random() * (dRange.max - dRange.min + 1));
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diamond = perWave * winWaves;
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} else if (defeatQualified) {
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const dRange = cfg.diamond.defeat;
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diamond = dRange.min + Math.floor(Math.random() * (dRange.max - dRange.min + 1));
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}
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// 2. 英雄碎片:出场英雄各保底 + 1 个随机英雄(失败不达标时不发)
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// 2. 英雄碎片:出场英雄各保底 + 1 个随机英雄(通关 × 胜利回合数累计;失败不达标时不发)
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const fragments: FragmentReward[] = [];
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if (isVictory || defeatQualified) {
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const playedUuids = this.collectPlayedHeroUuids();
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const playedSet = new Set(playedUuids);
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const fragMult = isVictory ? winWaves : 1;
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for (const uuid of playedUuids) {
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fragments.push({ uuid, count: cfg.played_fragment, isPlayed: true });
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fragments.push({ uuid, count: cfg.played_fragment * fragMult, isPlayed: true });
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}
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const randomUuid = this.pickRandomHeroUuid(playedSet);
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if (randomUuid > 0) {
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fragments.push({ uuid: randomUuid, count: cfg.random_fragment, isPlayed: false });
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fragments.push({ uuid: randomUuid, count: cfg.random_fragment * fragMult, isPlayed: false });
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}
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}
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@@ -667,7 +681,8 @@ export class VictoryComp extends CCComp {
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this._rewardResult = { gold, talentExp, silver, diamond, fragments };
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mLogger.log(this.debugMode, 'VictoryComp', '[VictoryComp] 结算奖励发放', {
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isVictory, monLv: this.monLv, gold, talentExp, silver, diamond, fragments,
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isVictory, monLv: this.monLv, winWaves, aliveWaves, aliveBonus,
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gold, talentExp, silver, diamond, fragments,
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defeatStats: this.defeatStats, defeatQualified, killRatio,
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});
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}
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