refactor(missionCard): 重构卡牌池刷新逻辑,改为整池刷新
1. 修改SCardComp的注释,将补卡逻辑改为整池刷新说明 2. 重构MissionCardComp的onCardUsed回调,替换单张补卡为整池刷新 3. 删除buildSingleHeroCard和buildSingleSkillCard两个单张补卡方法 4. 调整注释说明,新增特殊刷新避免重复触发的逻辑
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@@ -574,14 +574,16 @@ export class MissionCardComp extends CCComp {
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}
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/**
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* 单张卡牌被成功使用后的补卡回调:
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* 单张卡牌被成功使用后的整池刷新回调:
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* - payload 为该卡槽组件实例(CardComp 或 SCardComp)。
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* - 命中英雄卡槽 → 调用 buildSingleHeroCard 补一张英雄/升级卡。
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* - 命中技能卡槽 → 调用 buildSingleSkillCard 补一张技能卡。
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* - 未命中任何槽位(如已销毁/未缓存)→ 忽略。
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* - 命中英雄卡槽 → 重新构建 3 张英雄池卡牌并分发到所有英雄槽。
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* - 命中技能卡槽 → 重新构建 3 张技能卡并分发到所有技能槽。
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* - 未命中任何槽位 → 忽略。
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*
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* Why: 购买一张卡后立即补充新卡,避免出现空槽,提升抽卡体验;
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* Why: 购买一张卡后立即刷新整个卡池(不扣金币),让玩家持续从新池中挑选;
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* 英雄卡池与技能卡池遵循同一逻辑。
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* SpecialRefresh 自身效果(onUseSpecialCard 中的 tryRefreshHeroCards)
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* 已是整池刷新,因此 CardComp 对其不派发 CardUsed,避免双重刷新。
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*/
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private onCardUsed(event: string, args: any) {
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const source = args;
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@@ -589,26 +591,20 @@ export class MissionCardComp extends CCComp {
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const heroIdx = this.cardComps.findIndex(c => c === source);
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if (heroIdx >= 0) {
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const card = this.buildSingleHeroCard();
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if (card) {
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this.cardComps[heroIdx].applyDrawCard(card);
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}
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mLogger.log(this.debugMode, "MissionCardComp", "refill hero slot", {
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index: heroIdx,
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uuid: card?.uuid ?? 0
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const cards = this.buildDrawCards();
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this.dispatchCardsToSlots(cards);
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mLogger.log(this.debugMode, "MissionCardComp", "refresh hero pool after buy", {
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triggerSlot: heroIdx
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});
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return;
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}
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const skillIdx = this.skillCardComps.findIndex(c => c === source);
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if (skillIdx >= 0) {
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const card = this.buildSingleSkillCard();
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if (card) {
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this.skillCardComps[skillIdx].applyDrawCard(card);
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}
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mLogger.log(this.debugMode, "MissionCardComp", "refill skill slot", {
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index: skillIdx,
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uuid: card?.uuid ?? 0
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const cards = this.buildSkillDrawCards();
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this.dispatchCardsToSkillSlots(cards);
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mLogger.log(this.debugMode, "MissionCardComp", "refresh skill pool after buy", {
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triggerSlot: skillIdx
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});
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return;
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}
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@@ -999,58 +995,6 @@ export class MissionCardComp extends CCComp {
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return filled;
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}
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/**
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* 构建单张英雄池卡牌,用于购买后补卡。
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*
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* 规则与 buildDrawCards 保持一致(不含"必出轮询"逻辑):
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* 1. 满员且有可升级英雄 → 仅从升级卡池按权重抽 1 张。
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* 2. 否则从 升级卡 + 未召唤英雄卡 的混合池按权重抽 1 张。
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*
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* @returns 卡牌数据;池为空时返回 null
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*/
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private buildSingleHeroCard(): CardConfig | null {
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const upgradeCards = this.buildHeroUpgradeCards();
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const aliveHeroCount = this.getAliveHeroCount();
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const heroMax = this.getMissionHeroMaxNum();
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if (aliveHeroCount >= heroMax && upgradeCards.length > 0) {
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return this.weightedPick(upgradeCards);
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}
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const heroCards = CardPoolList.filter(c => c.type === CardType.Hero);
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const aliveHeroUuids = this.getAliveHeroUuids();
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const availableHeroCards = heroCards.filter(c => !aliveHeroUuids.has(c.uuid));
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const mixedPool: CardConfig[] = [...upgradeCards, ...availableHeroCards];
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if (mixedPool.length === 0) return null;
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return this.weightedPick(mixedPool);
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}
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/**
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* 构建单张技能卡,用于购买后补卡。
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* 规则与 buildSkillDrawCards 对齐(按当前 wave 过滤)。
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*
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* @returns 卡牌数据;池为空时返回 null
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*/
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private buildSingleSkillCard(): CardConfig | null {
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const currentWave = this.getCurrentWave();
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const cards = drawCardsByRule(1, {
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count: 1,
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type: CardType.Skill,
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wave: currentWave,
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unique: true
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});
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if (cards.length > 0) return cards[0];
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// 兜底:放宽 wave 限制再尝试
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const fallback = drawCardsByRule(1, {
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count: 1,
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type: CardType.Skill,
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unique: true
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});
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return fallback[0] ?? null;
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}
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private tryRefreshHeroCards(heroType?: HType): boolean {
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const cards = drawCardsByRule(1, {
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count: 3,
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@@ -109,7 +109,7 @@ export class SCardComp extends CCComp {
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this.clearAfterUse();
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this.isUsing = false;
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oops.message.dispatchEvent(GameEvent.UseSkillCard, used);
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// 派发 CardUsed 让 MissionCardComp 立即补一张新技能卡到本槽位
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// 派发 CardUsed 让 MissionCardComp 刷新整个技能卡池
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oops.message.dispatchEvent(GameEvent.CardUsed, this);
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});
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return used;
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