refactor(game): 重构结算积分与奖励逻辑
1. 移除HeroAttrs中废弃的分数字段 2. 重构积分计算规则,简化为基础分+行为分 3. 调整胜利奖励计算逻辑,改用怪物等级作为成长参数替换原wave计数 4. 同步更新结算配置注释与日志输出
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@@ -220,12 +220,6 @@ export class SingletonModuleComp extends ecs.Comp {
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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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achieved_highlights: [],
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} as GameScoreStats,
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@@ -293,11 +287,6 @@ export class SingletonModuleComp extends ecs.Comp {
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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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achieved_highlights: [],
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} as GameScoreStats;
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}
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@@ -219,14 +219,14 @@ export function getLvColor(lv: number): Color {
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export const RARITY_BG_COLORS: string[] = ["green", "blue", "purple", "yellow", "red"];
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/**
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* 战斗结算奖励配置(每局结束后发放:英雄碎片 + 金币 + 天赋经验)。
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* 数值均为"失败基准",胜利时整体乘以 victory_multiplier。
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* 战斗结算奖励配置(每节结束后发放:英雄碎片 + 金币 + 天赋经验)。
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* 胜利奖励随关卡进度(怪物等级 = 大关号)线性增长,整体乘以 victory_multiplier。
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*/
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export const VICTORY_REWARD_SET = {
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/** 金币:base + wave_win_count × per_wave */
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gold: { base: 100, per_wave: 50 },
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/** 天赋经验:base + wave_win_count × per_wave */
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talent_exp: { base: 20, per_wave: 10 },
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/** 金币:base + monLv × per_lv */
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gold: { base: 100, per_lv: 50 },
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/** 天赋经验:base + monLv × per_lv */
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talent_exp: { base: 20, per_lv: 10 },
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/** 每个出场英雄保底碎片数 */
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played_fragment: 1,
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/** 随机英雄碎片数量(发放给随机抽中的 1 个英雄) */
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@@ -100,13 +100,6 @@ export interface GameScoreStats {
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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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// 已达成的亮点成就记录
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achieved_highlights: any[];
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}
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