refactor(hero): 重构额外属性加成系统,统一为bonus字段
1. 将原ap_bonus/hp_bonus/def_bonus三个字段合并为通用的bonus数组结构 2. 新增多属性同时配置能力,支持hp/ap/def百分比加成与crt/frz/stun/para固定百分点加成 3. 更新所有前端编辑器、服务端渲染与游戏运行时逻辑适配新配置格式 4. 添加数据兼容迁移逻辑,自动处理旧版英雄配置数据
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@@ -173,12 +173,8 @@
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<!-- 额外加成 -->
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<div class="panel">
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<h3>额外属性加成</h3>
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<el-tabs>
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<el-tab-pane label="ap_bonus"><BonusEditor :model="current.ap_bonus" /></el-tab-pane>
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<el-tab-pane label="hp_bonus"><BonusEditor :model="current.hp_bonus" /></el-tab-pane>
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<el-tab-pane label="def_bonus"><BonusEditor :model="current.def_bonus" /></el-tab-pane>
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</el-tabs>
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<h3>额外属性加成(hp/ap/def 百分比,crt/frz/stun/para 百分点)</h3>
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<BonusEditor :model="current.bonus" />
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</div>
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<!-- 描述 -->
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@@ -363,9 +359,9 @@ function fieldSummary(h) {
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return `lv${f.lv} · ${auras}`
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})
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}
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// 额外加成条目总数(ap/hp/def_bonus 之和)
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// 额外加成档位总数(bonus 数组长度)
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function bonusCount(h) {
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return (h.ap_bonus?.length || 0) + (h.hp_bonus?.length || 0) + (h.def_bonus?.length || 0)
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return h.bonus?.length || 0
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}
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async function loadMeta() {
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@@ -439,6 +435,11 @@ async function loadHeroes() {
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try {
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const r = await api.fetchHeroes()
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if (Array.isArray(r.heroes) && r.heroes.length) {
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// 兼容旧数据:ap_bonus/hp_bonus/def_bonus 已废弃,统一迁移为空 bonus
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for (const h of r.heroes) {
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if (!Array.isArray(h.bonus)) h.bonus = []
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delete h.ap_bonus; delete h.hp_bonus; delete h.def_bonus
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}
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heroes.value = r.heroes
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}
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} catch (e) {
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@@ -1,14 +1,61 @@
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<template>
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<div>
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<div v-for="(b, idx) in model" :key="idx" style="display: flex; gap: 8px; margin-bottom: 6px">
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<el-input-number v-model="b.lv" :min="1" :max="20" :controls="false" style="width: 100px" placeholder="lv" />
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<el-input-number v-model="b.value" :controls="false" style="width: 140px" placeholder="value" />
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<el-button type="danger" size="small" text @click="model.splice(idx, 1)">删除</el-button>
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<div v-for="(b, idx) in model" :key="idx" class="skill-block">
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<div class="head">
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<span>加成档位 lv {{ b.lv }}</span>
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<el-button type="danger" size="small" text @click="model.splice(idx, 1)">删除档位</el-button>
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</div>
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<div class="form-grid">
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<el-form-item label="等级 lv">
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<el-input-number v-model="b.lv" :min="1" :max="20" :controls="false" style="width: 100%" />
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</el-form-item>
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</div>
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<el-form-item label="属性加成">
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<div style="width: 100%">
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<div v-for="(a, i) in attrList(b)" :key="i" style="display: flex; gap: 8px; margin-bottom: 6px">
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<el-select :model-value="a.key" placeholder="属性" style="width: 220px" @update:model-value="(k) => renameKey(b, a.key, k)">
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<el-option v-for="opt in BONUS_ATTR_KEYS" :key="opt.key" :label="opt.label" :value="opt.key" :disabled="hasKey(b, opt.key, a.key)" />
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</el-select>
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<el-input-number v-model="b.attrs[a.key]" :controls="false" style="width: 140px" placeholder="value" />
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<el-button type="danger" size="small" text @click="removeKey(b, a.key)">删除</el-button>
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</div>
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<el-button size="small" @click="addKey(b)">+ 添加属性</el-button>
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</div>
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</el-form-item>
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</div>
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<el-button size="small" @click="model.push({ lv: 12, value: 0 })">+ 添加</el-button>
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<el-button size="small" type="primary" @click="model.push({ lv: 9, attrs: {} })">+ 添加加成档位</el-button>
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</div>
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</template>
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<script setup>
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import { BONUS_ATTR_KEYS } from '../constants'
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defineProps({ model: { type: Array, required: true } })
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// attrs 对象为键值对,转列表渲染(保持键序稳定)
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function attrList(b) {
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return Object.keys(b.attrs).map((key) => ({ key }))
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}
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function hasKey(b, key, except) {
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return key !== except && b.attrs[key] !== undefined
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}
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function addKey(b) {
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const free = BONUS_ATTR_KEYS.find((o) => b.attrs[o.key] === undefined)
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if (free) b.attrs[free.key] = 0
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}
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function removeKey(b, key) {
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delete b.attrs[key]
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}
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// 换键:删旧键、写新键(保留原值)
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function renameKey(b, oldKey, newKey) {
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const v = b.attrs[oldKey]
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delete b.attrs[oldKey]
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b.attrs[newKey] = v
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}
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</script>
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<style scoped>
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.skill-block { border: 1px solid var(--el-border-color); border-radius: 4px; padding: 10px; margin-bottom: 10px; }
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.head { display: flex; justify-content: space-between; align-items: center; margin-bottom: 8px; }
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.form-grid { display: grid; grid-template-columns: repeat(3, 1fr); gap: 0 16px; }
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</style>
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@@ -76,9 +76,7 @@ export function defaultHero() {
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dead: {},
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field: [], // [{lv,uuids:[{uuid,value,name}],desc}]
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// revive 已纳入 dead 触发组,通过 overrides.revive_hp / revive_count 配置
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ap_bonus: [],
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hp_bonus: [],
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def_bonus: [],
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bonus: [], // [{lv, attrs:{hp?,ap?,def?,crt?,frz?,stun?,para?}}] hp/ap/def 为百分比,概率类为固定百分点
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info: '',
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}
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}
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@@ -143,6 +141,17 @@ export const OVERRIDE_KEYS = [
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{ key: 'icon', label: 'icon 英雄语境图标(覆写 SkillSet.icon)', type: 'string' },
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]
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// bonus attrs 可用键:hp/ap/def 按"基础+成长"快照百分比加成;crt/frz/stun/para 为固定百分点累加
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export const BONUS_ATTR_KEYS = [
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{ key: 'hp', label: 'hp 生命%' },
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{ key: 'ap', label: 'ap 攻击%' },
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{ key: 'def', label: 'def 防御%' },
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{ key: 'crt', label: 'crt 暴击率(百分点)' },
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{ key: 'frz', label: 'frz 冰冻(百分点)' },
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{ key: 'stun', label: 'stun 击晕(百分点)' },
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{ key: 'para', label: 'para 麻痹(百分点)' },
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]
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// icon 覆写常用候选(SkillSet 各底座图标 + 通用图标),可在输入框直接键入其他帧名
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export const SKILL_ICON_OPTIONS = [
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'Stat_Attack_01', 'Stat_RangedAttack', 'Stat_Tripleshot',
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