refactor(config): 拆分英雄卡池到独立配置文件
将原CardPoolList中的英雄卡池逻辑迁移至heroSet.ts,统一管理英雄抽卡配置,简化主配置文件内容,同时更新MissionCardComp以使用新的英雄卡池数据源
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@@ -339,6 +339,19 @@ export interface HeroCardConfig {
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base_card_lv?: number;
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}
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/**
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* 英雄卡池条目(含费用和权重,用于 MissionCardComp 抽卡)
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*/
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export interface HeroCardPoolEntry {
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uuid: number;
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cost: number;
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weight: number;
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card_lv: number;
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}
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/** 英雄卡池:由 HeroList 动态生成(见文件末尾初始化代码) */
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export const HeroCardPoolList: HeroCardPoolEntry[] = [];
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/**
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* 技能基础信息接口
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*/
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@@ -940,6 +953,41 @@ export const HeroComboSet: Record<number, HeroComboInfo> = {
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/** 推荐阵容 id 列表(按品质/成型难度排序,供 UI 顺序展示) */
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export const HeroComboList: number[] = [8001, 8002, 8003, 8004, 8005, 8006];
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// ==================== 英雄卡池初始化(必须在 HeroList 定义之后执行) ====================
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/**
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* 英雄卡费用规则
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* lv1=5, lv2=10, lv3+=15
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*/
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function getHeroCost(cardLv: number): number {
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if (cardLv === 1) return 5;
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if (cardLv === 2) return 10;
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return 15;
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}
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/**
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* 英雄卡按 card_lv 分配抽取权重(几何递减,高等级越稀有)
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* 梯度:lv1=40, lv2=25, lv3=15, lv4=8, lv5=3
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*/
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const HERO_WEIGHT_BY_LV: Record<number, number> = {
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1: 40, 2: 25, 3: 15, 4: 8, 5: 3,
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};
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function getHeroWeight(cardLv: number): number {
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return HERO_WEIGHT_BY_LV[cardLv] ?? HERO_WEIGHT_BY_LV[1];
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}
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// 动态生成英雄卡池:所有英雄统一生成 lv1 卡牌
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HeroList.forEach(uuid => {
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const hero = HeroInfo[uuid];
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if (!hero) return;
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HeroCardPoolList.push({
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uuid: hero.uuid,
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cost: getHeroCost(hero.card_lv ?? 1),
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weight: getHeroWeight(hero.card_lv ?? 1),
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card_lv: hero.card_lv ?? 1,
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});
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});
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// ==================== 英雄强度评分公式 ====================
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/** 英雄强度公式调参权重(可在编辑器或运行时热调)
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