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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@@ -44,6 +44,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { CardConfig, CardPoolList, CardType, SpecialRefreshCardList, SpecialRefreshHeroType } from "../common/config/CardSet";
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import { HeroCardPoolList, HeroCardPoolEntry } from "../common/config/heroSet";
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import { drawEquipCards } from "../common/config/EquipSet";
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import { drawItemCards } from "../common/config/ICardSet";
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import { drawSkillCards } from "../common/config/SCardSet";
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@@ -344,7 +345,7 @@ export class MissionCardComp extends CCComp {
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const cards = this.buildDrawCards();
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mLogger.log(this.debugMode, "MissionCardComp", "onMissionStart buildDrawCards", {
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cardsLength: cards.length,
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cards: cards.map(c => ({ uuid: c.uuid, type: c.type, name: c.name }))
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cards: cards.map(c => ({ uuid: c.uuid }))
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});
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this.dispatchCardsToSlots(cards);
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@@ -1723,8 +1724,8 @@ export class MissionCardComp extends CCComp {
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* 构建随机召唤卡池:全英雄卡。
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* @returns 卡配置数组
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*/
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private buildRandomSummonPool(): CardConfig[] {
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return CardPoolList.filter(c => c.type === CardType.Hero);
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private buildRandomSummonPool(): HeroCardPoolEntry[] {
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return HeroCardPoolList;
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}
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// ======================== 阶段切换 ========================
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@@ -1797,8 +1798,8 @@ export class MissionCardComp extends CCComp {
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*
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* 注:升级卡机制已移除,英雄卡池只出普通英雄卡。
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*/
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private buildDrawCards(): CardConfig[] {
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const allHeroCards = CardPoolList.filter(c => c.type === CardType.Hero);
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private buildDrawCards(): HeroCardPoolEntry[] {
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const allHeroCards = HeroCardPoolList;
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if (allHeroCards.length === 0) return [];
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// 优先从“未上场英雄”子池抽取;子池不足 3 张时回退到全量池,避免凑不齐 3 张
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@@ -1810,7 +1811,7 @@ export class MissionCardComp extends CCComp {
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}
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/** 单次按权重抽取一张卡 */
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private weightedPick(cards: CardConfig[]): CardConfig | null {
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private weightedPick(cards: HeroCardPoolEntry[]): HeroCardPoolEntry | null {
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if (cards.length === 0) return null;
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const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0);
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let random = Math.random() * totalWeight;
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@@ -1829,8 +1830,8 @@ export class MissionCardComp extends CCComp {
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* @param count 目标张数
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* @returns 不重复的卡配置数组(0 ~ count 张)
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*/
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private pickUniqueHeroCards(pool: CardConfig[], count: number): CardConfig[] {
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const result: CardConfig[] = [];
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private pickUniqueHeroCards(pool: HeroCardPoolEntry[], count: number): HeroCardPoolEntry[] {
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const result: HeroCardPoolEntry[] = [];
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const usedUuids = new Set<number>();
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while (result.length < count) {
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const rest = pool.filter(c => !usedUuids.has(c.uuid));
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@@ -1849,7 +1850,7 @@ export class MissionCardComp extends CCComp {
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* 子池不足 3 张时回退到该类型的全量池,仍抽不齐则如实返回(不重复补位)。
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*/
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private tryRefreshHeroCards(heroType?: HType): boolean {
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let pool = CardPoolList.filter(c => c.type === CardType.Hero);
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let pool = HeroCardPoolList;
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if (heroType !== undefined) {
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pool = pool.filter(c => HeroInfo[c.uuid]?.type === heroType);
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}
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@@ -1878,7 +1879,7 @@ export class MissionCardComp extends CCComp {
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}
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/** 全量分发给 3 槽;每个槽位是否接收由 CHeroComp 自己判断(锁定可跳过) */
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private dispatchCardsToSlots(cards: CardConfig[]) {
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private dispatchCardsToSlots(cards: HeroCardPoolEntry[]) {
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if (!this.cardComps) return;
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for (let i = 0; i < this.cardComps.length; i++) {
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if (this.cardComps[i]) {
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