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be6af4d157
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da2caa6576 |
@@ -219,38 +219,40 @@ 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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* 战斗结算奖励配置(一关 5 回合累计,整关结算时一次性发放:英雄碎片 + 金币 + 天赋经验)。
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* 通关奖励 = 每回合奖励 × 胜利回合数(wave_win_count),全员存活回合再 × per_wave 加成。
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* Why: 一关一局 5 回合后,通关不再是单场,改按"5 回合累计"发放,
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* 每回合基础奖励随关卡进度(怪物等级 = 大关号)增长。
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*/
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export const VICTORY_REWARD_SET = {
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/** 金币:base + monLv × per_lv */
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/** 金币:每回合 base + monLv × per_lv,× 胜利回合数累计 */
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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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/** 天赋经验:每回合 base + monLv × per_lv,× 胜利回合数累计 */
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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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/** 每个出场英雄保底碎片数(× 胜利回合数累计) */
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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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/** 随机英雄碎片数量(发放给随机抽中的 1 个英雄,× 胜利回合数累计) */
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random_fragment: 2,
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/** 银币:固定发放,不分输赢 */
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/** 银币:固定发放,不分输赢(通关时 × 胜利回合数累计) */
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silver: 3,
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/** 钻石:按输赢在 [min, max] 闭区间内随机(不参与 victory_multiplier) */
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/** 钻石:按输赢在 [min, max] 闭区间内随机(通关时 × 胜利回合数累计,不参与 per_wave 加成) */
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diamond: {
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victory: { min: 5, max: 10 },
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defeat: { min: 1, max: 3 },
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},
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/** 胜利加成系数(失败 1.0) */
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victory_multiplier: 1.2,
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/** 全员存活回合加成系数:每个全员存活回合额外 +20%(乘法叠乘于累计基础之上) */
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per_wave_bonus: 0.2,
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/**
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* 失败奖励限制(不影响胜利):
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* 坚持 < defeat_time_threshold 秒或本节一只怪未杀 → 无任何奖励;
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* 达标后 = 坚持奖励(固定)+ 击杀比例奖励(基数 × 本节击杀比例)
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* 坚持 < defeat_time_threshold 秒或本回合一只怪未杀 → 无任何奖励;
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* 达标后 = 坚持奖励(固定)+ 击杀比例奖励(基数 × 本回合击杀比例)
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*/
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defeat: {
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/** 坚持时间门槛(秒) */
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time_threshold: 15,
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/** 超门槛固定奖励("超 15 秒奖励") */
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survive: { gold: 50, talent_exp: 10 },
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/** 击杀比例奖励基数(本节怪物全灭时全额发放) */
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/** 击杀比例奖励基数(本回合怪物全灭时全额发放) */
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kill: { gold: 150, talent_exp: 30 },
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},
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};
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@@ -7,7 +7,7 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { DamageQueueComp, DamageEvent } from "./DamageQueueComp";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroInfo, MonType } from "../common/config/heroSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType } from "../common/config/heroSet";
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@@ -719,6 +719,8 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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if (TAttrsComp.fac === FacSet.MON) {
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// 怪物死亡处理
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this.scheduleDrop(entity);
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// 分类击杀统计:互斥优先级 Boss > 精英 > 近战/远程(供整局结算失败奖励判定)
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this.countMonsterKill(TAttrsComp);
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// oops.message 全局事件总线:怪物死亡(连杀计数等表现层消费)
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oops.message.dispatchEvent(GameEvent.MonDead, {
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isBoss: !!TAttrsComp.is_boss,
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@@ -761,6 +763,38 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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` ${TAttrsComp.hero_name} 死亡掉落金币 ${gold}(monType=${monType}, isBoss=${TAttrsComp.is_boss})`);
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}
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/**
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* 怪物分类击杀统计(写入 smc.vmdata.scores,供整局结算的失败奖励判定)。
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*
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* 分类互斥,优先级 Boss > 精英 > 近战/远程:
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* - Boss(is_boss) → boss_kill_count
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* - 精英(is_elite) → elite_kill_count
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* - 近战/重型/刺客 → melee_kill_count
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* - 远程/辅助/召唤师(兜底) → remote_kill_count
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*
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* Why: 互斥计数保证 kills 之和不超过实际击杀数,与 MissionMonComp 的
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* 整局已刷出总数(getTotalSpawnedCount)口径一致,避免击杀比例虚高。
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*
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* @param attrs 死亡怪物的属性组件
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*/
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private countMonsterKill(attrs: HeroAttrsComp): void {
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const scores = smc.vmdata.scores;
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if (attrs.is_boss) {
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scores.boss_kill_count++;
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return;
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}
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if (attrs.is_elite) {
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scores.elite_kill_count++;
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return;
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}
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const monType = HeroInfo[attrs.hero_uuid]?.monType ?? MonType.Melee;
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if (monType === MonType.Melee || monType === MonType.Heavy || monType === MonType.Assassin) {
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scores.melee_kill_count++;
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} else {
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scores.remote_kill_count++;
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}
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}
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/**
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* 延迟执行英雄死亡逻辑
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*
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@@ -125,6 +125,8 @@ export class HeroAttrsComp extends ecs.Comp {
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is_atking: boolean = false; // 是否正在攻击
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is_stop: boolean = false; // 是否正在停止
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is_boss: boolean = false;
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/** 是否精英怪(刷怪时由 MissionMonComp 写入,驱动精英击杀统计) */
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is_elite: boolean = false;
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is_big_boss: boolean = false;
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is_master: boolean = false;
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is_friend: boolean = false;
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@@ -134,14 +134,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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/** 准备阶段:不推进不索敌;英雄向编队槽位排队移动,怪物原地待命 */
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/** 准备阶段:不推进不索敌;英雄向编队槽位排队移动,怪物向出生目标位归位 */
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if (!smc.mission.in_fight) {
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this.clearCombatTarget(model);
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model.is_atking = false;
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if (model.fac === FacSet.HERO) {
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this.processHeroQueue(e, model, move, view);
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} else {
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view.status_change("idle");
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this.processMonQueue(move, view, model);
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}
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return;
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}
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@@ -220,6 +220,42 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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}
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}
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// ======================== 怪物入场归位(准备阶段) ========================
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/**
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* 怪物入场归位:从屏幕右边缘向 move.targetX(目标排锚点)移动,到位后 idle。
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* 与英雄 processHeroQueue 对称,但怪物目标位在出生时由 MissionMonComp 一次性写入 targetX,无需动态重算槽位。
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* 到位容差 2px,与英雄一致。
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*/
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private processMonQueue(move: MoveComp, view: HeroViewComp, model: HeroAttrsComp): void {
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const targetX = move.targetX;
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const selfX = view.node.position.x;
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if (Math.abs(targetX - selfX) <= 2) {
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if (Math.abs(selfX - targetX) > 0.01) {
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view.node.setPosition(targetX, view.node.position.y, 0);
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}
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view.scale = -1;
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view.status_change("idle");
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return;
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}
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const dir = targetX > selfX ? 1 : -1;
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move.direction = dir;
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view.scale = dir;
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const dist = Math.abs(targetX - selfX);
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const speed = Math.max(model.speed / 3, dist / MoveSystem.QUEUE_ARRIVE_TIME);
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const delta = speed * this.dt * dir;
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let newX = selfX + delta;
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if ((dir > 0 && newX > targetX) || (dir < 0 && newX < targetX)) {
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newX = targetX;
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}
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if (Math.abs(newX - selfX) >= 0.01) {
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view.node.setPosition(newX, view.node.position.y, 0);
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view.status_change("move");
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}
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}
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/** 查询当前英雄的编队槽位目标 X(无槽位返回 null) */
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private resolveHeroQueueTargetX(entity: ecs.Entity): number | null {
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const now = Date.now() / 1000;
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@@ -125,7 +125,7 @@ export class MissionComp extends CCComp {
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/** 节间过场倒计时(秒):播放背景滚动 + 英雄归位,倒计时结束自动开下一节 */
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private waveCountdown: number = 0;
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/** 节间过场倒计时档位:统一时长(一关一局节间自动推进,节奏紧凑) */
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private static readonly COUNTDOWN_TRANSITION = 2.5;
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private static readonly COUNTDOWN_TRANSITION = 1;
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/** 上一次显示的时间字符串(避免重复设置) */
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private lastTimeStr: string = "";
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/** 上一次显示的秒数(避免重复计算) */
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@@ -629,11 +629,8 @@ export class MissionComp extends CCComp {
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settle_title: this._settleTitle,
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// 关卡难度度量(= 大关号,驱动胜利奖励随进度增长)
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mon_lv: getMonsterLv(this.currentStage),
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// 失败奖励判定数据:本关坚持时间 + 击杀统计(kills=已刷出-存活)
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defeat_stats: {
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clear_time: this.clearTime,
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...this.querySectionKillStats(),
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},
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// 失败奖励判定数据:整局坚持时间 + 整局击杀统计(kills=跨回合累计击杀,total=整局已刷出)
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defeat_stats: this.queryMissionKillStats(),
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});
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} else {
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// play 已为 false(fight_end 强制结束)→ 直接清理
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@@ -838,6 +835,8 @@ export class MissionComp extends CCComp {
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// 重置所有的战局得分数据,防止上一局的数据污染
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smc.resetScores();
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// 重置整局刷怪统计(跨回合累计的已刷出总数),回合间不重置
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ecs.query(ecs.allOf(MissionMonCompComp)).forEach(e => e.get(MissionMonCompComp).resetMissionStats());
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smc.vmdata.mission_data.coin = Math.max(0, Math.floor(FightSet.INIT_COIN));
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// 银币为局外持久货币,每局不重置,仅通过日常积攒,无需初始化
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@@ -1023,14 +1022,24 @@ export class MissionComp extends CCComp {
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}
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/**
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* 查询本节击杀统计(转交结算弹窗做失败奖励判定)
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* @returns { kills, total },查询不到 MissionMonComp 时返回 0/0
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* 查询整局(整关 5 回合)击杀统计与坚持时间,供结算弹窗做失败奖励判定。
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* Why: 一关一局后,失败奖励按整局累计口径计算,不再只看当前回合——
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* clear_time 用整关战斗总时长 fight_time(跨回合累计,整关重置一次);
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* kills 用 scores 跨回合累计的分类击杀数之和(melee/remote/elite/boss);
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* total 用整局已刷出怪物总数(MissionMonComp 跨回合累计)。
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*/
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private querySectionKillStats(): { kills: number; total: number } {
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private queryMissionKillStats(): { clear_time: number; kills: number; total: number } {
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const s = smc.vmdata.scores;
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const kills = (s.melee_kill_count || 0) + (s.remote_kill_count || 0)
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+ (s.elite_kill_count || 0) + (s.boss_kill_count || 0);
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const entities = ecs.query(ecs.allOf(MissionMonCompComp));
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const comp = entities[0]?.get(MissionMonCompComp);
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if (!comp) return { kills: 0, total: 0 };
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return comp.getSectionKillStats();
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const total = comp ? comp.getTotalSpawnedCount() : kills;
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return {
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clear_time: smc.vmdata.mission_data.fight_time,
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kills,
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total: Math.max(total, kills),
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};
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}
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/**
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@@ -85,6 +85,8 @@ export class MissionMonCompComp extends CCComp {
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private sectionTargetCount: number = 0;
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/** 当前小节已刷出怪物数量 */
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private sectionSpawnedCount: number = 0;
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/** 整局(整关 5 回合)累计刷出怪物总数:跨回合累计,仅在整关重置(由 MissionComp.data_init 触发) */
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private missionSpawnedCount: number = 0;
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/** 待刷出队列(batch=1 的怪物) */
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private pendingQueue: GeneratedMonster[] = [];
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/** 刷怪定时器已累积时间 */
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@@ -170,14 +172,15 @@ export class MissionMonCompComp extends CCComp {
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});
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// 立即刷出 batch=0 的怪物(处理 delay 字段)
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for (const mon of immediate) {
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for (let i = 0; i < immediate.length; i++) {
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const mon = immediate[i];
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if (mon.delay && mon.delay > 0) {
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// Boss 延迟刷出
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this.scheduleOnce(() => {
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this.spawnMonster(mon);
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this.spawnMonster(mon, i);
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}, mon.delay);
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} else {
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this.spawnMonster(mon);
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this.spawnMonster(mon, i);
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}
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}
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@@ -200,14 +203,15 @@ export class MissionMonCompComp extends CCComp {
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/**
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* 刷出单个怪物(统一入口)
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* @param monData 怪物生成数据
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* @param rank 编队优先级排序后的名次(0=前排,1=中排,≥2=后排);缺省回退到 spawnIndex
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*/
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private spawnMonster(monData: GeneratedMonster) {
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private spawnMonster(monData: GeneratedMonster, rank?: number) {
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const posIndex = monData.spawnIndex;
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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const basePos = MissionMonCompComp.MON_POSITIONS[posIndex % MissionMonCompComp.MON_POSITIONS.length];
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const landingX = this.resolveSpawnX(posIndex);
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const landingX = this.resolveSpawnX(rank ?? posIndex);
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const landingY = basePos.y;
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// 出生点位于目标排右侧屏幕外(dropToY=landingY 无下落),落地即 moving=true 从右跑入
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const spawnPos: Vec3 = v3(landingX + MissionMonCompComp.MON_SPAWN_OFFSET_X, landingY, 0);
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@@ -238,9 +242,22 @@ export class MissionMonCompComp extends CCComp {
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model.ap = monData.ap;
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model.hp_max = monData.hp;
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model.hp = model.hp_max;
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// 精英标记:对象池复用实体需显式重置(Boss 与精英互斥,Boss 走 is_boss)
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model.is_elite = !monData.isBoss && !!monData.isElite;
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}
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this.sectionSpawnedCount++;
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this.missionSpawnedCount++;
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}
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/** 整局累计已刷出怪物总数(跨回合,整关重置):供 MissionComp 整局击杀统计 */
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public getTotalSpawnedCount(): number {
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return this.missionSpawnedCount;
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}
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/** 整关重置刷怪统计(由 MissionComp.data_init 在整关开始/重开时调用,回合间不重置) */
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public resetMissionStats(): void {
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this.missionSpawnedCount = 0;
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}
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/**
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@@ -257,25 +274,6 @@ export class MissionMonCompComp extends CCComp {
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return FightSet.MON_ROW_BACK_X;
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}
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/**
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||||
* 本节击杀统计(结算奖励消费):
|
||||
* kills = 已刷出数 - 场上存活数(实时查询,不依赖 MissionComp 的 0.2s 降频同步)
|
||||
* total = 本节目标怪物总数(含未刷出)
|
||||
*/
|
||||
public getSectionKillStats(): { kills: number; total: number } {
|
||||
let alive = 0;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(entity => {
|
||||
const attrs = entity.get(HeroAttrsComp);
|
||||
if (attrs && !attrs.is_dead && attrs.fac === FacSet.MON) {
|
||||
alive++;
|
||||
}
|
||||
});
|
||||
return {
|
||||
kills: Math.max(0, this.sectionSpawnedCount - alive),
|
||||
total: this.sectionTargetCount,
|
||||
};
|
||||
}
|
||||
|
||||
/** ECS 组件移除时触发 */
|
||||
reset() { }
|
||||
}
|
||||
|
||||
@@ -177,7 +177,7 @@ export class VictoryComp extends CCComp {
|
||||
/** 是否胜利场(驱动主按钮文案与行为) */
|
||||
private isVictory: boolean = false;
|
||||
|
||||
/** 失败奖励判定数据(MissionComp 传入:本节坚持时间 + 击杀统计) */
|
||||
/** 失败奖励判定数据(MissionComp 传入:整局坚持时间 + 整局击杀统计) */
|
||||
private defeatStats: { clear_time: number; kills: number; total: number } | null = null;
|
||||
|
||||
/** 本节怪物等级(= 大关号,驱动胜利奖励随关卡进度增长) */
|
||||
@@ -585,12 +585,14 @@ export class VictoryComp extends CCComp {
|
||||
|
||||
/**
|
||||
* 计算并发放结算奖励,结果存入 _rewardResult。
|
||||
* 胜利:随关卡进度增长(base + monLv × per_lv,整体 ×1.2)。
|
||||
* Why: 无回合概念后 wave_win_count 每节被 resetScores 清零恒为 1,
|
||||
* 旧的 per_wave 增长失效,改挂怪物等级(= 大关号)随关卡推进线性增长。
|
||||
* 通关:按 5 回合累计发放——
|
||||
* 每回合基础奖励(随 monLv 增长)× 胜利回合数(wave_win_count),
|
||||
* 再按全员存活回合数 × per_wave_bonus 加成。
|
||||
* Why: 一关一局 5 回合后,通关奖励不再是单场,改按"5 回合累计"发放;
|
||||
* scores 统计在整关间保留(data_init 仅在整关开始/重开重置),故可直接累计。
|
||||
* 失败:受"坚持时间 + 击杀比例"限制——
|
||||
* - 坚持 < 15s 或本节一只怪未杀 → 无任何奖励;
|
||||
* - 达标 → 坚持奖励(固定)+ 击杀比例奖励(基数 × 本节击杀比例),
|
||||
* - 坚持 < 15s 或本回合一只怪未杀 → 无任何奖励;
|
||||
* - 达标 → 坚持奖励(固定)+ 击杀比例奖励(基数 × 本回合击杀比例),
|
||||
* 银币/钻石/碎片同样受此门槛限制(不达标不发,达标正常发放)。
|
||||
* @param isVictory 是否胜利
|
||||
*/
|
||||
@@ -609,13 +611,19 @@ export class VictoryComp extends CCComp {
|
||||
killRatio = total > 0 ? Math.min(1, kills / total) : 0;
|
||||
}
|
||||
|
||||
// 5 回合累计:胜利回合数与全员存活回合数(scores 跨回合累计,整关重置)
|
||||
const winWaves = Math.max(1, Math.floor(smc.vmdata.scores.wave_win_count || 0));
|
||||
const aliveWaves = Math.max(0, Math.floor(smc.vmdata.scores.wave_all_alive_count || 0));
|
||||
// 全员存活回合加成:每个全员存活回合额外 +per_wave_bonus(线性叠加于累计基础)
|
||||
const aliveBonus = 1 + aliveWaves * cfg.per_wave_bonus;
|
||||
|
||||
// 1. 金币 / 天赋经验
|
||||
let gold: number;
|
||||
let talentExp: number;
|
||||
if (isVictory) {
|
||||
const mult = cfg.victory_multiplier;
|
||||
gold = Math.floor((cfg.gold.base + this.monLv * cfg.gold.per_lv) * mult);
|
||||
talentExp = Math.floor((cfg.talent_exp.base + this.monLv * cfg.talent_exp.per_lv) * mult);
|
||||
// 通关:每回合基础 × 胜利回合数 × 全员存活加成
|
||||
gold = Math.floor((cfg.gold.base + this.monLv * cfg.gold.per_lv) * winWaves * aliveBonus);
|
||||
talentExp = Math.floor((cfg.talent_exp.base + this.monLv * cfg.talent_exp.per_lv) * winWaves * aliveBonus);
|
||||
} else if (defeatQualified) {
|
||||
// 失败达标 = 坚持奖励(固定)+ 击杀比例奖励
|
||||
gold = Math.floor(cfg.defeat.survive.gold + cfg.defeat.kill.gold * killRatio);
|
||||
@@ -625,25 +633,31 @@ export class VictoryComp extends CCComp {
|
||||
talentExp = 0;
|
||||
}
|
||||
|
||||
// 1.5 银币固定发放;钻石按输赢在 [min, max] 内随机(失败不达标时同样清零)
|
||||
const silver = !isVictory && !defeatQualified ? 0 : cfg.silver;
|
||||
// 1.5 银币 / 钻石:通关按胜利回合数累计;失败不达标清零
|
||||
const silverBase = !isVictory && !defeatQualified ? 0 : cfg.silver;
|
||||
const silver = isVictory ? Math.floor(silverBase * winWaves) : silverBase;
|
||||
let diamond = 0;
|
||||
if (isVictory || defeatQualified) {
|
||||
const dRange = isVictory ? cfg.diamond.victory : cfg.diamond.defeat;
|
||||
if (isVictory) {
|
||||
const dRange = cfg.diamond.victory;
|
||||
const perWave = dRange.min + Math.floor(Math.random() * (dRange.max - dRange.min + 1));
|
||||
diamond = perWave * winWaves;
|
||||
} else if (defeatQualified) {
|
||||
const dRange = cfg.diamond.defeat;
|
||||
diamond = dRange.min + Math.floor(Math.random() * (dRange.max - dRange.min + 1));
|
||||
}
|
||||
|
||||
// 2. 英雄碎片:出场英雄各保底 + 1 个随机英雄(失败不达标时不发)
|
||||
// 2. 英雄碎片:出场英雄各保底 + 1 个随机英雄(通关 × 胜利回合数累计;失败不达标时不发)
|
||||
const fragments: FragmentReward[] = [];
|
||||
if (isVictory || defeatQualified) {
|
||||
const playedUuids = this.collectPlayedHeroUuids();
|
||||
const playedSet = new Set(playedUuids);
|
||||
const fragMult = isVictory ? winWaves : 1;
|
||||
for (const uuid of playedUuids) {
|
||||
fragments.push({ uuid, count: cfg.played_fragment, isPlayed: true });
|
||||
fragments.push({ uuid, count: cfg.played_fragment * fragMult, isPlayed: true });
|
||||
}
|
||||
const randomUuid = this.pickRandomHeroUuid(playedSet);
|
||||
if (randomUuid > 0) {
|
||||
fragments.push({ uuid: randomUuid, count: cfg.random_fragment, isPlayed: false });
|
||||
fragments.push({ uuid: randomUuid, count: cfg.random_fragment * fragMult, isPlayed: false });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -667,7 +681,8 @@ export class VictoryComp extends CCComp {
|
||||
this._rewardResult = { gold, talentExp, silver, diamond, fragments };
|
||||
|
||||
mLogger.log(this.debugMode, 'VictoryComp', '[VictoryComp] 结算奖励发放', {
|
||||
isVictory, monLv: this.monLv, gold, talentExp, silver, diamond, fragments,
|
||||
isVictory, monLv: this.monLv, winWaves, aliveWaves, aliveBonus,
|
||||
gold, talentExp, silver, diamond, fragments,
|
||||
defeatStats: this.defeatStats, defeatQualified, killRatio,
|
||||
});
|
||||
}
|
||||
|
||||
132
put/server/data/templates.json
Normal file
132
put/server/data/templates.json
Normal file
@@ -0,0 +1,132 @@
|
||||
{
|
||||
"triggerPresets": [
|
||||
{
|
||||
"id": "tp-atking-fenli",
|
||||
"label": "每3次普攻·奋力一击",
|
||||
"group": "atking",
|
||||
"uuid": 6004,
|
||||
"tags": ["伤害"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "风暴打击", "t_num": 3, "overrides": { "ap": 300 }, "desc": "立刻打击{target},造成攻击力{ap}%伤害" }
|
||||
},
|
||||
{
|
||||
"id": "tp-atking-poison",
|
||||
"label": "每3次普攻·蚀骨毒箭",
|
||||
"group": "atking",
|
||||
"uuid": 6007,
|
||||
"tags": ["伤害", "持续"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "蚀骨毒箭", "t_num": 3, "overrides": { "ap": 80, "timed_debuff_id": 7005, "debuff_value": 40, "debuff_chance": 100 }, "desc": "追加射出蚀骨毒箭,对{target}造成攻击力{ap}%伤害,必定使目标中毒" }
|
||||
},
|
||||
{
|
||||
"id": "tp-atking-heavy-arrow",
|
||||
"label": "每3次普攻·追加重箭",
|
||||
"group": "atking",
|
||||
"uuid": 6008,
|
||||
"tags": ["伤害", "击退"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "", "t_num": 3, "overrides": { "ap": 120, "bck_chance": 50 }, "desc": "" }
|
||||
},
|
||||
{
|
||||
"id": "tp-atking-shield",
|
||||
"label": "每3次普攻·附加护盾",
|
||||
"group": "atking",
|
||||
"uuid": 6301,
|
||||
"tags": ["防御", "团队"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "圣愈之盾", "t_num": 3, "overrides": { "ap": 30 }, "desc": "{target}获得生命最大值{ap}%的护盾" }
|
||||
},
|
||||
{
|
||||
"id": "tp-atked-shield-team",
|
||||
"label": "受击3次·全队护盾",
|
||||
"group": "atked",
|
||||
"uuid": 6301,
|
||||
"tags": ["防御", "团队"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "全体圣盾", "t_num": 3, "overrides": { "ap": 10 }, "desc": "全队获得本英雄生命最大值{ap}%的护盾" }
|
||||
},
|
||||
{
|
||||
"id": "tp-atked-heal-self",
|
||||
"label": "受击3次·自我治疗",
|
||||
"group": "atked",
|
||||
"uuid": 6302,
|
||||
"tags": ["治疗"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "", "t_num": 3, "overrides": { "ap": 5 }, "desc": "为自己释放治疗,恢复生命值的{ap}%" }
|
||||
},
|
||||
{
|
||||
"id": "tp-atked-thorns",
|
||||
"label": "受击3次·荆棘反伤",
|
||||
"group": "atked",
|
||||
"uuid": 6516,
|
||||
"tags": ["反伤", "防御"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "荆棘回应", "t_num": 3, "overrides": { "timed_buff_id": 7028, "buff_value": 10 }, "desc": "凝聚荆棘护体,受击时反弹{buff_value}%所受伤害" }
|
||||
},
|
||||
{
|
||||
"id": "tp-fstart-crit-burst",
|
||||
"label": "开场·团队暴击",
|
||||
"group": "fstart",
|
||||
"uuid": 6504,
|
||||
"tags": ["增益", "团队", "暴击"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "猎杀时刻", "t_num": 1, "overrides": { "buff_value": 30 }, "desc": "战斗开始时全体友方暴击率提升{buff_value}%" }
|
||||
},
|
||||
{
|
||||
"id": "tp-fstart-armor-break",
|
||||
"label": "开场·先手破甲",
|
||||
"group": "fstart",
|
||||
"uuid": 6012,
|
||||
"tags": ["减益", "破甲"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "先手蚀甲", "t_num": 1, "overrides": { "ap": 150, "timed_debuff_id": 7008 }, "desc": "战斗开始掷出蚀甲酸瓶,必定使其破甲" }
|
||||
},
|
||||
{
|
||||
"id": "tp-fstart-lightning",
|
||||
"label": "开场·雷击先手",
|
||||
"group": "fstart",
|
||||
"uuid": 6203,
|
||||
"tags": ["伤害", "麻痹"],
|
||||
"entry": { "lv": 4, "s_lv": 1, "name": "雷击先手", "t_num": 1, "overrides": { "ap": 150, "para": 30 }, "desc": "战斗开始释放雷击,对{target}造成{ap}%伤害,{para}%概率麻痹" }
|
||||
}
|
||||
],
|
||||
"fieldPresets": [
|
||||
{
|
||||
"id": "fp-crit-master",
|
||||
"label": "暴击双光环(暴击率+暴伤)",
|
||||
"tags": ["暴击"],
|
||||
"lv": 4,
|
||||
"uuids": [
|
||||
{ "uuid": 7004, "value": 0.12, "name": "剑刃风暴" },
|
||||
{ "uuid": 7005, "value": 0.2, "name": "斩魂利刃" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "fp-atk-aura",
|
||||
"label": "攻击光环 15%",
|
||||
"tags": ["增伤"],
|
||||
"lv": 4,
|
||||
"uuids": [
|
||||
{ "uuid": 7002, "value": 0.15, "name": "" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "fp-atk-speed",
|
||||
"label": "攻速光环 15%",
|
||||
"tags": ["攻速"],
|
||||
"lv": 4,
|
||||
"uuids": [
|
||||
{ "uuid": 7006, "value": 0.15, "name": "" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "fp-armor-pierce",
|
||||
"label": "穿透光环 10%",
|
||||
"tags": ["破甲"],
|
||||
"lv": 4,
|
||||
"uuids": [
|
||||
{ "uuid": 7009, "value": 0.1, "name": "锐矛之赐" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "fp-thorns-aura",
|
||||
"label": "荆棘领域 8",
|
||||
"tags": ["反伤", "防御"],
|
||||
"lv": 4,
|
||||
"uuids": [
|
||||
{ "uuid": 7022, "value": 8, "name": "荆棘领域" }
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -103,6 +103,47 @@ app.post('/api/heroes', (req, res) => {
|
||||
}
|
||||
})
|
||||
|
||||
const TEMPLATES_PATH = path.join(DATA_DIR, 'templates.json')
|
||||
|
||||
/** 预设库持久化:GET 读取(无文件时返回空池) */
|
||||
app.get('/api/templates', (_req, res) => {
|
||||
try {
|
||||
if (!fs.existsSync(TEMPLATES_PATH)) return res.json({ triggerPresets: [], fieldPresets: [] })
|
||||
const data = JSON.parse(fs.readFileSync(TEMPLATES_PATH, 'utf8'))
|
||||
// 兼容旧格式:若根上是 templates 数组,返回空池让前端走默认
|
||||
if (Array.isArray(data.templates)) return res.json({ triggerPresets: [], fieldPresets: [] })
|
||||
res.json({
|
||||
triggerPresets: Array.isArray(data.triggerPresets) ? data.triggerPresets : [],
|
||||
fieldPresets: Array.isArray(data.fieldPresets) ? data.fieldPresets : [],
|
||||
})
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 职业模板持久化:POST 全量覆盖保存(结构:{ triggerPresets: [], fieldPresets: [] }) */
|
||||
app.post('/api/templates', (req, res) => {
|
||||
const body = req.body || {}
|
||||
const triggerPresets = body.triggerPresets
|
||||
const fieldPresets = body.fieldPresets
|
||||
if (!Array.isArray(triggerPresets) || !Array.isArray(fieldPresets)) {
|
||||
return res.status(400).json({ error: 'triggerPresets 与 fieldPresets 必须为数组' })
|
||||
}
|
||||
// 触发预设必须绑定合法触发组
|
||||
const groups = ['atking', 'atked', 'fstart', 'dead']
|
||||
const bad = triggerPresets.find((p) => !groups.includes(p.group))
|
||||
if (bad) {
|
||||
return res.status(400).json({ error: `触发预设 ${bad.id || bad.label} 的 group 非法:${bad.group}` })
|
||||
}
|
||||
try {
|
||||
fs.mkdirSync(DATA_DIR, { recursive: true })
|
||||
fs.writeFileSync(TEMPLATES_PATH, JSON.stringify({ triggerPresets, fieldPresets }, null, 2), 'utf8')
|
||||
res.json({ ok: true, path: TEMPLATES_PATH, triggerCount: triggerPresets.length, fieldCount: fieldPresets.length })
|
||||
} catch (e) {
|
||||
res.status(500).json({ error: String(e?.message || e) })
|
||||
}
|
||||
})
|
||||
|
||||
/** 序列化 overrides:TGroup 以字符串存储(如 "Team"),导出时还原为枚举表达式 TGroup.Team;
|
||||
* buff_target 以数值存储(0-3),导出时还原为 BuffTarget.X 枚举表达式提升可读性 */
|
||||
const BUFF_TARGET_NAMES = ['Hit', 'Self', 'Ally', 'Enemy']
|
||||
|
||||
@@ -3,6 +3,10 @@
|
||||
<header class="hero-header">
|
||||
<h1>英雄配置编辑器</h1>
|
||||
<div class="actions">
|
||||
<el-radio-group v-model="view" size="small">
|
||||
<el-radio-button value="heroes">英雄列表</el-radio-button>
|
||||
<el-radio-button value="templates">预设库</el-radio-button>
|
||||
</el-radio-group>
|
||||
<el-button size="small" @click="refreshMeta" :loading="loadingMeta">刷新配置数据</el-button>
|
||||
<el-button size="small" type="success" @click="doSave" :disabled="!heroes.length">保存到服务器</el-button>
|
||||
<el-button size="small" type="primary" @click="doApply" :disabled="!heroes.length">写入 heroSet.ts</el-button>
|
||||
@@ -10,6 +14,17 @@
|
||||
</div>
|
||||
</header>
|
||||
<div class="hero-main">
|
||||
<!-- 预设库视图 -->
|
||||
<TemplateManager
|
||||
v-if="view === 'templates'"
|
||||
:trigger-presets="triggerPresets"
|
||||
:field-presets="fieldPresets"
|
||||
:skill-options="allSkills"
|
||||
:skill-map="skillMap"
|
||||
:field-options="fieldOptions"
|
||||
:buff-options="buffOptions"
|
||||
/>
|
||||
<template v-else>
|
||||
<!-- 首页:英雄卡片列表 -->
|
||||
<div class="home-toolbar">
|
||||
<span class="muted">共 {{ heroes.length }} 个英雄</span>
|
||||
@@ -188,6 +203,17 @@
|
||||
<el-button size="small" @click="editVisible = false">关闭</el-button>
|
||||
</template>
|
||||
</el-dialog>
|
||||
|
||||
<!-- 新建英雄向导 -->
|
||||
<HeroWizard
|
||||
v-model:visible="wizardVisible"
|
||||
:heroes="heroes"
|
||||
:skill-map="skillMap"
|
||||
:trigger-presets="triggerPresets"
|
||||
:field-presets="fieldPresets"
|
||||
@confirm="onWizardCreate"
|
||||
/>
|
||||
</template>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
@@ -199,17 +225,26 @@ import { api } from './api'
|
||||
import {
|
||||
HERO_ROLES, GROW_TYPES, H_TYPES,
|
||||
ROLE_ATK_SKILL, ROLE_ULT_SKILL, SUPPORT_ULT,
|
||||
defaultHero, defaultSkill,
|
||||
defaultSkill,
|
||||
} from './constants'
|
||||
import SkillEditor from './components/SkillEditor.vue'
|
||||
import TriggerGroupEditor from './components/TriggerGroupEditor.vue'
|
||||
import FieldEditor from './components/FieldEditor.vue'
|
||||
import BonusEditor from './components/BonusEditor.vue'
|
||||
import HeroWizard from './components/HeroWizard.vue'
|
||||
import TemplateManager from './components/TemplateManager.vue'
|
||||
|
||||
const heroes = ref([])
|
||||
// 预设库(跨职业复用资产,与职业默认解耦)
|
||||
const triggerPresets = ref([])
|
||||
const fieldPresets = ref([])
|
||||
const activeIdx = ref(-1)
|
||||
const meta = ref(null)
|
||||
const loadingMeta = ref(false)
|
||||
// 视图切换:heroes 英雄列表 / templates 模板管理
|
||||
const view = ref('heroes')
|
||||
// 新建英雄向导可见性
|
||||
const wizardVisible = ref(false)
|
||||
// 编辑弹窗可见性:首页卡片点「修改/新建」打开,关闭仅收起不丢数据
|
||||
const editVisible = ref(false)
|
||||
|
||||
@@ -389,13 +424,13 @@ function openEdit(i) {
|
||||
activeIdx.value = i
|
||||
editVisible.value = true
|
||||
}
|
||||
// 「+ 新建英雄」改为打开向导:选职业/技能底座/勾选模板预设,一键生成完整英雄
|
||||
function addHero() {
|
||||
const nh = defaultHero()
|
||||
const used = new Set(heroes.value.map((h) => h.uuid))
|
||||
let uuid = 5001
|
||||
while (used.has(uuid)) uuid++
|
||||
nh.uuid = uuid
|
||||
heroes.value.push(nh)
|
||||
wizardVisible.value = true
|
||||
}
|
||||
// 向导创建完成:追加到列表并打开编辑弹窗微调
|
||||
function onWizardCreate(h) {
|
||||
heroes.value.push(h)
|
||||
openEdit(heroes.value.length - 1)
|
||||
}
|
||||
function removeHero(i) {
|
||||
@@ -448,6 +483,16 @@ async function loadHeroes() {
|
||||
}
|
||||
}
|
||||
|
||||
async function loadTemplates() {
|
||||
try {
|
||||
const r = await api.fetchTemplates()
|
||||
triggerPresets.value = Array.isArray(r.triggerPresets) ? r.triggerPresets : []
|
||||
fieldPresets.value = Array.isArray(r.fieldPresets) ? r.fieldPresets : []
|
||||
} catch (e) {
|
||||
ElMessage.error('加载预设库失败: ' + (e?.response?.data?.error || e.message))
|
||||
}
|
||||
}
|
||||
|
||||
async function doSave() {
|
||||
try {
|
||||
const r = await api.saveHeroes(heroes.value)
|
||||
@@ -492,5 +537,6 @@ async function doExportCsv() {
|
||||
onMounted(() => {
|
||||
loadMeta()
|
||||
loadHeroes()
|
||||
loadTemplates()
|
||||
})
|
||||
</script>
|
||||
|
||||
@@ -7,4 +7,6 @@ export const api = {
|
||||
saveHeroes: (heroes) => axios.post('/api/heroes', { heroes }).then((r) => r.data),
|
||||
applyHeroes: (heroes) => axios.post('/api/apply', { heroes }).then((r) => r.data),
|
||||
exportCsv: (heroes) => axios.post('/api/export-csv', { heroes }).then((r) => r.data),
|
||||
fetchTemplates: () => axios.get('/api/templates').then((r) => r.data),
|
||||
saveTemplates: (templates) => axios.post('/api/templates', { templates }).then((r) => r.data),
|
||||
}
|
||||
|
||||
280
put/web/src/components/HeroWizard.vue
Normal file
280
put/web/src/components/HeroWizard.vue
Normal file
@@ -0,0 +1,280 @@
|
||||
<template>
|
||||
<el-dialog
|
||||
:model-value="visible"
|
||||
title="新建英雄向导"
|
||||
width="64%"
|
||||
top="4vh"
|
||||
:close-on-click-modal="false"
|
||||
@update:model-value="emit('update:visible', $event)"
|
||||
>
|
||||
<div class="panel">
|
||||
<h3>职业</h3>
|
||||
<div class="role-cards">
|
||||
<div
|
||||
v-for="r in HERO_ROLES"
|
||||
:key="r.key"
|
||||
class="role-card"
|
||||
:class="{ active: form.roleKey === r.key }"
|
||||
@click="onRoleChange(r.key)"
|
||||
>
|
||||
{{ r.label }}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h3>基础</h3>
|
||||
<div class="form-grid">
|
||||
<el-form-item label="名称">
|
||||
<el-input v-model="form.name" placeholder="英雄名" />
|
||||
</el-form-item>
|
||||
<el-form-item label="稀有度">
|
||||
<el-select v-model="form.rarity">
|
||||
<el-option v-for="n in [1,2,3,4,5]" :key="n" :label="'★'.repeat(n)" :value="n" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="形态">
|
||||
<el-select v-model="form.typeKey">
|
||||
<el-option v-for="t in H_TYPES" :key="t.key" :label="`${t.key} ${t.label}`" :value="t.key" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="攻速档">
|
||||
<el-select v-model="form.atkSpeed">
|
||||
<el-option v-for="s in ATK_SPEEDS" :key="s" :label="s" :value="s" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="三维偏移">
|
||||
<div class="stat-row">
|
||||
<el-input-number v-model="form.statBase.hp" placeholder="hp" :controls="false" style="width: 90px" />
|
||||
<el-input-number v-model="form.statBase.ap" placeholder="ap" :controls="false" style="width: 90px" />
|
||||
<el-input-number v-model="form.statBase.def" placeholder="def" :controls="false" style="width: 90px" />
|
||||
</div>
|
||||
</el-form-item>
|
||||
<el-form-item label="资源路径">
|
||||
<el-input v-model="form.path" placeholder="ui/role/xxx(可后补)" />
|
||||
</el-form-item>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h3>技能底座</h3>
|
||||
<div class="form-grid">
|
||||
<el-form-item label="普攻底座">
|
||||
<el-select v-model="form.atkUuid" filterable>
|
||||
<el-option v-for="uuid in atkSkillOptions" :key="uuid" :label="`${uuid} ${skillName(uuid)}`" :value="uuid" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="大招底座">
|
||||
<el-select v-model="form.ultUuid" filterable>
|
||||
<el-option v-for="uuid in ultSkillOptions" :key="uuid" :label="`${uuid} ${skillName(uuid)}`" :value="uuid" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
</div>
|
||||
<div class="muted" style="font-size: 11px">普攻自动按攻速档生成 cd/cdExpr + lv2 档(ap120);大招自动 cd:8 + lv8/lv16 档</div>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h3>触发组预设 <span class="muted">来自预设库,勾选即注入,默认不勾</span></h3>
|
||||
<div v-if="triggerPresets.length">
|
||||
<div v-for="g in TRIGGER_GROUPS" :key="g.key" class="preset-group" v-show="presetsByGroup(g.key).length">
|
||||
<div class="preset-group-title">{{ g.label }}</div>
|
||||
<el-checkbox
|
||||
v-for="p in presetsByGroup(g.key)"
|
||||
:key="p.id"
|
||||
v-model="p.checked"
|
||||
:label="presetTriggerLabel(p)"
|
||||
class="preset-item"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
<div v-else class="muted">暂无触发预设(可在"预设库"页添加)</div>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h3>光环预设 <span class="muted">来自预设库,单选或不选</span></h3>
|
||||
<div v-if="fieldPresets.length">
|
||||
<el-radio-group v-model="checkedFieldId">
|
||||
<el-radio :value="''">无光环</el-radio>
|
||||
<el-radio v-for="p in fieldPresets" :key="p.id" :value="p.id" class="preset-item">
|
||||
{{ p.label || '(未命名)' }} <span class="muted">lv{{ p.lv }} · {{ p.uuids.length }} 个词条</span>
|
||||
</el-radio>
|
||||
</el-radio-group>
|
||||
</div>
|
||||
<div v-else class="muted">暂无光环预设(可在"预设库"页添加)</div>
|
||||
</div>
|
||||
|
||||
<template #footer>
|
||||
<el-button size="small" @click="emit('update:visible', false)">取消</el-button>
|
||||
<el-button size="small" type="primary" @click="confirm" :disabled="!form.name || !form.roleKey || !form.atkUuid || !form.ultUuid">
|
||||
创建英雄
|
||||
</el-button>
|
||||
</template>
|
||||
</el-dialog>
|
||||
</template>
|
||||
|
||||
<script setup>
|
||||
import { ref, computed } from 'vue'
|
||||
import {
|
||||
HERO_ROLES, H_TYPES, ATK_SPEEDS, ATK_SPEED_MAP,
|
||||
ROLE_DEFAULTS, TRIGGER_GROUPS,
|
||||
ROLE_ATK_SKILL, ROLE_ULT_SKILL, SUPPORT_ULT,
|
||||
defaultHero,
|
||||
} from '../constants'
|
||||
|
||||
const props = defineProps({
|
||||
visible: { type: Boolean, default: false },
|
||||
heroes: { type: Array, default: () => [] },
|
||||
skillMap: { type: Object, default: () => ({}) },
|
||||
// 预设库(跨职业复用资产)
|
||||
triggerPresets: { type: Array, default: () => [] },
|
||||
fieldPresets: { type: Array, default: () => [] },
|
||||
})
|
||||
const emit = defineEmits(['update:visible', 'confirm'])
|
||||
|
||||
const form = ref(emptyForm())
|
||||
const checkedFieldId = ref('')
|
||||
|
||||
function emptyForm() {
|
||||
return {
|
||||
roleKey: '',
|
||||
name: '',
|
||||
rarity: 4,
|
||||
typeKey: 'Melee',
|
||||
atkSpeed: 'Normal',
|
||||
statBase: { hp: 0, ap: 0, def: 0 },
|
||||
path: '',
|
||||
atkUuid: null,
|
||||
ultUuid: null,
|
||||
}
|
||||
}
|
||||
|
||||
function skillName(uuid) { return props.skillMap[uuid]?.name || String(uuid ?? '') }
|
||||
|
||||
const atkSkillOptions = computed(() => (form.value.roleKey ? ROLE_ATK_SKILL[form.value.roleKey] : []))
|
||||
const ultSkillOptions = computed(() => {
|
||||
if (!form.value.roleKey) return []
|
||||
return [...new Set([...(ROLE_ULT_SKILL[form.value.roleKey] || []), ...SUPPORT_ULT])]
|
||||
})
|
||||
|
||||
function presetsByGroup(group) {
|
||||
return props.triggerPresets.filter((p) => p.group === group)
|
||||
}
|
||||
|
||||
function presetTriggerLabel(p) {
|
||||
return p.label || `${p.uuid} ${skillName(p.uuid)} t${p.entry.t_num}`
|
||||
}
|
||||
|
||||
function onRoleChange(roleKey) {
|
||||
form.value.roleKey = roleKey
|
||||
// 职业默认值:形态/攻速/稀有度/三维偏移(用户可微调)
|
||||
const d = ROLE_DEFAULTS[roleKey]
|
||||
if (d) {
|
||||
form.value.typeKey = d.typeKey
|
||||
form.value.atkSpeed = d.atkSpeed
|
||||
form.value.rarity = d.rarity
|
||||
form.value.statBase = { ...d.statBase }
|
||||
}
|
||||
// 切职业时重置已选技能(职业过滤后原选择可能不可用)
|
||||
form.value.atkUuid = null
|
||||
form.value.ultUuid = null
|
||||
}
|
||||
|
||||
function confirm() {
|
||||
const f = form.value
|
||||
// uuid:现有最小空闲值,从 5001 起步
|
||||
const used = new Set(props.heroes.map((h) => h.uuid))
|
||||
let uuid = 5001
|
||||
while (used.has(uuid)) uuid++
|
||||
|
||||
// 以 defaultHero() 为基础骨架,覆写向导字段
|
||||
const hero = defaultHero()
|
||||
hero.uuid = uuid
|
||||
hero.name = f.name
|
||||
hero.info = f.name
|
||||
hero.roleKey = f.roleKey
|
||||
hero.growKey = f.roleKey
|
||||
hero.typeKey = f.typeKey
|
||||
hero.rarity = f.rarity
|
||||
hero.path = f.path
|
||||
hero.statBase = { ...f.statBase }
|
||||
|
||||
// 普攻:cd/cdExpr 按攻速档生成;lv2 档 ap120
|
||||
const atkSpeedConf = ATK_SPEED_MAP[f.atkSpeed] || ATK_SPEED_MAP.Normal
|
||||
hero.skills[0] = {
|
||||
uuid: f.atkUuid,
|
||||
name: '',
|
||||
cd: atkSpeedConf.cd,
|
||||
cdExpr: atkSpeedConf.cdExpr,
|
||||
overrides: { ap: 100 },
|
||||
desc: '',
|
||||
lv_entries: [{ lv: 2, s_lv: 2, overrides: { ap: 120 }, desc: '' }],
|
||||
}
|
||||
// 大招:cd:8 + lv8/lv16 档(对齐 addUltSkill 惯例)
|
||||
hero.skills[1] = {
|
||||
uuid: f.ultUuid,
|
||||
name: '',
|
||||
cd: 8,
|
||||
cdExpr: null,
|
||||
overrides: {},
|
||||
desc: '',
|
||||
lv_entries: [
|
||||
{ lv: 8, s_lv: 2, overrides: {}, desc: '' },
|
||||
{ lv: 16, s_lv: 3, overrides: {}, desc: '' },
|
||||
],
|
||||
}
|
||||
|
||||
// 触发组:勾选的预设深拷贝注入对应组(组内值为条目数组)
|
||||
for (const p of props.triggerPresets) {
|
||||
if (!p.checked) continue
|
||||
const entry = JSON.parse(JSON.stringify(p.entry))
|
||||
hero[p.group][String(p.uuid)] = [entry]
|
||||
}
|
||||
|
||||
// 光环:单选预设,深拷贝 uuids
|
||||
if (checkedFieldId.value) {
|
||||
const fp = props.fieldPresets.find((x) => x.id === checkedFieldId.value)
|
||||
if (fp) {
|
||||
hero.field = [{
|
||||
lv: fp.lv,
|
||||
uuids: JSON.parse(JSON.stringify(fp.uuids)),
|
||||
desc: '',
|
||||
}]
|
||||
}
|
||||
}
|
||||
|
||||
emit('confirm', hero)
|
||||
emit('update:visible', false)
|
||||
// 重置
|
||||
form.value = emptyForm()
|
||||
checkedFieldId.value = ''
|
||||
for (const p of props.triggerPresets) p.checked = false
|
||||
}
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.role-cards { display: flex; flex-wrap: wrap; gap: 8px; }
|
||||
.role-card {
|
||||
padding: 8px 18px;
|
||||
border: 1px solid var(--border);
|
||||
border-radius: 6px;
|
||||
cursor: pointer;
|
||||
font-size: 13px;
|
||||
color: var(--text);
|
||||
background: var(--panel);
|
||||
transition: all 0.15s;
|
||||
}
|
||||
.role-card:hover { border-color: var(--brand-light); }
|
||||
.role-card.active { border-color: var(--brand); background: #eef4fc; color: var(--brand); font-weight: 600; }
|
||||
|
||||
.form-grid { display: grid; grid-template-columns: 1fr 1fr; gap: 0 16px; }
|
||||
|
||||
.stat-row { display: flex; gap: 8px; }
|
||||
|
||||
.preset-group { margin-bottom: 6px; }
|
||||
.preset-group-title { font-size: 12px; color: var(--text-light); margin-bottom: 2px; font-family: Menlo, Consolas, monospace; }
|
||||
.preset-item { display: flex; margin-right: 0; }
|
||||
|
||||
@media (max-width: 600px) {
|
||||
.form-grid { grid-template-columns: 1fr; }
|
||||
}
|
||||
</style>
|
||||
411
put/web/src/components/TemplateManager.vue
Normal file
411
put/web/src/components/TemplateManager.vue
Normal file
@@ -0,0 +1,411 @@
|
||||
<template>
|
||||
<div class="tpl-manager">
|
||||
<div class="tpl-toolbar">
|
||||
<div class="tpl-toolbar-left">
|
||||
<span class="tpl-title">预设库</span>
|
||||
<span class="muted">触发/光环预设是跨职业复用的资产,新英雄向导中勾选即可套用</span>
|
||||
</div>
|
||||
<div class="tpl-toolbar-actions">
|
||||
<el-button size="small" type="success" @click="doSave">保存预设</el-button>
|
||||
<el-button size="small" type="primary" @click="addPreset">+ 新建{{ activeTab === 'trigger' ? '触发' : '光环' }}预设</el-button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<el-tabs v-model="activeTab" class="tpl-tabs">
|
||||
<!-- 触发预设 -->
|
||||
<el-tab-pane label="触发预设" name="trigger">
|
||||
<div class="preset-sub-tabs">
|
||||
<el-radio-group v-model="triggerGroup" size="small">
|
||||
<el-radio-button v-for="g in TRIGGER_GROUPS" :key="g.key" :value="g.key">{{ g.label }}</el-radio-button>
|
||||
</el-radio-group>
|
||||
<span class="muted">共 {{ filteredTriggerPresets.length }} 个</span>
|
||||
</div>
|
||||
<div class="tpl-scroll">
|
||||
<div class="tpl-cards">
|
||||
<div v-for="p in filteredTriggerPresets" :key="p.id" class="tpl-card" @click="openEditTrigger(p)">
|
||||
<div class="tpl-card-head">
|
||||
<span class="tpl-name">{{ p.label || '(未命名)' }}</span>
|
||||
<el-button type="danger" size="small" text @click.stop="removeTrigger(p)">删除</el-button>
|
||||
</div>
|
||||
<div class="tpl-meta">
|
||||
<span class="tag">{{ p.group }}</span>
|
||||
<span class="tpl-meta-item">{{ p.uuid }} {{ skillName(p.uuid) }}</span>
|
||||
<span class="tpl-meta-sep">·</span>
|
||||
<span class="tpl-meta-item">t_num {{ p.entry.t_num }}</span>
|
||||
<span class="tpl-meta-sep">·</span>
|
||||
<span class="tpl-meta-item">lv{{ p.entry.lv }}</span>
|
||||
</div>
|
||||
<div class="tpl-chips" v-if="overrideSummary(p.entry.overrides)">
|
||||
<span class="chip">{{ overrideSummary(p.entry.overrides) }}</span>
|
||||
</div>
|
||||
<div class="tpl-chips" v-if="p.tags?.length">
|
||||
<span v-for="t in p.tags" :key="t" class="chip tag-chip">{{ t }}</span>
|
||||
</div>
|
||||
</div>
|
||||
<div v-if="!filteredTriggerPresets.length" class="tpl-empty-role">
|
||||
<span class="muted">该组暂无预设</span>
|
||||
<el-button size="small" text type="primary" @click="addTriggerFor(triggerGroup)">+ 补一个</el-button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</el-tab-pane>
|
||||
|
||||
<!-- 光环预设 -->
|
||||
<el-tab-pane label="光环预设" name="field">
|
||||
<div class="preset-sub-tabs">
|
||||
<span class="muted">共 {{ fieldPresets.length }} 个</span>
|
||||
</div>
|
||||
<div class="tpl-scroll">
|
||||
<div class="tpl-cards">
|
||||
<div v-for="p in fieldPresets" :key="p.id" class="tpl-card" @click="openEditField(p)">
|
||||
<div class="tpl-card-head">
|
||||
<span class="tpl-name">{{ p.label || '(未命名)' }}</span>
|
||||
<el-button type="danger" size="small" text @click.stop="removeField(p)">删除</el-button>
|
||||
</div>
|
||||
<div class="tpl-meta">
|
||||
<span class="tag">lv{{ p.lv }}</span>
|
||||
<span class="tpl-meta-item">{{ p.uuids.length }} 个光环</span>
|
||||
</div>
|
||||
<div class="tpl-chips">
|
||||
<span v-for="(u, i) in p.uuids" :key="i" class="chip aura">
|
||||
{{ u.name || fieldName(u.uuid) }} {{ u.value }}
|
||||
</span>
|
||||
</div>
|
||||
<div class="tpl-chips" v-if="p.tags?.length">
|
||||
<span v-for="t in p.tags" :key="t" class="chip tag-chip">{{ t }}</span>
|
||||
</div>
|
||||
</div>
|
||||
<div v-if="!fieldPresets.length" class="tpl-empty-role">
|
||||
<span class="muted">暂无光环预设</span>
|
||||
<el-button size="small" text type="primary" @click="addField">+ 补一个</el-button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</el-tab-pane>
|
||||
</el-tabs>
|
||||
|
||||
<!-- 触发预设编辑弹窗 -->
|
||||
<el-dialog
|
||||
v-model="editTriggerVisible"
|
||||
:title="`编辑触发预设 ${currentTrigger?.label || ''}`"
|
||||
width="70%"
|
||||
top="4vh"
|
||||
:close-on-click-modal="false"
|
||||
>
|
||||
<template v-if="currentTrigger">
|
||||
<div class="panel">
|
||||
<h3>基础</h3>
|
||||
<div class="form-grid">
|
||||
<el-form-item label="预设名">
|
||||
<el-input v-model="currentTrigger.label" placeholder="如:受击3次·全队护盾" />
|
||||
</el-form-item>
|
||||
<el-form-item label="触发组">
|
||||
<el-select v-model="currentTrigger.group">
|
||||
<el-option v-for="g in TRIGGER_GROUPS" :key="g.key" :label="g.label" :value="g.key" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="技能底座">
|
||||
<el-select v-model="currentTrigger.uuid" filterable placeholder="选择技能">
|
||||
<el-option v-for="s in skillOptions" :key="s.uuid" :label="`${s.uuid} ${s.name}`" :value="s.uuid" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="标签(逗号分隔)">
|
||||
<el-input v-model="triggerTagsInput" placeholder="伤害,团队" />
|
||||
</el-form-item>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h3>触发参数(entry)</h3>
|
||||
<div class="form-grid">
|
||||
<el-form-item label="解锁等级 lv">
|
||||
<el-input-number v-model="currentTrigger.entry.lv" :min="1" :max="20" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
<el-form-item label="SkillLv">
|
||||
<el-select v-model="currentTrigger.entry.s_lv">
|
||||
<el-option v-for="n in 5" :key="n" :label="`Lv${n}`" :value="n" />
|
||||
</el-select>
|
||||
</el-form-item>
|
||||
<el-form-item label="t_num">
|
||||
<el-input-number v-model="currentTrigger.entry.t_num" :min="1" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
<el-form-item label="组名 name">
|
||||
<el-input v-model="currentTrigger.entry.name" placeholder="留空回退底座名" />
|
||||
</el-form-item>
|
||||
</div>
|
||||
<el-form-item label="overrides">
|
||||
<OverrideEditor v-model="currentTrigger.entry.overrides" :skill-options="skillOptions" :buff-options="buffOptions" :base-skill-uuid="currentTrigger.uuid || 0" />
|
||||
</el-form-item>
|
||||
<el-form-item label="描述 desc">
|
||||
<el-input v-model="currentTrigger.entry.desc" type="textarea" :rows="2" />
|
||||
</el-form-item>
|
||||
</div>
|
||||
</template>
|
||||
<template #footer>
|
||||
<el-button size="small" @click="editTriggerVisible = false">关闭</el-button>
|
||||
</template>
|
||||
</el-dialog>
|
||||
|
||||
<!-- 光环预设编辑弹窗 -->
|
||||
<el-dialog
|
||||
v-model="editFieldVisible"
|
||||
:title="`编辑光环预设 ${currentField?.label || ''}`"
|
||||
width="60%"
|
||||
top="6vh"
|
||||
:close-on-click-modal="false"
|
||||
>
|
||||
<template v-if="currentField">
|
||||
<div class="panel">
|
||||
<h3>基础</h3>
|
||||
<div class="form-grid">
|
||||
<el-form-item label="预设名">
|
||||
<el-input v-model="currentField.label" placeholder="如:暴击双光环" />
|
||||
</el-form-item>
|
||||
<el-form-item label="解锁等级 lv">
|
||||
<el-input-number v-model="currentField.lv" :min="1" :max="20" :controls="false" style="width: 100%" />
|
||||
</el-form-item>
|
||||
<el-form-item label="标签(逗号分隔)" class="grid-span">
|
||||
<el-input v-model="fieldTagsInput" placeholder="暴击,增伤" />
|
||||
</el-form-item>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="panel">
|
||||
<h3>光环词条</h3>
|
||||
<div v-for="(u, i) in currentField.uuids" :key="i" style="display: flex; gap: 8px; margin-bottom: 6px">
|
||||
<el-select v-model="u.uuid" placeholder="光环" filterable style="width: 220px">
|
||||
<el-option v-for="fs in fieldOptions" :key="fs.uuid" :label="`${fs.uuid} ${fs.name}`" :value="fs.uuid" />
|
||||
</el-select>
|
||||
<el-input-number v-model="u.value" :step="0.01" :controls="false" style="width: 120px" placeholder="value" />
|
||||
<el-input v-model="u.name" placeholder="英雄语境名(可选)" style="width: 200px" />
|
||||
<el-button type="danger" size="small" text @click="currentField.uuids.splice(i, 1)">删除</el-button>
|
||||
</div>
|
||||
<el-button size="small" @click="currentField.uuids.push({ uuid: null, value: 0, name: '' })">+ 添加词条</el-button>
|
||||
</div>
|
||||
</template>
|
||||
<template #footer>
|
||||
<el-button size="small" @click="editFieldVisible = false">关闭</el-button>
|
||||
</template>
|
||||
</el-dialog>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script setup>
|
||||
import { ref, computed } from 'vue'
|
||||
import { ElMessage } from 'element-plus'
|
||||
import { api } from '../api'
|
||||
import { TRIGGER_GROUPS, defaultTriggerPreset, defaultFieldPreset } from '../constants'
|
||||
import OverrideEditor from './OverrideEditor.vue'
|
||||
|
||||
const props = defineProps({
|
||||
// 由 App 传入并持有,本组件直接原地修改,保存时整体提交
|
||||
triggerPresets: { type: Array, required: true },
|
||||
fieldPresets: { type: Array, required: true },
|
||||
skillOptions: { type: Array, default: () => [] },
|
||||
skillMap: { type: Object, default: () => ({}) },
|
||||
fieldOptions: { type: Array, default: () => [] },
|
||||
buffOptions: { type: Array, default: () => [] },
|
||||
})
|
||||
|
||||
const activeTab = ref('trigger')
|
||||
const triggerGroup = ref('atking')
|
||||
const editTriggerVisible = ref(false)
|
||||
const editFieldVisible = ref(false)
|
||||
const activeTriggerId = ref('')
|
||||
const activeFieldId = ref('')
|
||||
|
||||
const currentTrigger = computed(() => props.triggerPresets.find((p) => p.id === activeTriggerId.value) || null)
|
||||
const currentField = computed(() => props.fieldPresets.find((p) => p.id === activeFieldId.value) || null)
|
||||
|
||||
const filteredTriggerPresets = computed(() => props.triggerPresets.filter((p) => p.group === triggerGroup.value))
|
||||
|
||||
// tags 数组 ↔ 输入框字符串双向桥接
|
||||
const triggerTagsInput = computed({
|
||||
get: () => (currentTrigger.value?.tags || []).join(','),
|
||||
set: (v) => { if (currentTrigger.value) currentTrigger.value.tags = v.split(/[,,]/).map((s) => s.trim()).filter(Boolean) },
|
||||
})
|
||||
const fieldTagsInput = computed({
|
||||
get: () => (currentField.value?.tags || []).join(','),
|
||||
set: (v) => { if (currentField.value) currentField.value.tags = v.split(/[,,]/).map((s) => s.trim()).filter(Boolean) },
|
||||
})
|
||||
|
||||
function skillName(uuid) { return props.skillMap[uuid]?.name || String(uuid ?? '') }
|
||||
function fieldName(uuid) { return props.fieldOptions.find((f) => f.uuid === uuid)?.name || String(uuid ?? '') }
|
||||
|
||||
// overrides 摘要(卡片展示用):ap100 / buff 等关键键
|
||||
function overrideSummary(ov) {
|
||||
if (!ov) return ''
|
||||
const keys = ['ap', 'crt', 'stun', 'frz', 'para', 'bck', 'timed_buff_id', 'timed_debuff_id', 'proc_skill']
|
||||
const parts = []
|
||||
for (const k of keys) {
|
||||
const v = ov[k]
|
||||
if (v == null) continue
|
||||
if (k === 'proc_skill') parts.push(`proc:${v.s_uuid}×${v.chance ?? 100}%`)
|
||||
else parts.push(`${k}${v}`)
|
||||
}
|
||||
return parts.join(' ')
|
||||
}
|
||||
|
||||
function openEditTrigger(p) { activeTriggerId.value = p.id; editTriggerVisible.value = true }
|
||||
function openEditField(p) { activeFieldId.value = p.id; editFieldVisible.value = true }
|
||||
|
||||
function addPreset() {
|
||||
if (activeTab.value === 'trigger') addTriggerFor(triggerGroup.value)
|
||||
else addField()
|
||||
}
|
||||
function addTriggerFor(group) {
|
||||
const p = defaultTriggerPreset(group)
|
||||
props.triggerPresets.push(p)
|
||||
openEditTrigger(p)
|
||||
}
|
||||
function addField() {
|
||||
const p = defaultFieldPreset()
|
||||
props.fieldPresets.push(p)
|
||||
openEditField(p)
|
||||
}
|
||||
function removeTrigger(p) {
|
||||
const i = props.triggerPresets.findIndex((x) => x.id === p.id)
|
||||
if (i >= 0) props.triggerPresets.splice(i, 1)
|
||||
}
|
||||
function removeField(p) {
|
||||
const i = props.fieldPresets.findIndex((x) => x.id === p.id)
|
||||
if (i >= 0) props.fieldPresets.splice(i, 1)
|
||||
}
|
||||
|
||||
async function doSave() {
|
||||
try {
|
||||
const r = await api.saveTemplates({
|
||||
triggerPresets: props.triggerPresets,
|
||||
fieldPresets: props.fieldPresets,
|
||||
})
|
||||
ElMessage.success(`已保存:触发 ${r.triggerCount} / 光环 ${r.fieldCount} → ${r.path}`)
|
||||
} catch (e) {
|
||||
ElMessage.error('保存失败: ' + (e?.response?.data?.error || e.message))
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.tpl-manager {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
/* 顶部工具栏 */
|
||||
.tpl-toolbar {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
padding: 10px 16px;
|
||||
background: var(--panel);
|
||||
border-bottom: 1px solid var(--border);
|
||||
flex-shrink: 0;
|
||||
gap: 12px;
|
||||
}
|
||||
.tpl-toolbar-left { display: flex; align-items: baseline; gap: 10px; min-width: 0; }
|
||||
.tpl-title { font-size: 13px; font-weight: 600; color: var(--text); }
|
||||
.tpl-toolbar-actions { display: flex; gap: 8px; flex-shrink: 0; }
|
||||
|
||||
/* tabs 撑满剩余高度 */
|
||||
.tpl-tabs {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
padding: 0 16px;
|
||||
}
|
||||
.tpl-tabs :deep(.el-tabs__header) { margin-bottom: 4px; flex-shrink: 0; }
|
||||
.tpl-tabs :deep(.el-tabs__content) { flex: 1; overflow: hidden; display: flex; flex-direction: column; }
|
||||
.tpl-tabs :deep(.el-tab-pane) { flex: 1; display: flex; flex-direction: column; overflow: hidden; }
|
||||
|
||||
/* 触发组二级筛选 */
|
||||
.preset-sub-tabs {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 12px;
|
||||
padding: 4px 0 8px;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
/* 滚动区 */
|
||||
.tpl-scroll {
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
padding-bottom: 40px;
|
||||
}
|
||||
|
||||
/* 预设卡片网格 */
|
||||
.tpl-cards {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));
|
||||
gap: 10px;
|
||||
}
|
||||
.tpl-card {
|
||||
background: var(--panel);
|
||||
border: 1px solid var(--border);
|
||||
border-radius: 8px;
|
||||
padding: 10px 12px;
|
||||
cursor: pointer;
|
||||
transition: box-shadow 0.15s, border-color 0.15s;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 6px;
|
||||
}
|
||||
.tpl-card:hover {
|
||||
box-shadow: 0 3px 12px rgba(46, 91, 160, 0.15);
|
||||
border-color: var(--brand-light);
|
||||
}
|
||||
.tpl-card-head {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
}
|
||||
.tpl-name { font-size: 13px; font-weight: 600; }
|
||||
|
||||
.tpl-meta { display: flex; align-items: center; gap: 6px; font-size: 11px; color: var(--text-light); flex-wrap: wrap; }
|
||||
.tpl-meta-sep { color: var(--border); }
|
||||
|
||||
.tpl-chips { display: flex; flex-wrap: wrap; gap: 4px; }
|
||||
.chip {
|
||||
background: #eef4fc;
|
||||
color: var(--brand);
|
||||
border-radius: 4px;
|
||||
padding: 0 6px;
|
||||
font-size: 11px;
|
||||
line-height: 18px;
|
||||
}
|
||||
.chip.aura { background: #f4f0fa; color: #7c5cbf; }
|
||||
.chip.tag-chip { background: var(--el-fill-color); color: var(--text-light); }
|
||||
|
||||
.tag {
|
||||
display: inline-block;
|
||||
background: #eef4fc;
|
||||
color: var(--brand);
|
||||
border-radius: 4px;
|
||||
padding: 0 5px;
|
||||
font-size: 11px;
|
||||
line-height: 18px;
|
||||
font-family: Menlo, Consolas, monospace;
|
||||
}
|
||||
|
||||
.tpl-empty-role {
|
||||
border: 1px dashed var(--border);
|
||||
border-radius: 8px;
|
||||
padding: 14px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: 6px;
|
||||
grid-column: 1 / -1;
|
||||
}
|
||||
|
||||
.form-grid { display: grid; grid-template-columns: 1fr 1fr; gap: 0 16px; }
|
||||
.form-grid .grid-span { grid-column: 1 / -1; }
|
||||
|
||||
@media (max-width: 600px) {
|
||||
.tpl-cards { grid-template-columns: 1fr; }
|
||||
.form-grid { grid-template-columns: 1fr; }
|
||||
}
|
||||
</style>
|
||||
@@ -54,6 +54,34 @@ export const ROLE_ULT_SKILL = {
|
||||
// 辅助类技能(任意职业可用作大招)
|
||||
export const SUPPORT_ULT = [6301, 6302, 6407, 6412, 6413, 6414, 6415, 6416, 6501, 6514, 6515, 6516, 6517, 6518, 6519]
|
||||
|
||||
// 职业默认值(新建英雄向导用):形态/攻速/稀有度/三维偏移
|
||||
// 数值取自现有英雄样本中位数,向导内可手动微调
|
||||
export const ROLE_DEFAULTS = {
|
||||
Tank: { typeKey: 'Melee', atkSpeed: 'Slow', rarity: 4, statBase: { hp: 20, ap: 0, def: 10 } },
|
||||
Warrior: { typeKey: 'Melee', atkSpeed: 'Slow', rarity: 4, statBase: { hp: 5, ap: 20, def: 5 } },
|
||||
Assassin: { typeKey: 'Mid', atkSpeed: 'Fast', rarity: 4, statBase: { hp: 0, ap: 30, def: 0 } },
|
||||
Archer: { typeKey: 'Long', atkSpeed: 'Normal', rarity: 4, statBase: { hp: 0, ap: 30, def: 0 } },
|
||||
Mage: { typeKey: 'Long', atkSpeed: 'Slow', rarity: 4, statBase: { hp: -5, ap: 10, def: 0 } },
|
||||
Support: { typeKey: 'Long', atkSpeed: 'Normal', rarity: 4, statBase: { hp: 10, ap: 20, def: 0 } },
|
||||
}
|
||||
|
||||
// 攻速档 → cd 数值 / cdExpr 表达式 映射(向导生成普攻用)
|
||||
export const ATK_SPEED_MAP = {
|
||||
VeryFast: { cd: 0.75, cdExpr: 'AtkSpeedSet[AtkSpeedLv.VeryFast].cd' },
|
||||
Fast: { cd: 0.9, cdExpr: 'AtkSpeedSet[AtkSpeedLv.Fast].cd' },
|
||||
Normal: { cd: 1.05, cdExpr: 'AtkSpeedSet[AtkSpeedLv.Normal].cd' },
|
||||
Slow: { cd: 1.2, cdExpr: 'AtkSpeedSet[AtkSpeedLv.Slow].cd' },
|
||||
VerySlow: { cd: 1.5, cdExpr: 'AtkSpeedSet[AtkSpeedLv.VerySlow].cd' },
|
||||
}
|
||||
|
||||
// 触发组 key 列表(向导/模板管理共用)
|
||||
export const TRIGGER_GROUPS = [
|
||||
{ key: 'atking', label: 'atking 攻击后' },
|
||||
{ key: 'atked', label: 'atked 受击后' },
|
||||
{ key: 'fstart', label: 'fstart 战斗开始' },
|
||||
{ key: 'dead', label: 'dead 死亡后' },
|
||||
]
|
||||
|
||||
export function defaultHero() {
|
||||
return {
|
||||
uuid: 5001,
|
||||
@@ -97,6 +125,29 @@ export function defaultTriggerEntry(lv = 4) {
|
||||
return { lv, s_lv: 1, name: '', t_num: 3, overrides: {}, desc: '' }
|
||||
}
|
||||
|
||||
// 触发预设工厂:预设是跨职业复用的触发组条目(group + 技能底座 uuid + 完整 entry)
|
||||
export function defaultTriggerPreset(group = 'atking') {
|
||||
return {
|
||||
id: `tp-${group}-${Date.now()}`,
|
||||
label: '',
|
||||
group,
|
||||
uuid: null,
|
||||
tags: [],
|
||||
entry: defaultTriggerEntry(4),
|
||||
}
|
||||
}
|
||||
|
||||
// 光环预设工厂:一个预设 = 解锁等级 + 多个光环词条
|
||||
export function defaultFieldPreset() {
|
||||
return {
|
||||
id: `fp-${Date.now()}`,
|
||||
label: '',
|
||||
tags: [],
|
||||
lv: 4,
|
||||
uuids: [],
|
||||
}
|
||||
}
|
||||
|
||||
// overrides 可用键说明
|
||||
export const OVERRIDE_KEYS = [
|
||||
{ key: 'ap', label: 'ap 攻击百分比' },
|
||||
|
||||
@@ -4,10 +4,11 @@ import vue from '@vitejs/plugin-vue'
|
||||
export default defineConfig({
|
||||
plugins: [vue()],
|
||||
server: {
|
||||
port: 5173,
|
||||
port: 4004,
|
||||
strictPort: true,
|
||||
proxy: {
|
||||
'/api': {
|
||||
target: 'http://localhost:3001',
|
||||
target: 'http://127.0.0.1:3001',
|
||||
changeOrigin: true,
|
||||
},
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user