import * as exp from "constants" import { HeroInfo, HType } from "./heroSet" import { FightSet } from "./GameSet" import { oops } from "db://oops-framework/core/Oops" class I18nString { constructor(private key: string, private params?: any[]) {} private getTranslated(): string { let str = oops.language.getLangByID(this.key) || this.key; if (this.params && this.params.length > 0) { for (let i = 0; i < this.params.length; i++) { str = str.replace(`{${i}}`, String(this.params[i])); } } return str; } toString() { return this.getTranslated(); } valueOf() { return this.getTranslated(); } toJSON() { return this.getTranslated(); } get length() { return this.toString().length; } } const t = (key: string, ...params: any[]) => new I18nString(key, params) as unknown as string; /** 卡牌大类定义 */ export enum CardType { Hero = 1, Skill = 2, SpecialUpgrade = 3, SpecialRefresh = 4, } /** 卡牌大类定义 */ export enum CKind { Hero = 1, //英雄 Skill = 2, //技能 Card = 3, //卡牌 Potion = 4, //药水 } /** 卡池等级定义 */ export enum CardLV { LV1 = 1, LV2 = 2, LV3 = 3, } /** 通用卡牌配置 */ export interface CardConfig { uuid: number type: CardType cost: number weight: number kind: CKind pool_lv: CardLV hero_lv?: number card_lv?:number // 技能卡扩展属性 name?: string // 卡牌名称 info?: string // 卡牌描述信息 is_inst?: boolean // 是否即时起效 t_times?: number // 触发次数 t_inv?: number // 触发间隔(秒) } export const CardsUpSet: Record = { 1: 50, 2: 100, 3: 150, 4: 200, 5: 250, } /**初始coin数 */ export const CardInitCoins = 11 /** 卡池升级每波减免金额 */ export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10 /** 卡池默认初始等级 */ export const CARD_POOL_INIT_LEVEL = CardLV.LV1 /** 卡池等级上限 */ export const CARD_POOL_MAX_LEVEL = CardLV.LV3 /** 英雄最高等级限制 */ export const CARD_HERO_MAX_LEVEL = 1 /** 基础卡池(英雄、技能、功能) */ export const CardPoolList: CardConfig[] = [ { uuid: 5001, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5101, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5201, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5301, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5003, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5102, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5302, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 1, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5002, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5103, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5202, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5004, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5104, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5303, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 2, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5105, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 3, kind: CKind.Hero, hero_lv: 1 }, { uuid: 5304, type: CardType.Hero, cost: 10, weight: 25, pool_lv: 3, kind: CKind.Hero, hero_lv: 1 }, // 技能卡牌 (以增益/辅助为主,因为在备战期没有敌人) { uuid: 6401, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6401"), info: t("skill_info_6401"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6402, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6402"), info: t("skill_info_6402"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6403, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6403"), info: t("skill_info_6403"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6404, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 1, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6404"), info: t("skill_info_6404"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6405, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 2, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6405"), info: t("skill_info_6405"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6406, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 2, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6406"), info: t("skill_info_6406"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6304, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 3, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6304"), info: t("skill_info_6304"), is_inst: true, t_times: 1, t_inv: 0 }, { uuid: 6305, type: CardType.Skill, cost: 10, weight: 20, pool_lv: 3, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6305"), info: t("skill_info_6305"), is_inst: true, t_times: 1, t_inv: 0 }, // { uuid: 7101, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card }, // { uuid: 7102, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card }, // { uuid: 7103, type: CardType.SpecialRefresh, cost: 1, weight: 12, pool_lv: 1 ,kind: CKind.Card }, ] export enum SpecialRefreshHeroType { Any = 0, Melee = 1, Ranged = 2, } /** 升级功能卡完整配置 */ export interface SpecialUpgradeCardConfig extends CardConfig { name: string info: string currentLv: number targetLv: number } /** 刷新功能卡完整配置 */ export interface SpecialRefreshCardConfig extends CardConfig { name: string info: string refreshLv: number refreshHeroType: SpecialRefreshHeroType } /** 功能卡定义表 */ export const SpecialUpgradeCardList: Record = { 7001: { uuid: 7001,type: CardType.SpecialUpgrade,cost: 6,weight: 16,pool_lv: CardLV.LV1,kind:CKind.Card,name:t("scard_name_7001"),info:t("scard_info_7001"), currentLv: 1, targetLv: 2, }, 7002: { uuid: 7002,type: CardType.SpecialUpgrade,cost: 6,weight: 14,pool_lv: CardLV.LV2,kind:CKind.Card,name:t("scard_name_7002"),info:t("scard_info_7002"), currentLv: 2, targetLv: 3, }, } export const SpecialRefreshCardList: Record = { 7101: { uuid: 7101,type: CardType.SpecialRefresh,cost: 4,weight: 14,pool_lv: CardLV.LV1,kind:CKind.Card,name:t("scard_name_7101"),info:t("scard_info_7101"), refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Melee, }, 7102: { uuid: 7102,type: CardType.SpecialRefresh,cost: 4,weight: 14,pool_lv: CardLV.LV1,kind:CKind.Card,name:t("scard_name_7102"),info:t("scard_info_7102"), refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Ranged, }, 7103: { uuid: 7103,type: CardType.SpecialRefresh,cost: 5,weight: 12,pool_lv: CardLV.LV2,kind:CKind.Card,name:t("scard_name_7103"),info:t("scard_info_7103"), refreshLv: 3, refreshHeroType: SpecialRefreshHeroType.Any, }, } /** 规范等级到合法区间 [LV1, LV6] */ const clampCardLv = (lv: number): CardLV => { const value = Math.floor(lv) if (value < CARD_POOL_INIT_LEVEL) return CARD_POOL_INIT_LEVEL if (value > CARD_POOL_MAX_LEVEL) return CARD_POOL_MAX_LEVEL return value as CardLV } /** 单次按权重抽取一张卡 */ const weightedPick = (cards: CardConfig[]): CardConfig | null => { if (cards.length === 0) return null const totalWeight = cards.reduce((total, card) => total + card.weight, 0) let random = Math.random() * totalWeight for (const card of cards) { random -= card.weight if (random <= 0) return card } return cards[cards.length - 1] } /** 连续抽取 count 张卡,允许重复 */ const pickCards = (cards: CardConfig[], count: number): CardConfig[] => { if (cards.length === 0 || count <= 0) return [] const selected: CardConfig[] = [] while (selected.length < count) { const pick = weightedPick(cards) if (!pick) break selected.push(pick) } return selected } /** 获取指定等级可出现的基础卡池 */ export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => { const cardLv = clampCardLv(lv) if (onlyCurrentLv) { return CardPoolList.filter(card => card.pool_lv === cardLv) } return CardPoolList.filter(card => card.pool_lv <= cardLv) } const normalizeTypeFilter = (type: CardType | CardType[]): Set => { const list = Array.isArray(type) ? type : [type] return new Set(list) } /** 常规发牌:前 3 英雄 + 后 1 其他;支持按类型和等级模式过滤 */ export const getCardsByLv = ( lv: number, type?: CardType | CardType[], onlyCurrentLv: boolean = false ): CardConfig[] => { const pool = getCardPoolByLv(lv, onlyCurrentLv) if (type !== undefined) { const typeSet = normalizeTypeFilter(type) const filteredPool = pool.filter(card => typeSet.has(card.type)) return pickCards(filteredPool, 4) } const heroPool = pool.filter(card => card.type === CardType.Hero) const otherPool = pool.filter(card => card.type !== CardType.Hero) const heroes = pickCards(heroPool, 3) const others = pickCards(otherPool, 1) return [...heroes, ...others] } export const drawCardsByRule = ( lv: number, options: { count?: number onlyCurrentLv?: boolean type?: CardType | CardType[] heroType?: HType heroLv?: number targetPoolLv?: number } = {} ): CardConfig[] => { const count = Math.max(0, Math.floor(options.count ?? 4)) const onlyCurrentLv = options.onlyCurrentLv ?? false let pool = getCardPoolByLv(lv, onlyCurrentLv) if (options.type !== undefined) { const typeSet = normalizeTypeFilter(options.type) pool = pool.filter(card => typeSet.has(card.type)) } if (options.targetPoolLv !== undefined) { // 如果指定了目标卡池等级,则强制从所有配置中筛选该等级的卡牌,无视当前的卡池等级限制 pool = CardPoolList.filter(card => card.pool_lv === options.targetPoolLv) if (options.type !== undefined) { const typeSet = normalizeTypeFilter(options.type) pool = pool.filter(card => typeSet.has(card.type)) } } if (options.heroType !== undefined || options.heroLv !== undefined) { pool = pool.filter(card => { if (card.type !== CardType.Hero) return false const hero = HeroInfo[card.uuid] if (!hero) return false if (options.heroType !== undefined && hero.type !== options.heroType) return false if (options.heroLv !== undefined && card.hero_lv !== options.heroLv) return false return true }) } const picked = pickCards(pool, count) return picked }