/** 卡牌大类定义 */ export enum CardType { Hero = 1, Skill = 2, Potion = 3, Special = 4, Buff = 5, Debuff = 6, } /** 卡池等级定义 */ export enum CardKind { LV1 = 1, LV2 = 2, LV3 = 3, LV4 = 4, LV5 = 5, LV6 = 6, } /** 通用卡牌配置 */ export interface CardConfig { uuid: number type: CardType cost: number weight: number lv: CardKind } /** 特殊卡效果类型 */ export enum SpecialEffectType { DrawHero = 1, RepeatNextUse = 2, } /** 特殊卡效果参数 */ export interface SpecialCardEffect { type: SpecialEffectType drawHeroCount?: number drawHeroLv?: CardKind repeatNextUseTimes?: number } /** 特殊卡完整配置 */ export interface SpecialCardConfig extends CardConfig { effect: SpecialCardEffect } /** 卡池默认初始等级 */ export const CARD_POOL_INIT_LEVEL = CardKind.LV1 /** 卡池等级上限 */ export const CARD_POOL_MAX_LEVEL = CardKind.LV6 /** 基础卡池(英雄、技能、Buff、Debuff) */ export const CardPoolList: CardConfig[] = [ { uuid: 5001, type: CardType.Hero, cost: 3, weight: 20, lv: 1 }, { uuid: 5003, type: CardType.Hero, cost: 3, weight: 20, lv: 1 }, { uuid: 5002, type: CardType.Hero, cost: 3, weight: 25, lv: 2 }, { uuid: 5005, type: CardType.Hero, cost: 3, weight: 25, lv: 2 }, { uuid: 5004, type: CardType.Hero, cost: 3, weight: 30, lv: 3 }, { uuid: 5006, type: CardType.Hero, cost: 3, weight: 35, lv: 4 }, { uuid: 5007, type: CardType.Hero, cost: 3, weight: 40, lv: 5 }, { uuid: 6001, type: CardType.Skill, cost: 1, weight: 20, lv: 1 }, { uuid: 6002, type: CardType.Skill, cost: 1, weight: 20, lv: 1 }, { uuid: 6003, type: CardType.Skill, cost: 2, weight: 25, lv: 2 }, { uuid: 6100, type: CardType.Skill, cost: 4, weight: 25, lv: 2 }, { uuid: 6004, type: CardType.Skill, cost: 3, weight: 30, lv: 3 }, { uuid: 6102, type: CardType.Skill, cost: 4, weight: 35, lv: 4 }, { uuid: 6101, type: CardType.Skill, cost: 5, weight: 40, lv: 5 }, { uuid: 6103, type: CardType.Skill, cost: 6, weight: 45, lv: 6 }, { uuid: 10001, type: CardType.Buff, cost: 2, weight: 30, lv: 1 }, { uuid: 10101, type: CardType.Buff, cost: 3, weight: 26, lv: 2 }, { uuid: 10011, type: CardType.Buff, cost: 3, weight: 24, lv: 3 }, { uuid: 10311, type: CardType.Buff, cost: 4, weight: 20, lv: 4 }, { uuid: 10302, type: CardType.Buff, cost: 5, weight: 18, lv: 5 }, { uuid: 10201, type: CardType.Debuff, cost: 3, weight: 24, lv: 2 }, { uuid: 10211, type: CardType.Debuff, cost: 4, weight: 20, lv: 3 }, { uuid: 10312, type: CardType.Debuff, cost: 4, weight: 18, lv: 4 }, { uuid: 20001, type: CardType.Debuff, cost: 5, weight: 14, lv: 5 }, { uuid: 20011, type: CardType.Debuff, cost: 6, weight: 12, lv: 6 }, ] /** 特殊卡定义表 */ export const SpecialCardList: Record = { 7001: { uuid: 7001, type: CardType.Special, cost: 6, weight: 20, lv: CardKind.LV3, effect: { type: SpecialEffectType.DrawHero, drawHeroCount: 4, drawHeroLv: CardKind.LV3, }, }, 7002: { uuid: 7002, type: CardType.Special, cost: 5, weight: 20, lv: CardKind.LV4, effect: { type: SpecialEffectType.RepeatNextUse, repeatNextUseTimes: 1, }, }, } /** 规范等级到合法区间 [LV1, LV6] */ const clampCardLv = (lv: number): CardKind => { 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 CardKind } /** 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.lv === cardLv) } return CardPoolList.filter(card => card.lv <= cardLv) } const normalizeTypeFilter = (type: CardType | CardType[]): Set => { const list = Array.isArray(type) ? type : [type] const hasBuffLike = list.includes(CardType.Buff) || list.includes(CardType.Debuff) if (hasBuffLike) { return new Set([...list, CardType.Buff, CardType.Debuff]) } return new Set(list) } /** 常规发牌:前 2 英雄 + 后 2 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, 2) const others = pickCards(otherPool, 2) return [...heroes, ...others] }