import * as exp from "constants" import { HeroInfo, HeroList, HType } from "./heroSet" import { FightSet, SKILL_CARD_WAVES } from "./GameSet" import { oops } from "db://oops-framework/core/Oops" import { SkillOverrides, TGroup } from "./SkillSet" 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 } /** 技能卡触发类型 */ export enum CardSkillType { Interval = 1, // 间隔定时触发 (战斗中每隔N秒执行) Field = 2, // 驻场技能 (被动光环) BattleStart = 3, // 战斗开始时触发一次 BattleEnd = 4, // 战斗结束时触发一次 HeroDead = 5, // 场上己方英雄死亡时触发 HeroCall = 6, // 场上己方英雄召唤上场时触发 } /** * 卡牌技能触发类型 * - 命名对齐英雄侧 SkillTriggerType,便于跨模块认知统一 * - 枚举值从 1 开始,避免 0 的 falsy 坑(if (trigger_type) 判断出错) */ export enum CardTriggerType { Instant = 1, // 即时触发:使用后立即生效一次 Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发 Field = 3, // 驻场光环:被动生效(仅显式分类,仍由 field 字段驱动) FightStart = 4, // 战斗开始时触发 FightEnd = 5, // 战斗结束时触发(每波结束) HeroDead = 6, // 场上己方英雄死亡时触发 HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活) } /** * 卡池等级占位枚举(已废弃分层语义)。 * 新机制下所有英雄卡均属 LV1,不再使用卡池升级。 * 保留枚举仅为兼容历史代码引用。 */ export enum CardLV { LV1 = 1, LV2 = 2, LV3 = 3, LV4 = 4, LV5 = 5, } /** 通用卡牌配置 */ export interface CardConfig { uuid: number type: CardType cost: number weight: number kind: CKind pool_lv: CardLV wave?: number // 针对技能卡:仅在指定波次(wave)才能抽到 hero_lv?: number card_lv?: number base_pool_lv?: number // 技能卡扩展属性 skill?: number // 关联的技能 UUID icon?: string // 图标ID(可选,优先使用;未设置时按 trigger_type 从 SkillSet/FieldSkillSet 自动取) 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) keep_waves?: number // 维持的波次数(-1表示持续到战斗结束,0或undefined表示仅本波次) overrides?: SkillOverrides // 技能参数覆写(如自定义伤害ap、buff值、金币数等) field?: number[] // 驻场技能 UUID 数组,表示该卡牌提供驻场属性加成 /** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */ trigger_type?: CardTriggerType; /** * 事件型触发的全局次数上限(仅 FightStart/FightEnd/HeroDead/HeroCall 有效) * 默认 Infinity;达到上限后销毁节点 * 注意:与 t_times 语义不同——t_times 控制每波内 Interval 的次数 */ trigger_limit?: number; /** * 动态升级卡专属:目标英雄实体 eid(运行时唯一)。 * 仅当 type === CardType.SpecialUpgrade 且该卡由 buildDrawCards 动态生成时使用。 * 使用该卡时精确升级场上对应 eid 的英雄实体。 */ target_hero_eid?: number; } /** 升级卡折扣表(已废弃,保留以兼容历史引用) */ export const CardsUpSet: Record = { 1: 50, 2: 100, 3: 150, 4: 200, 5: 250, } /** 卡池升级每波减免金额(已废弃,保留以兼容历史引用) */ export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10 /** 卡池默认初始等级(已废弃,所有卡牌统一 LV1) */ export const CARD_POOL_INIT_LEVEL = CardLV.LV1 /** 卡池等级上限(已废弃,所有卡牌统一 LV1) */ export const CARD_POOL_MAX_LEVEL = CardLV.LV1 /** 英雄最高等级限制(已废弃,统一由 FightSet.HERO_MAX_LV 控制) */ export const CARD_HERO_MAX_LEVEL = 1 /** 基础卡池(英雄、技能、功能) */ export const CardPoolList: CardConfig[] = []; // 动态生成英雄卡池:所有英雄统一生成 lv1 卡牌 HeroList.forEach(uuid => { const hero = HeroInfo[uuid]; if (!hero) return; const baseCost = FightSet.BASE_COST; const baseWeight = 25; CardPoolList.push({ uuid: hero.uuid, type: CardType.Hero, cost: baseCost, weight: baseWeight, pool_lv: CardLV.LV1, kind: CKind.Hero, hero_lv: 1, base_pool_lv: 1, }); }); // 添加非英雄卡牌 (技能、功能卡) // 体系:wave 由 SKILL_CARD_WAVES 统一配置,每档强度递增(Field 靠 field uuid 区分数值,Interval 靠 overrides 覆写) // wave→card_lv 映射由 SKILL_CARD_WAVES 索引+1 自动生成(wave 1→lv1, wave 5→lv2, wave 8→lv3) const waveToCardLv: Record = {}; SKILL_CARD_WAVES.forEach((w, i) => { waveToCardLv[w] = i + 1; }); const SkillCardData: any[] = [ // ==================== wave 1 档(基础强度) ==================== // --- 驻场卡(Field) --- { uuid: 8701, skill: 0, wave: SKILL_CARD_WAVES[0], name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7001], trigger_type: CardTriggerType.Field }, { uuid: 8702, skill: 0, wave: SKILL_CARD_WAVES[0], name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7002], trigger_type: CardTriggerType.Field }, { uuid: 8703, skill: 0, wave: SKILL_CARD_WAVES[0], name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7003], trigger_type: CardTriggerType.Field }, { uuid: 8704, skill: 0, wave: SKILL_CARD_WAVES[0], name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7004], trigger_type: CardTriggerType.Field }, { uuid: 8705, skill: 0, wave: SKILL_CARD_WAVES[0], name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7005], trigger_type: CardTriggerType.Field }, { uuid: 8706, skill: 0, wave: SKILL_CARD_WAVES[0], name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7006], trigger_type: CardTriggerType.Field }, { uuid: 8707, skill: 0, wave: SKILL_CARD_WAVES[0], name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7007], trigger_type: CardTriggerType.Field }, { uuid: 8708, skill: 0, wave: SKILL_CARD_WAVES[0], name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7008], trigger_type: CardTriggerType.Field }, { uuid: 8709, skill: 0, wave: SKILL_CARD_WAVES[0], name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7009], trigger_type: CardTriggerType.Field }, { uuid: 8710, skill: 0, wave: SKILL_CARD_WAVES[0], name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field }, { uuid: 8711, skill: 0, wave: SKILL_CARD_WAVES[0], name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field }, // ==================== wave 5 档(强度 ×2) ==================== // --- 驻场卡(field uuid +200,对应 FieldSkillSet 72xx 段) --- { uuid: 8751, skill: 0, wave: SKILL_CARD_WAVES[1], name: "战后恢复+", info: "战斗结束生命回复量+20%", is_inst: false, keep_waves: -1, field: [7201], trigger_type: CardTriggerType.Field }, { uuid: 8752, skill: 0, wave: SKILL_CARD_WAVES[1], name: "攻击加成+", info: "英雄攻击力+20%", is_inst: false, keep_waves: -1, field: [7202], trigger_type: CardTriggerType.Field }, { uuid: 8753, skill: 0, wave: SKILL_CARD_WAVES[1], name: "击晕加成+", info: "英雄击晕概率+20%", is_inst: false, keep_waves: -1, field: [7203], trigger_type: CardTriggerType.Field }, { uuid: 8754, skill: 0, wave: SKILL_CARD_WAVES[1], name: "暴击加成+", info: "英雄暴击率+20%", is_inst: false, keep_waves: -1, field: [7204], trigger_type: CardTriggerType.Field }, { uuid: 8755, skill: 0, wave: SKILL_CARD_WAVES[1], name: "暴伤加成+", info: "英雄暴击伤害+40%", is_inst: false, keep_waves: -1, field: [7205], trigger_type: CardTriggerType.Field }, { uuid: 8756, skill: 0, wave: SKILL_CARD_WAVES[1], name: "攻速加成+", info: "英雄攻击速度+20%", is_inst: false, keep_waves: -1, field: [7206], trigger_type: CardTriggerType.Field }, { uuid: 8757, skill: 0, wave: SKILL_CARD_WAVES[1], name: "生命加成+", info: "英雄最大生命+20%", is_inst: false, keep_waves: -1, field: [7207], trigger_type: CardTriggerType.Field }, { uuid: 8758, skill: 0, wave: SKILL_CARD_WAVES[1], name: "风怒加成+", info: "英雄风怒概率+20%", is_inst: false, keep_waves: -1, field: [7208], trigger_type: CardTriggerType.Field }, { uuid: 8759, skill: 0, wave: SKILL_CARD_WAVES[1], name: "穿刺加成+", info: "英雄穿刺概率+20%", is_inst: false, keep_waves: -1, field: [7209], trigger_type: CardTriggerType.Field }, // --- 范围攻击卡(ap 递增,间隔缩短) --- { uuid: 8261, skill: 6201, wave: SKILL_CARD_WAVES[1], name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8262, skill: 6202, wave: SKILL_CARD_WAVES[1], name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8263, skill: 6203, wave: SKILL_CARD_WAVES[1], name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8264, skill: 6204, wave: SKILL_CARD_WAVES[1], name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8265, skill: 6205, wave: SKILL_CARD_WAVES[1], name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8266, skill: 6206, wave: SKILL_CARD_WAVES[1], name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } }, { uuid: 8760, skill: 0, wave: SKILL_CARD_WAVES[1], name: "金币收益+", info: "每回合金币收益+2", is_inst: false, keep_waves: -1, field: [7210], trigger_type: CardTriggerType.Field }, { uuid: 8761, skill: 0, wave: SKILL_CARD_WAVES[1], name: "购买优惠+", info: "购买卡牌费用-2金币", is_inst: false, keep_waves: -1, field: [7212], trigger_type: CardTriggerType.Field }, { uuid: 8762, skill: 0, wave: SKILL_CARD_WAVES[1], name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7213], trigger_type: CardTriggerType.Field }, // ==================== wave 8 档(强度 ×3) ==================== // --- 驻场卡(field uuid +400,对应 FieldSkillSet 74xx 段) --- { uuid: 8801, skill: 0, wave: SKILL_CARD_WAVES[2], name: "战后恢复++", info: "战斗结束生命回复量+30%", is_inst: false, keep_waves: -1, field: [7401], trigger_type: CardTriggerType.Field }, { uuid: 8802, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击加成++", info: "英雄攻击力+30%", is_inst: false, keep_waves: -1, field: [7402], trigger_type: CardTriggerType.Field }, { uuid: 8803, skill: 0, wave: SKILL_CARD_WAVES[2], name: "击晕加成++", info: "英雄击晕概率+30%", is_inst: false, keep_waves: -1, field: [7403], trigger_type: CardTriggerType.Field }, { uuid: 8804, skill: 0, wave: SKILL_CARD_WAVES[2], name: "暴击加成++", info: "英雄暴击率+30%", is_inst: false, keep_waves: -1, field: [7404], trigger_type: CardTriggerType.Field }, { uuid: 8805, skill: 0, wave: SKILL_CARD_WAVES[2], name: "暴伤加成++", info: "英雄暴击伤害+60%", is_inst: false, keep_waves: -1, field: [7405], trigger_type: CardTriggerType.Field }, { uuid: 8806, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻速加成++", info: "英雄攻击速度+30%", is_inst: false, keep_waves: -1, field: [7406], trigger_type: CardTriggerType.Field }, { uuid: 8807, skill: 0, wave: SKILL_CARD_WAVES[2], name: "生命加成++", info: "英雄最大生命+30%", is_inst: false, keep_waves: -1, field: [7407], trigger_type: CardTriggerType.Field }, { uuid: 8808, skill: 0, wave: SKILL_CARD_WAVES[2], name: "风怒加成++", info: "英雄风怒概率+30%", is_inst: false, keep_waves: -1, field: [7408], trigger_type: CardTriggerType.Field }, { uuid: 8809, skill: 0, wave: SKILL_CARD_WAVES[2], name: "穿刺加成++", info: "英雄穿刺概率+30%", is_inst: false, keep_waves: -1, field: [7409], trigger_type: CardTriggerType.Field }, { uuid: 8361, skill: 6201, wave: SKILL_CARD_WAVES[2], name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8362, skill: 6202, wave: SKILL_CARD_WAVES[2], name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8363, skill: 6203, wave: SKILL_CARD_WAVES[2], name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8364, skill: 6204, wave: SKILL_CARD_WAVES[2], name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8365, skill: 6205, wave: SKILL_CARD_WAVES[2], name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8366, skill: 6206, wave: SKILL_CARD_WAVES[2], name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_inv: 4, keep_waves: -1, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } }, { uuid: 8810, skill: 0, wave: SKILL_CARD_WAVES[2], name: "金币收益++", info: "每回合金币收益+3", is_inst: false, keep_waves: -1, field: [7410], trigger_type: CardTriggerType.Field }, { uuid: 8811, skill: 0, wave: SKILL_CARD_WAVES[2], name: "召唤强化++", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7014], trigger_type: CardTriggerType.Field }, { uuid: 8812, skill: 0, wave: SKILL_CARD_WAVES[2], name: "死亡强化++", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7015], trigger_type: CardTriggerType.Field }, { uuid: 8813, skill: 0, wave: SKILL_CARD_WAVES[2], name: "开场强化++", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7016], trigger_type: CardTriggerType.Field }, { uuid: 8814, skill: 0, wave: SKILL_CARD_WAVES[2], name: "结束强化++", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field }, { uuid: 8815, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击强化++", info: "攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field }, { uuid: 8816, skill: 0, wave: SKILL_CARD_WAVES[2], name: "受击强化++", info: "被攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7019], trigger_type: CardTriggerType.Field }, // --- 范围攻击卡(ap 最高,间隔最短) --- ]; SkillCardData.forEach(data => { const cardLv = waveToCardLv[data.wave] ?? 1; CardPoolList.push({ uuid: data.uuid, skill: data.skill || undefined, type: CardType.Skill, cost: 0, weight: 10, pool_lv: CardLV.LV1, wave: data.wave, kind: CKind.Skill, card_lv: cardLv, name: data.name, info: data.info, icon: data.icon, is_inst: data.is_inst, t_times: data.t_times || (data.is_inst ? 1 : 999), t_inv: data.t_inv || 0, keep_waves: data.keep_waves, field: data.field, overrides: data.overrides, trigger_type: data.trigger_type, trigger_limit: data.trigger_limit, }); }); export enum SpecialRefreshHeroType { Any = 0, Melee = 1, Ranged = 2, } /** 升级功能卡完整配置(作为动态升级卡的基础模板) */ export interface SpecialUpgradeCardConfig extends CardConfig { name: string info: string /** 模板字段:currentLv=0 表示动态卡(实际值由 target_hero_eid 对应的英雄决定) */ currentLv: number /** 模板字段:targetLv=0 表示"+1 级"(实际目标等级 = 当前等级 + 1) */ targetLv: number } /** 刷新功能卡完整配置 */ export interface SpecialRefreshCardConfig extends CardConfig { name: string info: string refreshLv: number refreshHeroType: SpecialRefreshHeroType } /** * 升级卡模板。 * 仅有 7001 一条记录,作为动态升级卡的基础配置(cost/weight/name/info)。 * 实际使用时由 MissionCardComp.buildDrawCards 根据场上英雄动态生成 CardConfig, * 通过 target_hero_eid 字段绑定具体英雄实体。 */ export const SpecialUpgradeCardList: Record = { 7001: { uuid: 7001, type: CardType.SpecialUpgrade, cost: 10, weight: 18, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7001"), info: t("scard_info_7001"), currentLv: 0, targetLv: 0, }, } export const SpecialRefreshCardList: Record = { 7101: { uuid: 7101, type: CardType.SpecialRefresh, cost: 3, 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: 3, 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: 4, weight: 12, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7103"), info: t("scard_info_7103"), refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Any, }, } /** 规范等级到合法区间(保留以兼容历史调用,新机制下统一返回 LV1) */ const clampCardLv = (lv: number): CardLV => { return CardLV.LV1; } /** 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,允许重复或通过 unique 剔除重复 */ const pickCards = (cards: CardConfig[], count: number, unique: boolean = false): CardConfig[] => { if (cards.length === 0 || count <= 0) return [] const selected: CardConfig[] = [] let available = [...cards] while (selected.length < count) { if (available.length === 0) break const pick = weightedPick(available) if (!pick) break selected.push(pick) if (unique) { available = available.filter(c => c.uuid !== pick.uuid) } } return selected } /** * 获取基础卡池(已废弃 lv 参数,新机制下返回完整卡池)。 * @param lv 历史遗留参数,不再生效 * @param onlyCurrentLv 历史遗留参数,不再生效 */ export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => { return CardPoolList; } 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;支持按类型过滤。 * @param lv 历史遗留参数,不再生效 * @param type 限定卡牌类型 * @param onlyCurrentLv 历史遗留参数,不再生效 */ 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] } /** * 通用按规则抽卡(已废弃 lv/targetPoolLv/onlyCurrentLv 参数,仅为兼容保留)。 */ export const drawCardsByRule = ( lv: number, options: { count?: number onlyCurrentLv?: boolean type?: CardType | CardType[] heroType?: HType heroLv?: number targetPoolLv?: number wave?: number unique?: boolean } = {} ): CardConfig[] => { const count = Math.max(0, Math.floor(options.count ?? 4)) let pool = getCardPoolByLv(lv, options.onlyCurrentLv ?? false) 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 }) } // 如果传入了波次并且是技能卡,则根据 wave 过滤 if (options.wave !== undefined) { pool = pool.filter(card => { if (card.type === CardType.Skill) { return card.wave === options.wave; } return true; }) } const picked = pickCards(pool, count, options.unique) return picked }