import { v3 } from "cc" import { BoxSet, FacSet, FightSet } from "./GameSet" import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet" import { BuffList, BuffConfig, ModOp } from "./BuffSet" import { Attrs } from "./HeroAttrs" export enum HType { Melee = 0, Mid = 1, Long = 2, } export const HTypeName = { 0: "近战", 1: "中程", 2: "远程", } export enum MonType { Melee = 0, Heavy = 1, Long = 2, Support = 3, Summoner = 5, Assassin = 6, MeleeBoss = 8, LongBoss = 9, } export const MonTypeName: Record = { [MonType.Melee]: "近战", [MonType.Heavy]: "重型", [MonType.Long]: "远程", [MonType.Support]: "辅助", [MonType.Summoner]: "召唤师", [MonType.Assassin]: "刺客", [MonType.MeleeBoss]: "近战Boss", [MonType.LongBoss]: "远程Boss", } /** * 英雄攻击速度分级配置 (数值为攻击间隔cd,越小越快) * 每档3个速度级别:Lv1(最快) → Lv2(中间) → Lv3(最慢) * 6档共18级,覆盖所有英雄/怪物的攻击间隔 */ export enum AtkSpeedLv { VeryFast1 = 1, VeryFast2 = 2, VeryFast3 = 3, Fast1 = 4, Fast2 = 5, Fast3 = 6, Normal1 = 7, Normal2 = 8, Normal3 = 9, Mid1 = 10, Mid2 = 11, Mid3 = 12, Slow1 = 13, Slow2 = 14, Slow3 = 15, VerySlow1 = 16, VerySlow2 = 17, VerySlow3 = 18, } export const AtkSpeedSet = { [AtkSpeedLv.VeryFast1]: { name: "极速++", cd: 0.15 }, [AtkSpeedLv.VeryFast2]: { name: "极速+", cd: 0.20 }, [AtkSpeedLv.VeryFast3]: { name: "极速", cd: 0.30 }, [AtkSpeedLv.Fast1]: { name: "快速++", cd: 0.40 }, [AtkSpeedLv.Fast2]: { name: "快速+", cd: 0.50 }, [AtkSpeedLv.Fast3]: { name: "快速", cd: 0.70 }, [AtkSpeedLv.Normal1]: { name: "中速++", cd: 0.80 }, [AtkSpeedLv.Normal2]: { name: "中速+", cd: 0.90 }, [AtkSpeedLv.Normal3]: { name: "中速", cd: 1.00 }, [AtkSpeedLv.Mid1]: { name: "一般+", cd: 1.10 }, [AtkSpeedLv.Mid2]: { name: "一般", cd: 1.20 }, [AtkSpeedLv.Mid3]: { name: "一般-", cd: 1.30 }, [AtkSpeedLv.Slow1]: { name: "慢", cd: 1.50 }, [AtkSpeedLv.Slow2]: { name: "慢+", cd: 1.60 }, [AtkSpeedLv.Slow3]: { name: "慢++", cd: 1.80 }, [AtkSpeedLv.VerySlow1]: { name: "很慢", cd: 2.30 }, [AtkSpeedLv.VerySlow2]: { name: "很慢+", cd: 2.50 }, [AtkSpeedLv.VerySlow3]: { name: "很慢++", cd: 2.80 }, }; export const HeroPos = { 0: { pos: v3(-320, BoxSet.GAME_LINE, 0) }, 1: { pos: v3(0, BoxSet.GAME_LINE, 0) }, 2: { pos: v3(0, BoxSet.GAME_LINE, 0) }, } export const FormationPointX = { [HType.Melee]: -20, [HType.Mid]: 100, [HType.Long]: 100, } as const; export const HeroDisVal: Record = { [HType.Melee]: 120, [HType.Mid]: 720, [HType.Long]: 720, } export const resolveFormationTargetX = (fac: FacSet, type: HType): number => { const resolvedRangeType = type as HType.Melee | HType.Mid | HType.Long; const side = fac === FacSet.MON ? 1 : -1; return FormationPointX[resolvedRangeType] * side; } export enum MonStart { SLINE_1 = 140, //上线y SLINE_2 = 100, //下线y SLINE_3 = 180, //下线y SLINE_4 = 60, //y起始点 START_X = 320, //x起始点 START_I = 90, //x轴间隔 } /** * 特殊触发技能类型 */ export enum SkillTriggerType { Call = "call", // 召唤后触发 降临 Dead = "dead", // 死亡后触发 遗志 FStart = "fstart", // 战斗开始 先手 FEnd = "fend", // 战斗结束 终战 Field = "field", // 驻场 光环 Atking = "atking", // 攻击后触发 追击 Atked = "atked", // 受击后触发 反击 Revive = "revive", // 复活触发 涅槃 } export const SkillTriggerName = { [SkillTriggerType.Call]: "召唤", [SkillTriggerType.Dead]: "亡语", [SkillTriggerType.FStart]: "起手", [SkillTriggerType.FEnd]: "生息", [SkillTriggerType.Field]: "光环", [SkillTriggerType.Atking]: "攻击", [SkillTriggerType.Atked]: "受伤", [SkillTriggerType.Revive]: "复活", } export const SkillTriggerDesc = { [SkillTriggerType.Call]: "召唤时", [SkillTriggerType.Dead]: "死亡时", [SkillTriggerType.FStart]: "战斗开始时", [SkillTriggerType.FEnd]: "战斗结束时", [SkillTriggerType.Field]: "光环", [SkillTriggerType.Atking]: "攻击n次", [SkillTriggerType.Atked]: "受伤n次", [SkillTriggerType.Revive]: "复活时", } /** * 技能等级枚举(与英雄等级同标尺 1~5)。 * 配置触发技能档位时填入,表达"英雄升到 lv 级 → 该技能提升到 s_lv 级"的成长节奏, * 与 LvTriggerEntry.lv 并列展示,便于 UI 面板显示"技能Lv.x"。 */ export enum SkillLv { Lv1 = 1, Lv2 = 2, Lv3 = 3, Lv4 = 4, Lv5 = 5, } /** * 触发技能标准命名表(按触发方式 → 技能ID 分组命名)。 * 同一技能在不同触发语境下使用不同名称,贴合流派语义: * atked=战士反击系 / atking=刺客·射手追击系 / dead=死亡遗产系 / fstart=法师战吼系 / revive=涅槃。 * 命名参考主流 Roguelike/自走棋技能风格(盾墙、复仇、嗜血、战吼、遗志、凤凰涅槃等)。 */ export const TriggerSkillNameSet: Record> = { [SkillTriggerType.Atked]: { 6301: "不屈壁垒", // 受击获得护盾,越挨打越硬 6302: "嗜血反击", // 受击恢复生命 6401: "愈战愈勇", // 受击永久提升攻击 6402: "钢筋铁骨", // 受击永久提升生命 6403: "复仇之心", // 受击限时提升暴击 6404: "以牙还牙", // 受击限时提升暴伤 6405: "震慑反扑", // 受击限时提升击晕 }, [SkillTriggerType.Atking]: { 6301: "攻守兼备", // 攻击为自己叠加护盾 6302: "治愈祷言", // 攻击治疗低血队友 6401: "嗜血连击", // 攻击永久提升攻击(滚雪球) 6403: "致命节奏", // 攻击限时提升暴击 6404: "猎手直觉", // 攻击提升暴伤 }, [SkillTriggerType.Dead]: { 6301: "守护遗志", // 死亡全队获得护盾 6401: "英魂永驻", // 死亡全队提升攻击 6402: "生命馈赠", // 死亡全队提升生命 6403: "致命遗产", // 死亡全队提升暴击 6404: "破灭遗产", // 死亡全队提升暴伤 6405: "震撼遗言", // 死亡全队提升击晕 }, [SkillTriggerType.FStart]: { 6301: "圣光护盾", // 开局全队护盾 6401: "破晓战吼", // 开局全队攻击提升 6402: "活力祝福", // 开局全队生命提升 }, [SkillTriggerType.Revive]: { 6501: "凤凰涅槃", // 死亡后原地复活 }, } /** * 查询触发技能在指定触发语境下的标准名称。 * @param type 触发类型(SkillTriggerType) * @param s_uuid 技能ID * @returns 语境专属名称;未配置时回退 SkillSet 通用名称 */ export function getTriggerSkillName(type: SkillTriggerType, s_uuid: number): string { return TriggerSkillNameSet[type]?.[s_uuid] ?? SkillSet[s_uuid]?.name ?? ""; } /** * 英雄/怪物基础信息接口 */ export interface heroInfo { uuid: number; // 唯一标识(英雄5000段,怪物5200段) name: string; // 显示名称 icon?: string; // 图标名称(对应美术资源名) path: string; // 资源路径(对应美术资源名) fac: FacSet; // 阵营(FacSet.HERO 或 FacSet.MON) kind?: number; // 未使用 lv: number; // 英雄等级 card_lv?: number; // 卡牌等级(驱动 bg_node 颜色:1=green 2=blue 3=purple 4=red 5=yellow) type: HType; // 攻击定位(近战/中程/远程) monType?: MonType; // 怪物专属类型 hp: number; // 生命值上限 ap: number; // 攻击力 [SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序) [SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置 [SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置 [SkillTriggerType.FEnd]?: TriggerGrouped; // 战斗结束时释放的技能配置 [SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档) [SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数 [SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数 [SkillTriggerType.Revive]?: LvReviveEntry[]; // 复活技能配置(按 lv 升序,运行时取 ≤英雄等级 的最大档) dis?: number; // 攻击距离(像素) speed?: number; // 移动速度(像素/秒) skills: Record; // 携带技能ID列表 ap_bonus?: LvBonusEntry[]; // 额外攻击加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档) hp_bonus?: LvBonusEntry[]; // 额外生命加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档) info: string; // 描述文案 /** 分级能力说明,索引0=1级,依次递增;信息面板逐条展示各等级技能与能力 */ infos?: string[]; } /** * 技能基础信息接口 */ export interface HSkillInfo { uuid: number; // 唯一标识(技能6000段等) lv: number; // 技能等级 cd: number; // 技能cd ccd: number; // 占位当前cd,用于cd计时 overrides?: SkillOverrides; // 角色专属参数覆盖 } /** * 触发技能单档配置:达到 lv 级时此档参数生效(t_num/overrides 可随等级变化)。 * s_lv 标注此档对应的技能等级(SkillLv 枚举),表达"英雄 lv 级 → 技能 s_lv 级"的成长节奏。 */ export interface LvTriggerEntry { lv: number; // 达到该英雄等级时解锁此档 s_lv?: SkillLv; // 此档对应的技能等级(标注用,便于面板显示"技能Lv.x") t_num: number; overrides?: SkillOverrides; } /** * 触发技能按 s_uuid 分组的配置:每个 s_uuid 下按 lv 升序排列。 * 运行时取每个 s_uuid 中 ≤英雄等级 的最大 lv 档。 */ export type TriggerGrouped = Record; /** * 驻场光环按等级解锁:运行时取 ≤英雄等级 的最大 lv 档的 uuids。 */ export interface LvFieldEntry { lv: number; uuids: number[]; } /** * 复活技能按等级解锁:运行时取 ≤英雄等级 的最大 lv 档。 */ export interface LvReviveEntry { lv: number; s_uuid: number; r_num: number; upr: number; } /** * 额外属性加成按等级叠加:运行时累加所有 ≤英雄等级 的档位。 */ export interface LvBonusEntry { lv: number; value: number; } /* *=============英雄配置列表================ * v4 触发类型底座版 — 每个英雄专注单一效果,流派协同由玩家自行发现 * * atked 战士 受击触发,效果作用于自身,越挨打越强 * atking 刺客 攻击触发自身强化;射手 攻击触发队友强化(hit_count 控制目标数 1→3→6) * dead 战士/刺客 死亡触发,一次性全队遗产 * fstart 法师 战斗开始前触发一次,必然生效的全队增益 * field 法师 驻场光环,存活期间持续生效,死亡消失 * fend 辅助 每波结束触发,跨波次累积增益 * * 触发节奏:atked 3次/5次,atking 5次/7次,fstart/fend 1次/波 * * skills[0]是普通攻击技能 */ export const HeroInfo: Record = { // ========== atked 类(战士 · 自身强化) ========== 5011: { uuid: 5011, name: "小铁卫", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, // 成长主线:护盾层数 4→5→6(等效减伤 57%→67%) atked: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 150 }, { lv: 5, value: 150 }], ap_bonus: [{ lv: 5, value: 10 }], info: "✧受伤获得护盾", }, 5012: { uuid: 5012, name: "不死小强", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, atked: { 6302: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 250 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 300 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 350 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 350 } }, ], 6402: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }, ], }, hp_bonus: [{ lv: 3, value: 150 }], info: "✧受伤恢复生命", }, 5013: { uuid: 5013, name: "铁骨头", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, atked: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, ], 6402: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } }, ], }, hp_bonus: [{ lv: 3, value: 150 }], info: "✧受伤获得护盾与生命", }, 5014: { uuid: 5014, name: "怒火武者", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, atked: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 5, s_lv: SkillLv.Lv2, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, ], 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 150 }], info: "✧受伤提升攻击与暴击", }, 5015: { uuid: 5015, name: "血刃武者", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, atked: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 3 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 4 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 5 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 5 } }, ], 6404: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 200 }], info: "✧受伤获得护盾与暴伤", }, 5016: { uuid: 5016, name: "狂血战士", path: "hc4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 142, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, atked: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 5, s_lv: SkillLv.Lv2, t_num: 2, overrides: { TGroup: TGroup.Self, ap: 1 } }, ], 6405: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, ], }, ap_bonus: [{ lv: 3, value: 20 }], hp_bonus: [{ lv: 3, value: 150 }], info: "✧受伤提升攻击与击晕", }, // 以下英雄暂时注释,保留待后续扩展 // 5012:{uuid:5012,name:"不死小强",path:"hk2", fac:FacSet.HERO,card_lv:2,lv:1,type:HType.Melee,hp:600,ap:57, // skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, // atked:[{s_uuid:6302,t_num:3,overrides:{TGroup:TGroup.Self,ap:250}}], // info:"s3次为自身回复攻击力250%的生命值"}, // 5013:{uuid:5013,name:"铁骨头",path:"hk3", fac:FacSet.HERO,card_lv:2,lv:1,type:HType.Melee,hp:600,ap:57, // skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, // atked:[{s_uuid:6402,t_num:5,overrides:{TGroup:TGroup.Self,ap:100}}], // info:"s5次永久提升自身最大生命值100点"}, // 5014:{uuid:5014,name:"怒火武者",path:"hk4", fac:FacSet.HERO,card_lv:3,lv:1,type:HType.Melee,hp:900,ap:85, // skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow1].cd,ccd:0}}, // atked:[{s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:12}}], // info:"s3次永久提升自身攻击力12点"}, // 5015:{uuid:5015,name:"血刃武者",path:"hk5", fac:FacSet.HERO,card_lv:4,lv:1,type:HType.Melee,hp:1200,ap:113, // skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, // atked:[ // {s_uuid:6301,t_num:3,overrides:{TGroup:TGroup.Self,ap:3}}, // {s_uuid:6401,t_num:5,overrides:{TGroup:TGroup.Self,ap:15}} // ], // info:"s3次加3层护盾,s5次永久+15攻击力"}, // 5016:{uuid:5016,name:"狂血战士",path:"hc1", fac:FacSet.HERO,card_lv:5,lv:1,type:HType.Melee,hp:1500,ap:142, // skills:{6001:{uuid:6001,lv:1,cd:AtkSpeedSet[AtkSpeedLv.Slow3].cd,ccd:0}}, // atked:[ // {s_uuid:6401,t_num:3,overrides:{TGroup:TGroup.Self,ap:10}}, // {s_uuid:6403,t_num:5,overrides:{TGroup:TGroup.Self,ap:15}} // ], // info:"s3次永久+10攻击力,s5次永久+15%暴击率"}, // ========== atking 类 — 刺客(自身强化) ========== 5021: { uuid: 5021, name: "小刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } }, // 成长主线:滚雪球(AP增量固定1,5级阈值5→4刀) atking: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 5, s_lv: SkillLv.Lv2, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }, ], }, ap_bonus: [{ lv: 3, value: 20 }], hp_bonus: [{ lv: 3, value: 80 }], info: "✧攻击永久提升攻击", }, 5022: { uuid: 5022, name: "嗜血剑客", path: "hc2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } }, atking: { 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 4, overrides: { TGroup: TGroup.Self, hit_count: 1, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ], 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 1 } }, ], }, ap_bonus: [{ lv: 3, value: 20 }], hp_bonus: [{ lv: 3, value: 80 }], info: "✧攻击限时提升暴击", }, 5023: { uuid: 5023, name: "暗影杀手", path: "hc5", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast1].cd, ccd: 0 } }, atking: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } }, { lv: 5, s_lv: SkillLv.Lv2, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 1 } }, ], 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 100 }], info: "✧攻击提升攻击与暴击", }, // 5022: { // uuid: 5022, name: "嗜血剑客", path: "hc2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } }, // atking: [ // { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 10 } }, // { s_uuid: 6401, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 12 } } // ], // info: "攻击5次永久+10%暴击率,攻击7次永久+12攻击力" // }, // 5023: { // uuid: 5023, name: "暗影杀手", path: "hc3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 142, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast1].cd, ccd: 0 } }, // atking: [ // { s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 10 } }, // { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Self, ap: 15 } } // ], // info: "攻击5次永久+10%暴击率,攻击7次永久+15%暴伤" // }, // ========== atking 类 — 射手(队友强化,hit_count 控制目标数) ========== 5031: { uuid: 5031, name: "援护弓手", path: "ha1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } }, // 成长主线:AP增益固定1,5级 hit_count 1→2(2英雄环境=全队) atking: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } }, { lv: 5, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 1 } }, ], }, hp_bonus: [{ lv: 3, value: 60 }], info: "✧攻击提升队友攻击", }, 5032: { uuid: 5032, name: "战术弓手", path: "ha2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } }, atking: { 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ], 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }, { lv: 4, s_lv: SkillLv.Lv2, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, ], }, hp_bonus: [{ lv: 3, value: 80 }], info: "✧攻击限时提升队友暴击", }, // 5032: { // uuid: 5032, name: "战术弓手", path: "ha2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } }, // atking: [{ s_uuid: 6403, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 10 } }], // info: "攻击5次为随机3名队友永久提升暴击率10%" // }, 5033: { uuid: 5033, name: "鹰眼弓将", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200, skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } }, atking: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } }, { lv: 4, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, { lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, ap: 1 } }, ], 6404: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 100 }], info: "✧攻击提升队友攻击与暴伤", }, // 5033: { // uuid: 5033, name: "鹰眼弓将", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } }, // atking: [ // { s_uuid: 6401, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 6, ap: 8 } }, // { s_uuid: 6404, t_num: 7, overrides: { TGroup: TGroup.Team, hit_count: 6, ap: 12 } } // ], // info: "攻击5次为随机6名队友永久+8攻击力,攻击7次永久+12%暴伤" // }, // ========== dead 类(战士+刺客 · 死亡遗产) ========== // 5041: { // uuid: 5041, name: "殉道卫士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, // dead: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }], // info: "死亡时为全队添加3层护盾" // }, // 5042: { // uuid: 5042, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, // dead: [ // { s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } }, // { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 80 } } // ], // revive: { s_uuid: 6501, r_num: 1, upr: 0.3 }, // info: "死亡时全队永久+20攻击力、+80最大生命值,死后复活一次" // }, // 5043: { // uuid: 5043, name: "亡魂刺客", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } }, // dead: [{ s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }], // info: "死亡时全队永久提升击晕概率15%" // }, // 5044: { // uuid: 5044, name: "血誓剑客", path: "hc2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } }, // dead: [ // { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }, // { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } } // ], // info: "死亡时全队永久+15%暴击率、+20%暴伤" // }, // 5045: { // uuid: 5045, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 142, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, // dead: [ // { s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, // { s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 30 } }, // { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 120 } } // ], // revive: { s_uuid: 6501, r_num: 1, upr: 0.5 }, // info: "死亡时全队获得5层护盾、永久+30攻击力、永久+120最大生命值,死后复活一次" // }, 5041: { uuid: 5041, name: "殉道卫士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, hp: 300, ap: 28, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, dead: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 100 }], info: "✧死亡全队获得护盾", }, 5042: { uuid: 5042, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, hp: 600, ap: 57, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, dead: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, ], 6402: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }, ], }, revive: [ { lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 }, { lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 }, { lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 }, ], info: "✧死亡全队攻血提升\n✦死亡后原地复活", }, 5043: { uuid: 5043, name: "亡魂刺客", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, hp: 900, ap: 85, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } }, dead: { 6405: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7017, buff_value: 10, buff_duration: 6 } }, ], 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 6 } }, { lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 100 }], info: "✧死亡全队击晕与暴击", }, 5044: { uuid: 5044, name: "血誓剑客", path: "hc2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, hp: 1200, ap: 113, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } }, dead: { 6403: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } }, ], 6404: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } }, { lv: 4, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 7, buff_duration: 6 } }, { lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } }, ], }, hp_bonus: [{ lv: 3, value: 150 }], info: "✧死亡全队暴击与暴伤", }, // ===== 5045 不灭战魂(已启用)===== // 遗志双核心:死亡一次释放【盾+HP】双遗产 // 数值节奏:盾 5→6→7→8,HP 10→12→15 5045: { uuid: 5045, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, hp: 1500, ap: 60, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } }, // 死亡释放:5 层护盾 + 全队 +10 HP;复活 1 次血量 50% dead: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } }, ], 6402: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }, ], }, revive: [ { lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 }, { lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 }, ], info: "✧死亡全队加护盾\n✧复活1:50%血量", }, // ========== fstart 类(法师 · 战前增益) ========== 5051: { uuid: 5051, name: "占卜师", path: "hm1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, // 战前计时 buff:每波开始全队 AP 限时提升(+30/5s → +60/7s → +90/10s) // 统一复用 7111 基础配置,通过 buff_value/buff_duration 覆写实现三档成长 fstart: { 6401: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111 } }, { lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 60, buff_duration: 7 } }, { lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7111, buff_value: 90, buff_duration: 10 } }, ], }, hp_bonus: [{ lv: 2, value: 80 }, { lv: 4, value: 80 }], info: "✧开局全队提升攻击", }, 5052: { uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, fstart: { 6301: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } }, ], 6402: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }, ], }, hp_bonus: [{ lv: 3, value: 80 }], info: "✧开局全队获得护盾", }, // 5052: { // uuid: 5052, name: "护盾牧师", path: "hm2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } }, // fstart: [{ s_uuid: 6301, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 2 } }], // info: "战斗开始时为全队添加2层护盾" // }, // 5053: { // uuid: 5053, name: "血盟法师", path: "hm3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, // fstart: [{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 100 } }], // info: "战斗开始时为全队永久提升最大生命值100点" // }, // 5054: { // uuid: 5054, name: "暴击法师", path: "hm4", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } }, // fstart: [{ s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } }], // info: "战斗开始时为全队永久提升暴击率20%" // }, // 5055: { // uuid: 5055, name: "毁灭法师", path: "hm5", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, hp: 573, ap: 160, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } }, // fstart: [ // { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 25 } }, // { s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } } // ], // info: "战斗开始时为全队永久+25%暴伤、+20攻击力" // }, // 5056: { // uuid: 5056, name: "预言法师", path: "hm6", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } }, // fstart: [ // { s_uuid: 6405, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } }, // { s_uuid: 6403, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } }, // { s_uuid: 6404, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } } // ], // info: "战斗开始时为全队永久+20%击晕概率、+15%暴击率、+20%暴伤" // }, // ========== field 类(法师 · 驻场光环) ========== // 5061: { // uuid: 5061, name: "亡语法师", path: "hm1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, // field: [7015], // info: "驻场期间全队死亡触发技能次数+1,死亡后光环消失" // }, 5061: { uuid: 5061, name: "战歌法师", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } }, field: [ { lv: 1, uuids: [7002, 7006] }, { lv: 2, uuids: [7202, 7006] }, { lv: 4, uuids: [7202, 7206] }, ], hp_bonus: [{ lv: 3, value: 80 }], info: "✧光环全队提升攻击\n✦追加提升攻速", }, // ========== fend + atking 类(辅助 · 治疗续航 + 波次增益) ========== 5071: { uuid: 5071, name: "治愈牧师", path: "hh1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, hp: 143, ap: 40, skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } }, // 成长主线:治疗量 200→250→300%,5级 hit_count 1→2(全队) atking: { 6302: [ { lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } }, { lv: 2, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } }, { lv: 4, s_lv: SkillLv.Lv3, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 300 } }, { lv: 5, s_lv: SkillLv.Lv4, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 300 } }, ], }, hp_bonus: [{ lv: 3, value: 80 }], info: "✧攻击治疗低血队友", }, // 5072: { // uuid: 5072, name: "小金库", path: "hh2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, hp: 287, ap: 80, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } }, // atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } }], // fend: [{ s_uuid: 6303, t_num: 1, overrides: { gold: 1 } }], // info: "攻击5次治疗全队,每波结束获得1金币" // }, // 5073: { // uuid: 5073, name: "强化牧师", path: "hh3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, hp: 430, ap: 120, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } }, // atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } }], // fend: [{ s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } }], // info: "攻击5次治疗全队,每波结束全队永久+10攻击力" // }, // 5074: { // uuid: 5074, name: "生命牧师", path: "hh4", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, hp: 573, ap: 160, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } }, // atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } }], // fend: [{ s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 80 } }], // info: "攻击5次治疗全队,每波结束全队永久+80最大生命值" // }, // 5075: { // uuid: 5075, name: "全能牧师", path: "hh5", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, hp: 717, ap: 200, // skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } }, // atking: [{ s_uuid: 6302, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 300 } }], // fend: [ // { s_uuid: 6401, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } }, // { s_uuid: 6402, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 60 } } // ], // info: "攻击5次治疗全队300%AP,每波结束全队永久+12攻击力、+60最大生命值" // }, /* *=============怪物配置列表================ * 基础近战型(lv:1) : SPEED:800 |AP:12 | HP:360 | skills[0].cd=0.65 * 重型坦克型(lv:1) : SPEED:800 |AP:30 | HP:1050 | skills[0].cd=2 * 远程dps(lv:1) : SPEED:800 |AP:45 | HP:240 | skills[0].cd=1.5 * 远程辅助(lv:1) : SPEED:800 |AP:20 | HP:240 | skills[0].cd=1 * 精英 (lv:1) : SPEED:800 |AP:20 | HP:4500 | skills[0].cd=1 */ // 基础怪物 (全部固定点位站桩攻击,HType仅决定是前排还是后排) // 前排怪物 (站在前排,承受更多伤害) — v5: TD节奏CD,多而弱爽感设计 6001: { uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 220, ap: 10, speed: 70, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "基础前排怪" }, 6002: { uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 14, speed: 110, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "进阶前排怪,更快更痛" }, 6003: { uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 850, ap: 20, speed: 50, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "重型坦克怪,高HP慢攻" }, // 后排怪物 (站在后排,输出更高) 6004: { uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 190, ap: 35, speed: 70, skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排高DPS怪" }, 6005: { uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 210, ap: 38, speed: 130, skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "高AP快速攻击刺客" }, // 特殊位怪物 6006: { uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.MeleeBoss, hp: 5000, ap: 20, speed: 60, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排MiniBoss级坦克" }, 6007: { uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 300, ap: 24, speed: 70, skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排法师怪,魔法攻击" }, 6008: { uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 270, ap: 32, speed: 70, skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排高输出法师怪" }, // BOSS怪物 — Boss节奏1.2-1.5s,删除不存在的6206技能 6101: { uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 1900, ap: 30, speed: 120, skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排Boss,高攻速" }, 6102: { uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 7500, ap: 26, speed: 60, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "前排Boss,超高HP" }, 6103: { uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2250, ap: 38, speed: 110, skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排法系Boss,高AP" }, 6104: { uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 6800, ap: 30, speed: 70, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "后排位Boss,均衡型" }, 6105: { uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2600, ap: 42, speed: 110, skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排高AP Boss" }, 6106: { uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 9000, ap: 26, speed: 130, skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排终极Boss,最高HP+高速" }, }; export const HeroList: number[] = [ // atked 类(战士 · 自身强化) 5011, 5012, 5013, 5014, 5015, 5016, // atking 刺客(自身强化) 5021, 5022, 5023, // atking 射手(队友强化) 5031, 5032, 5033, // dead 类(死亡遗产) 5041, 5042, 5043, 5044, 5045, // fstart 类(法师 · 战前增益) 5051, 5052, // 5053, 5054, 5055, 5056, // field 类(法师 · 驻场光环) 5061, // fend + atking 类(辅助 · 治疗 + 波次增益) 5071, // 5072, 5073, 5074, 5075, ]; // ==================== 英雄强度评分公式 ==================== /** 英雄强度公式调参权重(可在编辑器或运行时热调) * 说明: * - W_HP: 每 1 点生命值折算 1 分(生命值不随时间变化) * - W_DPS_PER_SEC: 每 1 点 DPS 持续 1 秒折算 0.5 分 * (默认 60 秒评估窗下,1 DPS ≈ 30 分,与旧版 W_DPS=30 等效) * - WAVE_DURATION / HITS_PER_WAVE: 波次参数,用于估算 atked/fstart/fend/dead 触发次数 * - DEFAULT_EVAL_SECONDS: calcHeroPower 默认使用的评估时间窗 */ export const HERO_POWER_WEIGHTS = { W_HP: 1.0, W_DPS_PER_SEC: 0.5, W_atking: 1.0, W_atked: 0.8, W_fstart: 1.0, W_fend: 1.2, W_dead: 0.6, W_field_alive: 1.0, W_revive: 1.0, W_heal: 0.8, W_shield: 1.0, W_control: 0.5, expectedEnemyDmg: 20, WAVE_DURATION: 30, HITS_PER_WAVE: 10, DEFAULT_EVAL_SECONDS: 60, }; /** * 解析触发技能在目标等级下的有效条目列表。 * 每个 s_uuid 取 ≤lv 的最大档;返回扁平数组供评分/触发器消费。 */ export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] { if (!grouped) return []; const result: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] = []; for (const key in grouped) { const entries = grouped[key]; if (!entries || entries.length === 0) continue; let pick: LvTriggerEntry | undefined; for (const e of entries) { if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e; } if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, overrides: pick.overrides }); } return result; } /** 解析驻场光环在目标等级下的有效 uuid 列表(取 ≤lv 的最大档) */ export function resolveFieldByLv(field: LvFieldEntry[] | undefined, lv: number): number[] { if (!field || field.length === 0) return []; let pick: LvFieldEntry | undefined; for (const e of field) { if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e; } return pick ? pick.uuids : []; } /** 解析复活技能在目标等级下的有效配置(取 ≤lv 的最大档) */ export function resolveReviveByLv(revive: LvReviveEntry[] | undefined, lv: number): { s_uuid: number; r_num: number; upr: number } | undefined { if (!revive || revive.length === 0) return undefined; let pick: LvReviveEntry | undefined; for (const e of revive) { if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e; } return pick ? { s_uuid: pick.s_uuid, r_num: pick.r_num, upr: pick.upr } : undefined; } /** 计算目标等级下额外属性加成(hp_bonus/ap_bonus 按 lv 累加) */ function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } { let hp = 0; let ap = 0; const lv = Math.max(1, targetLv); if (hero.hp_bonus) { for (const e of hero.hp_bonus) { if (e.lv <= lv) hp += e.value; } } if (hero.ap_bonus) { for (const e of hero.ap_bonus) { if (e.lv <= lv) ap += e.value; } } return { hp, ap }; } /** 计算目标等级下的有效 HP/AP(含等级倍率与额外加成) */ function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } { const bonuses = getEvolveBonuses(hero, targetLv); const lv = Math.max(1, targetLv); const multiplier = Math.pow(FightSet.HERO_LV_MULTIPLIER, lv - 1); return { hp: (hero.hp + bonuses.hp) * multiplier, ap: (hero.ap + bonuses.ap) * multiplier, }; } /** 获取英雄普通攻击间隔(取 skills[0] 的 cd) */ function getAttackCd(hero: heroInfo): number { const skillIds = Object.keys(hero.skills); if (skillIds.length === 0) return 1.0; const firstKey = Number(skillIds[0]); const skill = hero.skills[firstKey]; return skill?.cd || 1.0; } /** 计算目标群体范围系数 */ function calcScopeMul(group: TGroup): number { return (group === TGroup.Ally || group === TGroup.Team) ? FightSet.HERO_MAX_NUM : 1; } /** 计算目标时间窗内的普攻次数 */ function getAttackCount(hero: heroInfo, seconds: number): number { return seconds / getAttackCd(hero); } /** 计算目标时间窗内的受击次数 */ function getHitCount(seconds: number): number { const weights = HERO_POWER_WEIGHTS; return (seconds / weights.WAVE_DURATION) * weights.HITS_PER_WAVE; } /** 计算目标时间窗内的波次数 */ function getWaveCount(seconds: number): number { return seconds / HERO_POWER_WEIGHTS.WAVE_DURATION; } /** 计算触发技在目标时间窗内的触发次数 */ function getTriggerCount( type: SkillTriggerType, t_num: number, hero: heroInfo, seconds: number ): number { switch (type) { case SkillTriggerType.Atking: return getAttackCount(hero, seconds) / t_num; case SkillTriggerType.Atked: return getHitCount(seconds) / t_num; case SkillTriggerType.FStart: case SkillTriggerType.FEnd: return getWaveCount(seconds); case SkillTriggerType.Dead: return getWaveCount(seconds) * (1 + (resolveReviveByLv(hero.revive, FightSet.HERO_MAX_LV)?.r_num || 0)); } return 1; } /** 将计时 buff 折算为“在整个时间窗内持续生效”的等效价值 */ function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number, seconds: number, buffValueOverride?: number): number { const weights = HERO_POWER_WEIGHTS; let value = 0; if (buff.modifiers) { for (const mod of buff.modifiers) { const dps = apEff / cd; const modValue = buffValueOverride ?? mod.value; switch (mod.attr) { case Attrs.ap: if (mod.op === ModOp.Flat) { value += (modValue / cd) * weights.W_DPS_PER_SEC * seconds; } else if (mod.op === ModOp.PercentAdd) { value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds; } break; case Attrs.hp: case Attrs.hp_max: value += modValue * weights.W_HP; break; case Attrs.critical: value += (modValue / 100) * dps * 0.5 * weights.W_DPS_PER_SEC * seconds; break; case Attrs.critical_damage: value += (modValue / 100) * dps * 0.05 * weights.W_DPS_PER_SEC * seconds; break; case Attrs.speed: value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds; break; } } } if (buff.tick) { const ticks = Math.max(1, buff.duration / buff.tick.interval); const totalHeal = ticks * (buff.tick.damage_or_heal + (buff.tick.scale_by_ap_pct / 100) * apEff); value += Math.max(0, totalHeal) * weights.W_heal; } return value; } /** 计算 Support 类技能单次触发的效果价值 */ function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number, seconds: number): number { const weights = HERO_POWER_WEIGHTS; const value = config.ap || 0; // 计时 buff:先算整个时间窗的永久等效,再按覆盖率折算 if (config.timed_buff_id) { const buff = BuffList[config.timed_buff_id]; if (buff) { const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, seconds, config.buff_value); const duration = config.buff_duration ?? buff.duration; const uptime = seconds > 0 ? Math.min(duration / seconds, 1) : 0; return permanentEquivalent * uptime; } } switch (config.buff_type) { case Attrs.ap: return (value / cd) * weights.W_DPS_PER_SEC * seconds; case Attrs.hp_max: case Attrs.hp: return value * weights.W_HP; case Attrs.critical: return (value / 100) * (apEff / cd) * 0.5 * weights.W_DPS_PER_SEC * seconds; case Attrs.critical_damage: return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds; case Attrs.stun_chance: case Attrs.freeze_chance: case Attrs.knockback_chance: return value * weights.W_control; case Attrs.speed: return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds; default: return value * weights.W_control; } } /** 计算单条技能配置单次触发的效果价值 */ function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | undefined, hero: heroInfo, targetLv: number, seconds: number): number { const { ap: apEff } = getEffectiveStats(hero, targetLv); const cd = getAttackCd(hero); const config = overrides ? mergeSkillParams(skill, overrides) : skill; const weights = HERO_POWER_WEIGHTS; switch (config.kind) { case SkillKind.Damage: return ((config.ap || 0) / 100) * apEff * weights.W_DPS_PER_SEC; case SkillKind.Heal: return ((config.ap || 0) / 100) * apEff * weights.W_heal; case SkillKind.Shield: return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield; case SkillKind.Support: return calcSupportEffectValue(config, apEff, cd, seconds); default: return 0; } } /** 触发技评估项 */ export interface TriggerSkillEval { type: SkillTriggerType; s_uuid: number; name: string; t_num: number; value: number; } /** 驻场光环评估项 */ export interface FieldSkillEval { uuid: number; name: string; value: number; } /** 英雄强度分数构成 */ export interface HeroPowerBreakdown { hp: number; dps: number; atking: number; atked: number; fstart: number; fend: number; dead: number; field: number; revive: number; } /** 英雄强度详细评估结果 */ export interface HeroPowerDetailed { total: number; breakdown: HeroPowerBreakdown; triggerSkills: TriggerSkillEval[]; fieldSkills: FieldSkillEval[]; normalAttack: { s_uuid: number, name: string, cd: number, dps: number, value: number }; } /** 计算普通触发类技能(atking/atked/fstart/fend/dead)的详细价值 */ function calcTriggerPowerDetailed( triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[], hero: heroInfo, targetLv: number, type: SkillTriggerType, seconds: number ): { total: number, items: TriggerSkillEval[] } { if (!triggerConfigs || triggerConfigs.length === 0) return { total: 0, items: [] }; const weights = HERO_POWER_WEIGHTS; let total = 0; const items: TriggerSkillEval[] = []; for (const trig of triggerConfigs) { const skill = SkillSet[trig.s_uuid]; if (!skill) continue; const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv, seconds); const overrides = trig.overrides || {}; const group = overrides.TGroup ?? skill.TGroup; const scopeMul = calcScopeMul(group); const tNum = trig.t_num || 1; let weight = 1; switch (type) { case SkillTriggerType.Atking: weight = weights.W_atking; break; case SkillTriggerType.Atked: weight = weights.W_atked; break; case SkillTriggerType.FStart: weight = weights.W_fstart; break; case SkillTriggerType.FEnd: weight = weights.W_fend; break; case SkillTriggerType.Dead: weight = weights.W_dead; break; } const triggerCount = getTriggerCount(type, tNum, hero, seconds); const value = effectValue * triggerCount * scopeMul * weight; total += value; items.push({ type, s_uuid: trig.s_uuid, name: skill.name, t_num: tNum, value }); } return { total, items }; } /** 计算驻场光环技能在时间窗内的总价值 */ function calcFieldSkillValue(field: FieldSkillConfig, hpEff: number, apEff: number, cd: number, scopeMul: number, seconds: number): number { const weights = HERO_POWER_WEIGHTS; const dps = apEff / cd; switch (field.type) { case FieldSkillType.HeroAtk: return field.value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroHp: return field.value * hpEff * scopeMul * weights.W_HP; case FieldSkillType.HeroSpeed: return field.value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroCrit: return field.value * dps * scopeMul * 0.5 * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroCritDamage: return field.value * dps * scopeMul * 0.05 * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroStun: case FieldSkillType.HeroWindFury: case FieldSkillType.HeroPuncture: return field.value * scopeMul * weights.W_control * 100; default: return field.value * scopeMul * weights.W_control * 10; } } /** 计算驻场光环的详细价值 */ function calcFieldPowerDetailed(fieldUuids: number[] | undefined, hero: heroInfo, targetLv: number, seconds: number): { total: number, items: FieldSkillEval[] } { if (!fieldUuids || fieldUuids.length === 0) return { total: 0, items: [] }; const weights = HERO_POWER_WEIGHTS; const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv); const cd = getAttackCd(hero); const scopeMul = FightSet.HERO_MAX_NUM; let total = 0; const items: FieldSkillEval[] = []; for (const uuid of fieldUuids) { const field = FieldSkillSet[uuid]; if (!field) continue; const value = calcFieldSkillValue(field, hpEff, apEff, cd, scopeMul, seconds) * weights.W_field_alive; total += value; items.push({ uuid, name: field.name, value }); } return { total, items }; } /** 获取普通攻击信息 */ function getNormalAttackInfo(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): { s_uuid: number, name: string, cd: number, dps: number, value: number } { const weights = HERO_POWER_WEIGHTS; const { ap: apEff } = getEffectiveStats(hero, targetLv); const cd = getAttackCd(hero); const skillIds = Object.keys(hero.skills); const firstKey = skillIds.length > 0 ? Number(skillIds[0]) : 0; const skill = firstKey ? SkillSet[firstKey] : undefined; const dps = apEff / cd; return { s_uuid: firstKey, name: skill?.name ?? '普攻', cd, dps, value: dps * weights.W_DPS_PER_SEC * seconds, }; } /** * 计算英雄强度详细评估(含分数构成与每个技能价值)。 * @param hero 英雄/怪物配置 * @param targetLv 目标等级,默认 1 * @param seconds 评估时间窗(秒),默认 HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS * @returns 详细强度评估结果 */ export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): HeroPowerDetailed { const weights = HERO_POWER_WEIGHTS; const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv); const cd = getAttackCd(hero); const hpValue = hpEff * weights.W_HP; const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds; const normalAttack = getNormalAttackInfo(hero, targetLv, seconds); const atking = hero.atking ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atking, targetLv), hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const atked = hero.atked ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atked, targetLv), hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fstart = hero.fstart ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fstart, targetLv), hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fend = hero.fend ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fend, targetLv), hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fieldUuids = resolveFieldByLv(hero.field, targetLv); const field = fieldUuids.length > 0 ? calcFieldPowerDetailed(fieldUuids, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] }; let reviveValue = 0; const revive = resolveReviveByLv(hero.revive, targetLv); if (revive) { reviveValue = hpEff * revive.upr * revive.r_num * weights.W_revive * getWaveCount(seconds); } const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue; return { total, breakdown: { hp: hpValue, dps: dpsValue, atking: atking.total, atked: atked.total, fstart: fstart.total, fend: fend.total, dead: dead.total, field: field.total, revive: reviveValue, }, triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...fend.items, ...dead.items], fieldSkills: field.items, normalAttack, }; } /** * 计算指定时间窗内的英雄强度评分。 * @param hero 英雄/怪物配置 * @param targetLv 目标等级,默认 1 * @param seconds 评估时间窗(秒) * @returns 无量纲强度分,数值越大越强 */ export function calcHeroPowerOverTime(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): number { return calcHeroPowerDetailed(hero, targetLv, seconds).total; } /** * 计算英雄强度评分(默认时间窗)。 * @param hero 英雄/怪物配置 * @param targetLv 目标等级,默认 1 * @returns 无量纲强度分,数值越大越强 */ export function calcHeroPower(hero: heroInfo, targetLv: number = 1): number { return calcHeroPowerOverTime(hero, targetLv); } /** * 归一化英雄强度评分。 * @param hero 英雄配置 * @param targetLv 目标等级 * @param baseHeroId 基准英雄 uuid * @param baseScore 基准分 * @returns 以基准英雄为 baseScore 的相对分数 */ export function calcHeroPowerNormalized(hero: heroInfo, targetLv: number = 1, baseHeroId: number = 5011, baseScore: number = 100): number { const baseHero = HeroInfo[baseHeroId]; if (!baseHero) return 0; const basePower = calcHeroPower(baseHero, targetLv); if (basePower === 0) return 0; return calcHeroPower(hero, targetLv) / basePower * baseScore; }