import * as exp from "constants" import { HeroInfo, HeroList, HType } from "./heroSet" import { FightSet } 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 } /** 卡池等级定义 */ 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 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 } export const CardsUpSet: Record = { 1: 50, 2: 100, 3: 150, 4: 200, 5: 250, } /**初始coin数 */ export const CardInitCoins = 4 /** 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.LV5 /** 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[] = []; // 动态生成英雄卡池 HeroList.forEach(uuid => { const hero = HeroInfo[uuid]; if (!hero) return; const basePoolLv = hero.pool_lv || 1; const baseHeroLv = hero.lv || 1; const baseCost = FightSet.BASE_COST; const baseWeight = 25; // 生成从 basePoolLv 到 CARD_POOL_MAX_LEVEL 的卡牌 for (let pLv = basePoolLv; pLv <= CARD_POOL_MAX_LEVEL; pLv++) { const offset = pLv - basePoolLv; const targetHeroLv = baseHeroLv + offset; // 【修改开始】永远只刷 lv1 等级的英雄卡牌,不再出现某英雄的 lv2 等级卡牌 // 设置为 true 则开启该限制。保留原有代码逻辑以便后续有变直接引用。 const ONLY_SPAWN_LV1_HERO = true; if (ONLY_SPAWN_LV1_HERO && targetHeroLv > 1) { break; } // 【修改结束】 // 英雄的最高等级 是MERGE_MAX-1 if (targetHeroLv > FightSet.MERGE_MAX - 1) { break; } // cost = baseCost * 3^(lv-1): Lv1=5, Lv2=15, Lv3=45 let cost = baseCost; if (targetHeroLv > 1) { cost = baseCost * Math.pow(FightSet.MERGE_NEED, targetHeroLv - 1); } CardPoolList.push({ uuid: hero.uuid, type: CardType.Hero, cost: cost, weight: baseWeight, pool_lv: pLv as CardLV, kind: CKind.Hero, hero_lv: targetHeroLv, base_pool_lv: basePoolLv }); } }); // 添加非英雄卡牌 (技能、功能卡) const waveToPoolLv: Record = { 1: 1, 5: 2, 10: 3, 15: 4, 20: 5 }; const SkillCardData: any[] = [ // === 1波技能 === { uuid: 8301, skill: 6301, wave: 1, name: "护盾", info: "为伙伴/自己添加护盾,可抵挡3次伤害", is_inst: true, keep_waves: 15 }, { uuid: 8302, skill: 6302, wave: 1, name: "治疗", info: "治疗伙伴/自己", is_inst: true, keep_waves: 15 }, { uuid: 8705, skill: 0, wave: 1, name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7005] }, { uuid: 8706, skill: 0, wave: 1, name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7006] }, { uuid: 8707, skill: 0, wave: 1, name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7007] }, // === 5波技能 === { uuid: 8303, skill: 6303, wave: 5, name: "获取金币", info: "增加一定数量的金币", is_inst: true, keep_waves: 15 }, { uuid: 8401, skill: 6401, wave: 5, name: "攻击强化", info: "全体友方攻击力提升5点,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8402, skill: 6402, wave: 5, name: "生命强化", info: "全体友方最大生命值提升20点,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8403, skill: 6403, wave: 5, name: "暴击强化", info: "全体友方暴击率提升10%,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8404, skill: 6404, wave: 5, name: "暴伤强化", info: "全体友方暴击伤害提升20%,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8405, skill: 6405, wave: 5, name: "击晕强化", info: "全体友方击晕概率提升10%,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8408, skill: 6408, wave: 5, name: "穿刺强化", info: "全体友方穿透概率提升20%,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8409, skill: 6409, wave: 5, name: "风怒强化", info: "全体友方风怒次数提升1次,持续1次", is_inst: true, keep_waves: 15 }, { uuid: 8501, skill: 6501, wave: 5, name: "复活", info: "ap 代表复活的生命值百分比", is_inst: true, keep_waves: 15 }, // === 10波技能 === { uuid: 8708, skill: 0, wave: 10, name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7008] }, { uuid: 8709, skill: 0, wave: 10, name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7009] }, { uuid: 8710, skill: 0, wave: 10, name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7010] }, { uuid: 8711, skill: 0, wave: 10, name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7011] }, { uuid: 8712, skill: 0, wave: 10, name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7012] }, { uuid: 8713, skill: 0, wave: 10, name: "购买优惠", info: "购买卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7013] }, { uuid: 8714, skill: 0, wave: 10, name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7014] }, { uuid: 8716, skill: 0, wave: 10, name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7016] }, { uuid: 8717, skill: 0, wave: 10, name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7017] }, { uuid: 8718, skill: 0, wave: 10, name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7018] }, // === 15波技能 === { uuid: 8701, skill: 0, wave: 15, name: "召唤强化", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7001] }, { uuid: 8702, skill: 0, wave: 15, name: "死亡强化", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7002] }, { uuid: 8703, skill: 0, wave: 15, name: "开场强化", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7003] }, { uuid: 8704, skill: 0, wave: 15, name: "结束强化", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7004] }, // === 20波技能 === { uuid: 8201, skill: 6201, wave: 20, name: "雷墙", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, { uuid: 8202, skill: 6202, wave: 20, name: "火墙", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, { uuid: 8203, skill: 6203, wave: 20, name: "飓风", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, { uuid: 8204, skill: 6204, wave: 20, name: "水墙", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, { uuid: 8205, skill: 6205, wave: 20, name: "风墙", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, { uuid: 8206, skill: 6206, wave: 20, name: "陨石术", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1 }, ]; SkillCardData.forEach(data => { CardPoolList.push({ uuid: data.uuid, skill: data.skill || undefined, type: CardType.Skill, cost: 0, weight: 10, pool_lv: waveToPoolLv[data.wave] as CardLV, wave: data.wave, kind: CKind.Skill, card_lv: 1, name: data.name, info: data.info, 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 }); }); 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: 10, 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: 28, 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: 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.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 wave?: 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)) } // 如果强制筛选后池子为空(比如开启了 ONLY_SPAWN_LV1_HERO 导致没有高等级英雄卡), // 且需要抽取英雄,则兜底降级回 pool_lv 为 1 的卡池,保证系统不会卡死 if (pool.length === 0) { pool = CardPoolList.filter(card => card.pool_lv === 1); 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) { // 只有 wave 值严格等于当前 wave 的技能卡才会留在池中 return card.wave === options.wave; } return true; }) } const picked = pickCards(pool, count) return picked }