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) * 5 档速度:最快 VeryFast 0.75s → 最慢 VerySlow 1.50s */ export enum AtkSpeedLv { VeryFast = 1, Fast = 2, Normal = 3, Slow = 4, VerySlow = 5, } export const AtkSpeedSet = { [AtkSpeedLv.VeryFast]: { name: "极速", cd: 0.75 }, [AtkSpeedLv.Fast]: { name: "快速", cd: 0.90 }, [AtkSpeedLv.Normal]: { name: "中速", cd: 1.05 }, [AtkSpeedLv.Slow]: { name: "慢速", cd: 1.20 }, [AtkSpeedLv.VerySlow]: { name: "极慢", cd: 1.50 }, }; 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; /** 各攻击定位的默认攻击距离(像素):近战100 / 中程300 / 远程450;英雄配置了 dis 时优先取配置值 */ export const HeroDisVal: Record = { [HType.Melee]: 100, [HType.Mid]: 300, [HType.Long]: 450, } 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 } /** * 英雄成长类型(决定每级 hp/ap 标准增量系数)。 * Why: 不同定位英雄的成长曲线差异化,避免"一刀切"导致坦克/刺客同强度。 */ export enum HGrowType { Tank = 0, // 坦克:高 hp 低 ap Warrior = 1, // 战士:均衡 Assassin = 2, // 刺客:低 hp 高 ap Mage = 3, // 法师:中 hp 高 ap Support = 4, // 辅助:中 hp 低 ap Archer = 5, // 射手:中低 hp 高 ap(持续物理输出) } /** 成长类型系数表(每级增量 = 英雄基础属性 × 对应系数) */ export const HERO_GROW_COEF: Record = { [HGrowType.Tank]: { hp: 1.5, ap: 0.6 }, [HGrowType.Warrior]: { hp: 1.0, ap: 1.0 }, [HGrowType.Assassin]: { hp: 0.7, ap: 1.4 }, [HGrowType.Mage]: { hp: 0.9, ap: 1.3 }, [HGrowType.Support]: { hp: 1.1, ap: 0.7 }, [HGrowType.Archer]: { hp: 0.8, ap: 1.3 }, }; /** * 英雄位置类型(职业定位)。 * Why: grow_type 仅驱动数值成长曲线,无法表达"这个英雄在阵容里干什么"; * role 面向 UI 展示与阵容推荐(如 HeroComboSet 的铁三角校验),与成长解耦。 */ export enum HRole { Tank = 0, // 坦克:前排承伤,受击发动机 Warrior = 1, // 战士:前排输出/献祭位 Assassin = 2, // 刺客:近战爆发主C Archer = 3, // 射手:远程物理主C Mage = 4, // 法师:远程先手增益 Support = 5, // 辅助:光环/治疗 } export const HRoleName: Record = { [HRole.Tank]: "坦克", [HRole.Warrior]: "战士", [HRole.Assassin]: "刺客", [HRole.Archer]: "射手", [HRole.Mage]: "法师", [HRole.Support]: "辅助", }; /** * 职业基础属性模板(仅英雄使用,怪物无 role 直接手写 hp/ap/def)。 * 英雄配置处的 hp/ap/def = 本模板值 + 该卡手动增量,模板保证同职业基准一致、增量表达个体差异。 * Why: 局外升级机制将在加载时(Hero.ts / Mon.ts)统一重算属性,配置表只承担"基准+增量"的静态表达。 */ export const HERO_ROLE_BASE: Record = { [HRole.Tank]: { hp: 300, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤 [HRole.Warrior]: { hp: 280, ap: 22, def: 30 }, // 战士:均衡 [HRole.Assassin]: { hp: 280, ap: 22, def: 10 }, // 刺客:低防,近战爆发 [HRole.Archer]: { hp: 140, ap: 32, def: 10 }, // 射手:低防,远程物理主C [HRole.Mage]: { hp: 140, ap: 32, def: 10 }, // 法师:低防,远程增益 [HRole.Support]: { hp: 140, ap: 32, def: 15 }, // 辅助:低防,光环/治疗 }; /** * 计算英雄在目标等级下的累计属性成长增量(线性:每级加一份"基础属性×系数")。 * 公式:累计 = 基础属性 × 类型系数 × (lv - 1)。 * Why: 以英雄自身基础值为基数,自动适配低/高费卡的成长占比,避免全局固定值失衡; * 线性曲线在无限升级下不会指数爆炸,强度平滑可控。 * @param hero 英雄配置(取 hp/ap 基础值与 grow_type) * @param targetLv 目标等级(≥1) * @returns 累计 hp/ap 增量(已取整) */ export function calcGrowBonus(hero: Pick, targetLv: number): { hp: number; ap: number } { const coef = HERO_GROW_COEF[hero.grow_type ?? HGrowType.Warrior]; const steps = Math.max(0, Math.floor(targetLv) - 1); return { hp: Math.floor(hero.hp * coef.hp * steps), ap: Math.floor(hero.ap * coef.ap * steps), }; } /** * 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 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]: "死亡后", [SkillTriggerType.FStart]: "回合开始", [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.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 }, // 驻场光环(field):英雄语境专属命名,名字直接带"光环"便于玩家理解 [SkillTriggerType.Field]: { 7002: "攻击光环", // 英雄攻击力提升 7003: "击晕光环", // 英雄击晕概率提升 7004: "暴击光环", // 英雄暴击率提升 7005: "暴伤光环", // 英雄暴击伤害提升 7006: "攻速光环", // 英雄攻击速度提升 7007: "生命光环", // 英雄最大生命提升 7008: "风怒光环", // 英雄风怒概率提升 7009: "穿刺光环", // 英雄穿刺概率提升 }, } /** * 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 { const group = TriggerSkillNameSet[type]; if (group) { const direct = group[s_uuid]; if (direct) return direct; } // 驻场光环 uuid 存于 FieldSkillSet,触发技能存于 SkillSet,分别兜底 if (type === SkillTriggerType.Field) { return FieldSkillSet[s_uuid]?.name ?? ""; } return 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) grow_type?: HGrowType; // 成长类型(决定每级 hp/ap 标准增量,默认 Warrior) role?: HRole; // 位置类型/职业定位(英雄专用,怪物用 monType 表达) monType?: MonType; // 怪物专属类型 hp: number; // 生命值上限(英雄 = HERO_ROLE_BASE[role].hp + 手动增量) ap: number; // 攻击力(英雄 = HERO_ROLE_BASE[role].ap + 手动增量) def: number; // 防御(英雄 = HERO_ROLE_BASE[role].def + 手动增量;怪物手写,减伤走除法递减模型) [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.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(全等级生效,作为底) lv_entries?: LvSkillEntry[]; // 按英雄等级分档(按 lv 升序,运行时取 ≤英雄等级 的最大档) } /** * 普攻技能分档配置:达到 lv 级英雄时此档 overrides 生效(与基础 overrides 浅合并,档位优先)。 * s_lv 标注此档对应的技能等级(SkillLv 枚举),便于面板显示"技能Lv.x"。 */ export interface LvSkillEntry { lv: number; // 达到该英雄等级时此档生效 s_lv?: SkillLv; // 此档对应的技能等级(标注用) overrides: SkillOverrides; // 此档注入的效果 } /** * 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; /** * 驻场光环词条:uuid 指向 FieldSkillSet 底座(类型/图标/名称元数据), * value 为该词条实际生效数值(由配置处按档位指定,不再随 uuid 分档)。 */ export interface FieldEntry { uuid: number; value: number; } /** * 驻场光环按等级解锁:运行时取 ≤英雄等级 的最大 lv 档的词条列表。 */ export interface LvFieldEntry { lv: number; uuids: FieldEntry[]; } /** * 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================ * 几何王国复刻版 — 依据 英雄设计指引.md(A/B 级复刻英雄)配置 * * 规则:lv2 解锁触发技能(atking/atked/fstart),lv3/5/7 大招走 lv_entries 分档成长, * lv9 card_lv 4/5 配 field 光环,card_lv 3 配 ap_bonus/hp_bonus 基础属性+50% * 编号:本批复刻英雄集中于 5001~5009,card_lv 按配置(不遵循段位规则) */ // @hero-setup:region-begin export const HeroInfo: Record = { // ========== 几何王国复刻英雄(5001~5009,依据 英雄设计指引.md) ========== // 5001 紫电魔女 — atking 击晕 + 大招 6111 群体闪电(击退/击晕)+ 攻击光环(深渊女王复刻) 5001: { uuid: 5001, name: "紫电魔女", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 5, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def, skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } }, // 大招:群体闪电,独立 cd,按英雄等级分档成长 6111: { uuid: 6111, lv: 1, cd: 8, ccd: 0, overrides: { ap: 250, bck: 30 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 250, bck: 60 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 300, bck: 90, timed_buff_id: 7005 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7004 } }, ], }, }, atking: { 6013: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { timed_buff_id: 7004 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7002, value: 0.15 }] }, ], infos: [ "解锁闪电术:造成攻击力100%的伤害", "解锁群体闪电:对敌人造成攻击力250%的伤害并击退30", "电击精通:普攻每3次附加击晕(≈33%概率)", "群体闪电强化:击退提升至60", "雷暴领域:群体闪电附带中毒,伤害300%且击退90", "—", "雷霆万钧:群体闪电伤害400%且命中附加击晕", "—", "魔女威压:全队攻击光环+15%", ], info: "", }, // 5002 刀刀暴击 — atking 暴击 + 大招 6103 光闪(出血/多段)+ 暴击/暴伤双光环(剑圣复刻) 5002: { uuid: 5002, name: "刀刀暴击", path: "hk2", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 15, def: HERO_ROLE_BASE[HRole.Warrior].def, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招:光闪,独立 cd,按英雄等级分档成长 6103: { uuid: 6103, lv: 1, cd: 8, ccd: 0, overrides: { ap: 150 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7007 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, hit_count: 8, num: 1 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 360, bck: 50 } }, ], }, }, atking: { 6004: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { crt: 30 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7004, value: 0.12 }, { uuid: 7005, value: 0.2 }] }, ], infos: [ "解锁攻击:造成攻击力100%的伤害", "解锁光闪:对周围敌人造成攻击力150%的伤害", "致命节奏:普攻每3次暴击强化(暴击+30)", "刃之血:光闪附加出血", "分身斩:光闪伤害180%,8命中并双发", "—", "剑刃风暴:光闪伤害360%并击退全体敌人50", "—", "剑圣之意:全队暴击光环+12%、暴伤光环+20%", ], info: "", }, // 5003 格挡反杀 — fstart 剑气 + atked 护盾 + 大招 6106 闪电斩(减攻)(剑豪复刻) 5003: { uuid: 5003, name: "格挡反杀", path: "hk4", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 10, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 5, def: HERO_ROLE_BASE[HRole.Warrior].def + 5, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招:闪电斩,独立 cd,按英雄等级分档成长 6106: { uuid: 6106, lv: 1, cd: 8, ccd: 0, overrides: { ap: 150 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7006 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, timed_buff_id: 7006, buff_value: -15 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, hit_count: 6, bck: 40 } }, ], }, }, atked: { 6301: [ { lv: 5, s_lv: SkillLv.Lv1, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 2 } }, ], }, fstart: { 6101: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 1, overrides: { ap: 500 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7018, value: 1 }] }, ], infos: [ "解锁攻击:造成攻击力100%的伤害", "解锁闪电斩:对周围敌人造成攻击力150%的伤害", "三十六烦恼凤:入场释放高伤剑气(攻击力500%)", "闪电斩强化:命中降低敌方攻击", "罗生门:受击每4次获得2层护盾,闪电斩伤害180%且减攻强化", "—", "炼狱鬼斩:闪电斩伤害200%,6命中并击退40", "—", "攻击强化:攻击触发技能次数+1", ], info: "", }, // 5004 冻住不谢 — atking 冰冻 + 大招 6107 万剑朝宗(冰冻链)+ 击晕光环(巫妖王复刻) 5004: { uuid: 5004, name: "冻住不谢", path: "hm2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap + 5, def: HERO_ROLE_BASE[HRole.Mage].def + 5, skills: { 6009: { uuid: 6009, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招:万剑朝宗,独立 cd,按英雄等级分档成长 6107: { uuid: 6107, lv: 1, cd: 8, ccd: 0, overrides: { ap: 150 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, frz: 15 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, frz: 30, hit_count: 8 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, timed_buff_id: 7003 } }, ], }, }, atking: { 6009: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { timed_buff_id: 7003 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7003, value: 0.1 }] }, ], infos: [ "解锁蓝魔球:造成攻击力100%的伤害", "解锁万剑朝宗:6段冰剑伤害150%", "霜寒之触:普攻每3次附加冰冻(≈33%概率)", "霜冻连锁:万剑朝宗15%概率冰冻", "连环霜冻:万剑朝宗冰冻30%,8命中且伤害180%", "—", "绝对零度:万剑朝宗伤害200%且命中必冰冻", "—", "冰霜领域:全队击晕光环+10%", ], info: "", }, // 5005 叠甲骑士 — 护盾大招 + fstart 防御 + dead 治疗 + revive 回光返照(黑暗骑士复刻) 5005: { uuid: 5005, name: "叠甲骑士", path: "hk1", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 20, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def + 10, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招位辅助技能:护盾,按英雄等级分档成长(护盾层数) 6301: { uuid: 6301, lv: 1, cd: 8, ccd: 0, overrides: { TGroup: TGroup.Self, ap: 3 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { TGroup: TGroup.Self, ap: 5 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { TGroup: TGroup.Self, ap: 6 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { TGroup: TGroup.Self, ap: 8 } }, ], }, }, atked: { 6004: [ { lv: 5, s_lv: SkillLv.Lv1, t_num: 4, overrides: { timed_buff_id: 7006 } }, ], }, fstart: { 6412: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 50 } }, ], }, dead: { 6302: [ { lv: 7, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Ally, ap: 200 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7007, value: 0.15 }, { uuid: 7019, value: 1 }] }, ], // 回光返照:濒死回血(6501.ap=50 即恢复50%生命,upr 为每级追加次数,非血量百分比) revive: [ { lv: 7, s_uuid: 6501, r_num: 1, upr: 0 }, ], infos: [ "解锁攻击与护盾:自身获得3层抵挡护盾", "铁壁壁垒:入场全队防御+50", "护盾强化:护盾层数提升至5", "—", "反击减攻:受击每4次附加减攻,护盾层数6", "—", "死亡缠绕+回光返照:死亡治疗最低血友军,濒死回血续命;护盾层数8", "—", "不朽甲胄:全队生命光环+15%、受击触发次数+1", ], info: "", }, // 5006 光明奶爸 — 治疗大招 + atking 自疗 + fstart 防御 + 生命光环(光明骑士复刻) 5006: { uuid: 5006, name: "光明奶爸", path: "hh1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp + 15, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def + 10, skills: { 6012: { uuid: 6012, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0 }, // 大招:治疗,独立 cd,按英雄等级分档成长 6302: { uuid: 6302, lv: 1, cd: 8, ccd: 0, overrides: { TGroup: TGroup.Team, ap: 300 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { TGroup: TGroup.Team, ap: 400 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { TGroup: TGroup.Team, ap: 450 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { TGroup: TGroup.Team, ap: 450, timed_buff_id: 7010 } }, ], }, }, atking: { 6302: [ { lv: 5, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 100 } }, ], }, fstart: { 6412: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 30 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7007, value: 0.15 }] }, ], infos: [ "解锁红药瓶:造成攻击力100%的伤害", "解锁治疗:恢复全队生命(攻击力300%)", "圣光庇佑:入场全队防御+30", "治疗强化:治疗量提升至400%", "圣洁之锤:攻击每3次自疗(攻击力100%),治疗量450%", "—", "生命灌注:治疗附带再生(持续回血)", "—", "光明领域:全队生命光环+15%", ], info: "", }, // 5007 微醺战神 — atking 击退 + 大招 6104 气斩(易伤),lv9 属性补偿(酒仙复刻) 5007: { uuid: 5007, name: "微醺战神", path: "hk3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 15, ap: HERO_ROLE_BASE[HRole.Tank].ap + 5, def: HERO_ROLE_BASE[HRole.Tank].def + 10, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招:气斩,独立 cd,按英雄等级分档成长 6104: { uuid: 6104, lv: 1, cd: 8, ccd: 0, overrides: { ap: 150 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7002 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, bck: 60, timed_buff_id: 7002, buff_value: 20 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 220, bck: 80 } }, ], }, }, atking: { 6004: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { bck: 40 } }, ], }, // card_lv 3:lv9 无光环,改为基础属性+50% ap_bonus: [{ lv: 9, value: 0.5 }], hp_bonus: [{ lv: 9, value: 0.5 }], infos: [ "解锁攻击:造成攻击力100%的伤害", "解锁气斩:对周围敌人造成攻击力150%的伤害", "雷霆一击:普攻每3次附加击退40", "醉拳浸染:气斩附加易伤", "酒劲上头:气斩伤害180%,击退60且易伤强化", "—", "醉里乾坤:气斩伤害220%,击退80", "—", "千杯不醉:基础攻击与生命+50%", ], info: "", }, // 5008 眩晕暴击哥 — atking 暴击 + 大招 6108 开山斧(击晕)+ 暴伤光环(齐天大圣复刻) 5008: { uuid: 5008, name: "眩晕暴击哥", path: "hk5", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招:开山斧,独立 cd,按英雄等级分档成长 6108: { uuid: 6108, lv: 1, cd: 8, ccd: 0, overrides: { ap: 300 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 300, stun: 20 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 350, stun: 35, hit_count: 8 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7004 } }, ], }, }, atking: { 6004: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { crt: 25 } }, ], }, field: [ { lv: 9, uuids: [{ uuid: 7005, value: 0.25 }] }, ], infos: [ "解锁攻击:造成攻击力100%的伤害", "解锁开山斧:劈向前方敌人造成攻击力300%的伤害", "火眼金睛:普攻每3次暴击强化(暴击+25)", "金箍棒影:开山斧20%概率击晕", "大圣之怒:开山斧击晕35%,8命中且伤害350%", "—", "定海神针:开山斧伤害400%且命中必击晕", "—", "斗战胜意:全队暴伤光环+25%", ], info: "", }, // 5009 铁壳斧弟 — atked 叠防 + atking 自疗 + 大招 6104 气斩,lv9 属性补偿(斧小王复刻) 5009: { uuid: 5009, name: "铁壳斧弟", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 10, ap: HERO_ROLE_BASE[HRole.Tank].ap + 5, def: HERO_ROLE_BASE[HRole.Tank].def + 15, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 }, // 大招:气斩,独立 cd,按英雄等级分档成长 6104: { uuid: 6104, lv: 1, cd: 8, ccd: 0, overrides: { ap: 150 }, lv_entries: [ { lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 180 } }, { lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 200 } }, { lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 220, bck: 40 } }, ], }, }, atking: { 6302: [ { lv: 5, s_lv: SkillLv.Lv1, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 120 } }, ], }, atked: { // 坚硬皮肤:借 6513 防御爆发底座注入 7023 防御强化(+50%,可无限叠层) 6513: [ { lv: 2, s_lv: SkillLv.Lv1, t_num: 2, overrides: { TGroup: TGroup.Self, timed_buff_id: 7023, buff_duration: 10 } }, ], }, // card_lv 3:lv9 无光环,改为基础属性+50% ap_bonus: [{ lv: 9, value: 0.5 }], hp_bonus: [{ lv: 9, value: 0.5 }], infos: [ "解锁攻击:造成攻击力100%的伤害", "解锁气斩:对周围敌人造成攻击力150%的伤害", "坚硬皮肤:受击每2次叠加防御强化(持续10秒,可叠层)", "气斩强化:伤害180%", "嗜血战斧:攻击每4次自疗(攻击力120%),气斩伤害200%", "—", "奋力一掷:气斩伤害220%并击退40", "—", "铁壳觉醒:基础攻击与生命+50%", ], info: "", }, /* *=============怪物配置列表================ * 性能基准:1 级怪物与 1 级英雄单体性能持平 —— * 近战怪基准 hp300/ap22/cd1.20,远程怪基准 hp160/ap28/cd1.20, * 重型/Boss 以更高 hp 换取更低 DPS,承担"墙"与"压场"定位。 * 运行时最终属性 = 本表基础值 × RogueConfig.MON_HP_MUL / MON_AP_MUL * (Boss 额外 × BOSS_HP_BONUS_MUL),校准目标:整场战斗双方对砍 ≈ 30s。 */ // 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 — 近战镜像 1 级英雄基准(hp300/ap22/cd1.20),变体微分定位 6001: { uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 22, def: 20, speed: 70, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "基础前排怪, 与1级近战英雄持平" }, 6002: { uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 340, ap: 26, def: 25, speed: 110, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].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: 800, ap: 14, def: 60, speed: 50, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0 } }, info: "重型坦克怪, 高HP低攻承伤位" }, // 后排怪物 — 远程镜像 1 级法师基准(hp160/ap28/cd1.20),变体微分定位 6004: { uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 160, ap: 28, def: 8, speed: 70, skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排输出怪, 与1级远程英雄持平" }, 6005: { uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 130, ap: 26, def: 5, speed: 130, skills: { 6102: { uuid: 6102, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0 } }, info: "高攻速低HP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: 900, ap: 20, def: 40, speed: 60, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].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: 240, ap: 18, def: 10, speed: 70, skills: { 6102: { uuid: 6102, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排辅助法师怪" }, 6008: { uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 220, ap: 24, def: 10, speed: 70, skills: { 6014: { uuid: 6014, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排召唤系法师怪" }, // BOSS怪物 — 本表 hp/ap 仅作外观/技能档位参考,运行时面板由 RogueConfig 的 // BOSS_BASE_HP / BOSS_BASE_AP(初始英雄 2 倍强度)统一决定,不读取本表数值 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: 1200, ap: 24, def: 45, speed: 120, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "前排Boss, 攻速型" }, 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: 1500, ap: 18, def: 55, speed: 60, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].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: 1000, ap: 28, def: 25, speed: 110, skills: { 6102: { uuid: 6102, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排法系Boss" }, 6104: { uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1100, ap: 24, def: 25, speed: 70, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].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: 1000, ap: 30, def: 20, speed: 110, skills: { 6014: { uuid: 6014, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 80, timed_buff_id: 7002 } } }, 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: 1800, ap: 20, def: 60, speed: 130, skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速" }, }; export const HeroList: number[] = [ // 几何王国复刻英雄(5001~5009) 5001, 5002, 5003, 5004, 5005, 5006, 5007, 5008, 5009, ]; // @hero-setup:region-end // ==================== 英雄推荐阵容配置 ==================== /** * 推荐阵容条目。 * Why: 场上最多 3 个英雄(FightSet.HERO_MAX_NUM),围绕"发动机 → 增益 → 主C"铁三角结构 * 预置官方配合组合,供抽卡引导、阵容推荐 UI 与 AI 自动布阵消费。 */ export interface HeroComboInfo { uuid: number; // 阵容唯一标识(8000 段) name: string; // 阵容名称(体现流派) heroes: number[]; // 英雄 uuid 列表,固定 3 个;索引 0=前排,其余按站位从近到远 desc: string; // 配合思路说明(信息面板展示) low_heroes?: number[]; // 低配替代阵容(card_lv 1~2,供新手期引导) } /** * 推荐阵容表(几何王国复刻版 5001~5009)。 * 设计原则: * 1. 铁三角结构:1 前排(坦克)+ 1 增益(光环/先手)+ 1 主C * 2. 乘区分散:攻击/暴击/暴伤各占独立乘区,组合优先覆盖不同乘区避免稀释 * 3. 发动机冗余:前排挨打/死亡触发增益,叠甲骑士(5005)回光返照负责续命重复点火 */ export const HeroComboSet: Record = { // 8001 暴击爆发流 — 暴击率与暴伤双乘区互不稀释,成型最强 8001: { uuid: 8001, name: "暴击爆发流", heroes: [5005, 5008, 5002], desc: "叠甲骑士前排抗伤叠甲续命,刀刀暴击的暴击光环与眩晕暴击哥的暴伤光环组成双乘区,双近战暴击爆发收割。", }, // 8002 冰雷控制流 — 冰冻+击晕双控场,敌人出不了手 8002: { uuid: 8002, name: "冰雷控制流", heroes: [5007, 5004, 5001], desc: "微醺战神前排击退压场,冻住不谢冰冻链配合紫电魔女群体闪电击退击晕,击晕光环叠加,全场控制。", }, // 8003 铁桶续航流 — 双防御前排+双治疗保血,最稳 8003: { uuid: 8003, name: "铁桶续航流", heroes: [5005, 5009, 5006], desc: "叠甲骑士与铁壳斧弟双前排叠甲叠防,光明奶爸治疗+生命光环抬全队血线,专打持久消耗战。", }, // 8004 先手爆发流 — 入场剑气先手+群体闪电跟进,短回合最强 8004: { uuid: 8004, name: "先手爆发流", heroes: [5003, 5001, 5008], desc: "格挡反杀入场500%剑气先手压血线,紫电魔女群体闪电击退跟进,眩晕暴击哥开山斧收割残局。", }, // 8005 破甲推进流 — 易伤放大全队伤害,克制高血Boss 8005: { uuid: 8005, name: "破甲推进流", heroes: [5007, 5006, 5002], desc: "微醺战神气斩易伤放大全队伤害,光明奶爸治疗保前排,刀刀暴击吃满易伤与自身暴击完成推进。", }, // 8006 光环覆盖流 — 攻击/暴击/暴伤/生命光环全覆盖 8006: { uuid: 8006, name: "光环覆盖流", heroes: [5002, 5006, 5001], desc: "刀刀暴击暴击+暴伤双光环、紫电魔女攻击光环、光明奶爸生命光环,四光环全覆盖持续放大全队输出。", }, }; /** 推荐阵容 id 列表(按品质/成型难度排序,供 UI 顺序展示) */ export const HeroComboList: number[] = [8001, 8002, 8003, 8004, 8005, 8006]; // ==================== 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: 回合参数,用于估算 atked/fstart/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_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; } /** * 解析普攻技能在目标英雄等级下的有效 overrides。 * 取 lv_entries 中 ≤hero_lv 的最大档,与基础 overrides 浅合并(档位字段优先)。 * Why: 普攻技能与触发技能对齐"英雄等级驱动成长"语义,且下游读取 skills[uuid].overrides 无需感知分档。 */ export function resolveSkillOverrides(skill: HSkillInfo, hero_lv: number): SkillOverrides | undefined { if (!skill.lv_entries || skill.lv_entries.length === 0) return skill.overrides; let pick: LvSkillEntry | undefined; for (const e of skill.lv_entries) { if (e.lv <= hero_lv && (!pick || e.lv > pick.lv)) pick = e; } if (!pick) return skill.overrides; return { ...skill.overrides, ...pick.overrides }; } /** 解析驻场光环在目标等级下的有效词条列表(取 ≤lv 的最大档) */ export function resolveFieldByLv(field: LvFieldEntry[] | undefined, lv: number): FieldEntry[] { 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 一次性奖励 + 成长类型每级递增) */ function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } { const lv = Math.max(1, targetLv); // 成长类型线性增量(仅英雄生效,怪物无 grow_type 时走 Warrior 基准但不影响平衡,因怪物通常不填) const grow = hero.fac === FacSet.HERO ? calcGrowBonus(hero, lv) : { hp: 0, ap: 0 }; let hp = grow.hp; let ap = grow.ap; 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(固定基础值 + 成长递增与一次性加成) */ function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } { const bonuses = getEvolveBonuses(hero, targetLv); return { hp: hero.hp + bonuses.hp, ap: hero.ap + bonuses.ap, }; } /** 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回合数 */ 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: 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, hpEff: number, 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: // 永久 buff 已改为百分比口径:value 是百分比,需先换算为基础 ap 的绝对增量 return ((value / 100) * apEff / cd) * weights.W_DPS_PER_SEC * seconds; case Attrs.hp_max: case Attrs.hp: // 永久 buff 已改为百分比口径:value 是百分比,需先换算为基础 hp 的绝对增量 return (value / 100) * hpEff * 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: return value * weights.W_control; case Attrs.knockback_chance: // 击退强化已改为击退距离增量,按距离价值折算 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 { hp: hpEff, 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: // 护盾为数值减免型:1 点护盾 ≈ 1 点预期伤害减免 return (config.ap || 0) * weights.W_shield; case SkillKind.Support: return calcSupportEffectValue(config, hpEff, 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; 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/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.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(value 由词条携带,fs 提供类型元数据) */ function calcFieldSkillValue(fs: FieldSkillConfig, value: number, hpEff: number, apEff: number, cd: number, scopeMul: number, seconds: number): number { const weights = HERO_POWER_WEIGHTS; const dps = apEff / cd; switch (fs.type) { case FieldSkillType.HeroAtk: return value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroHp: return value * hpEff * scopeMul * weights.W_HP; case FieldSkillType.HeroSpeed: return value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroCrit: return value * dps * scopeMul * 0.5 * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroCritDamage: return value * dps * scopeMul * 0.05 * weights.W_DPS_PER_SEC * seconds; case FieldSkillType.HeroStun: case FieldSkillType.HeroWindFury: case FieldSkillType.HeroPuncture: case FieldSkillType.HeroPunctureDmg: return value * scopeMul * weights.W_control * 100; default: return value * scopeMul * weights.W_control * 10; } } /** 计算驻场光环的详细价值 */ function calcFieldPowerDetailed(entries: FieldEntry[] | undefined, hero: heroInfo, targetLv: number, seconds: number): { total: number, items: FieldSkillEval[] } { if (!entries || entries.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 entry of entries) { const fs = FieldSkillSet[entry.uuid]; if (!fs) continue; const value = calcFieldSkillValue(fs, entry.value, hpEff, apEff, cd, scopeMul, seconds) * weights.W_field_alive; total += value; items.push({ uuid: entry.uuid, name: fs.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 dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] }; const fieldEntries = resolveFieldByLv(hero.field, targetLv); const field = fieldEntries.length > 0 ? calcFieldPowerDetailed(fieldEntries, 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 + dead.total + field.total + reviveValue; return { total, breakdown: { hp: hpValue, dps: dpsValue, atking: atking.total, atked: atked.total, fstart: fstart.total, dead: dead.total, field: field.total, revive: reviveValue, }, triggerSkills: [...atking.items, ...atked.items, ...fstart.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 = 5001, 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; }