1. 将技能描述拆分为纯文本/富文本双输出接口,数值部分使用金色高亮 2. 新增技能描述缓存,避免重复解析排版降低性能 3. 重构技能文案生成逻辑,统一结构化行处理流程,保证纯/富文本内容一致 4. 修复目标描述文本中的措辞问题
289 lines
12 KiB
TypeScript
289 lines
12 KiB
TypeScript
/**
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* @file HeroSkillDesc.ts
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* @description 英雄技能/能力描述的【唯一文字表达标准层】
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*
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* 设计目标:
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* heroSet / SkillSet 中的 info / infos 仅作"基础备注",不再承担面板展示。
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* 所有功能性描述(触发技能、驻场光环、复活、等级额外属性加成)统一由本模块
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* 依据结构化配置动态拼出,数值永远来自 mergeSkillParams 合并后的实时配置,
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* 杜绝"改数值忘改文案"的漂移。
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*
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* 输出(双格式,供 UI 按需取用):
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* - buildSkillDesc(source) → 纯文本(Label 用),数值无颜色
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* - buildSkillDescRich(source) → 富文本(RichText 用,BBCode),数值用 <color> 高亮
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* 两者共用同一套结构化行构建逻辑,仅渲染阶段区分,保证纯/富文本内容严格一致。
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*
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* 通用性(纯配置驱动):
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* 1. 触发框架:按触发类型遍历(SkillSet + overrides,不动)
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* 2. 效果文案:查 SkillDescSet 结构化模板渲染
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* 3. 目标/属性名:由本模块统一语义化(target/hit_count、ATTR_NAME)
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*
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* 数据源(入参抽象 ISkillDescSource):
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* heroInfo(静态 1 级配置)与 HeroAttrsComp(运行时应用 evolve 后的当前等级配置)
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* 字段结构一致,天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
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*
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* 依赖:
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* - heroSet :SkillTriggerDesc、SkillTriggerType、HeroEvolve
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* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
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* - SkillDescSet:结构化描述模板
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* - FieldSkillSet(驻场技能)、BuffList(计时 buff 默认值兜底)、Attrs(属性枚举)
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*/
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import { HeroEvolve, SkillTriggerDesc, SkillTriggerType } from "./heroSet";
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import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
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import { SkillDescSet } from "./SkillDescSet";
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import { BuffList } from "./BuffSet";
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import { Attrs } from "./HeroAttrs";
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/**
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* 生成器入参窄接口:只约束实际读取的字段。
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* heroInfo 与 HeroAttrsComp 的对应字段结构完全一致,天然都满足此接口。
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*/
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export interface ISkillDescSource {
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/** 当前等级(用于计算 revive 实际复活次数、evolve 累计加成;静态 heroInfo 恒为 1) */
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lv?: number;
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call?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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dead?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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fstart?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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fend?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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atking?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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atked?: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[];
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field?: number[];
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revive?: { s_uuid: number; r_num: number; upr: number };
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/** 等级进化配置(heroInfo 自带;HeroAttrsComp 记录快照),用于累计 ap/hp 额外加成文案 */
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evolve?: Record<number, HeroEvolve>;
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}
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/**
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* 一条能力的结构化行:数值片段单独抽出,供富文本高亮与纯文本复用。
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* 渲染结果 = prefix + value(可高亮) + suffix。
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*/
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interface ISkillLine {
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/** 数值前的文本(含触发条件、技能名、目标、动词等) */
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prefix: string;
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/** 需要高亮的核心数值文本(如 "15%"、"4次"、"+30"),无数值时为 "" */
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value: string;
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/** 数值后的文本(如 ",持续5秒" 之类尾部补充) */
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suffix: string;
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}
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/** 需要遍历的触发技能类型列表(不含 Field 和 Revive,这两者结构不同需单独处理) */
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const TRIGGER_KEYS: SkillTriggerType[] = [
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SkillTriggerType.Call,
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SkillTriggerType.Dead,
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SkillTriggerType.FStart,
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SkillTriggerType.FEnd,
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SkillTriggerType.Atking,
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SkillTriggerType.Atked,
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];
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/** 属性标准中文名映射(统一称谓,供 evolve 额外加成文案使用),仅覆盖 ap_bonus/hp_bonus 用到的属性 */
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const ATTR_NAME: Partial<Record<Attrs, string>> = {
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[Attrs.ap]: "攻击力",
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[Attrs.hp_max]: "最大生命",
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};
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/** 富文本数值高亮色(项目色板:金色,与等级配色协调) */
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const RICH_VALUE_COLOR = "#F1C40F";
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/** 解析目标描述文本(与战斗 SCastSystem 目标选取语义严格一致) */
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function buildTargetDesc(skill: SkillConfig): string {
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switch (skill.TGroup) {
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case TGroup.Self:
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return "自身";
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case TGroup.Enemy:
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return "敌方";
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case TGroup.Ally:
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case TGroup.All:
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return "全体友方";
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case TGroup.Team: {
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const n = Math.max(1, Math.floor(skill.hit_count ?? 1));
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// 治疗类命中最缺血队友(SCastSystem.pickHealTargetsByMostMissingHp)
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if (skill.kind === SkillKind.Heal) {
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return n > 1 ? `${n}名最缺血队友` : "最缺血队友";
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}
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return `随机${n}名队友`;
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}
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default:
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return "全体友方";
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}
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}
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/**
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* 占位符模板替换,并把"核心数值片段"用 \x01...\x02 标记,便于上层拆分高亮。
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*
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* Why: 模板中 {value}{unit} 是玩家最关心的数值。这里在渲染时将其单独包裹,
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* 使富文本可对其单独上色,纯文本则剥离标记后原样拼接,保证两种输出内容一致。
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*
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* @returns 含 \x01hlValue\x02 标记的完整文本
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*/
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function renderTemplate(templ: string, vars: Record<string, string | number>, hlValue: string): string {
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let out = templ;
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for (const key of Object.keys(vars)) {
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out = out.split(`{${key}}`).join(String(vars[key]));
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}
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// 用 \x01...\x02 包裹数值片段作为标记,便于上层拆分为 prefix/value/suffix
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return out.split(hlValue).join(`\x01${hlValue}\x02`);
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}
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/**
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* 由一行模板渲染结果构造结构化行(剥离 \x01\x02 标记,把数值片段拆到 value 字段)
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* @param head 行首(触发条件:技能名 )
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* @param rendered 已用 \x01...\x02 标记数值片段的效果文本
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*/
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function makeLine(head: string, rendered: string): ISkillLine {
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const start = rendered.indexOf("\x01");
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const end = rendered.indexOf("\x02");
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if (start >= 0 && end > start) {
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// 恰好含一个数值片段:prefix=行首+数值前文本,value=数值,suffix=数值后文本
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return {
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prefix: `${head}${rendered.slice(0, start)}`,
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value: rendered.slice(start + 1, end),
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suffix: rendered.slice(end + 1),
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};
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}
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// 无数值片段(未命中模板或兜底 info):剥离残留标记,整行作为 prefix,不高亮
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return { prefix: `${head}${rendered.replace(/[\x01\x02]/g, "")}`, value: "", suffix: "" };
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}
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/**
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* 根据合并后的技能配置构造结构化效果行(查 SkillDescSet 模板渲染 + 数值高亮抽取)
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*
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* 计时模式默认值兜底:
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* overrides 仅给 timed_buff_id 而未覆写 buff_value / buff_duration 时,
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* 从 BuffList[timed_buff_id] 取默认值,保证 1 级基础档文案完整。
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*/
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function buildEffectLine(head: string, skill: SkillConfig): ISkillLine {
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const desc = SkillDescSet[skill.uuid];
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// 未入表技能回退基础备注 info,无法抽出数值,整行不高亮
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if (!desc) return { prefix: `${head}${String(skill.info ?? "")}`, value: "", suffix: "" };
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const buff = skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id] : undefined;
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const isTimed = buff !== undefined && !!desc.templTimed;
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const templ = isTimed ? desc.templTimed! : desc.templPerm;
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const valueField = isTimed ? (desc.timedField ?? desc.permField) : desc.permField;
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// 计时模式默认值兜底:buff_value 未覆写时用 BuffList 默认修饰值
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let value = (skill[valueField as keyof SkillConfig] as number | undefined);
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if (value === undefined && isTimed) {
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value = buff!.modifiers?.[0]?.value ?? buff!.tick?.damage_or_heal ?? 0;
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}
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value = value ?? 0;
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const dur = skill.buff_duration ?? buff?.duration ?? 0;
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// 高亮片段 = 数值 + 单位(如 "15%"、"4次"、"+30"),是玩家视觉焦点
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const hlValue = `${value}${desc.unit}`;
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const rendered = renderTemplate(templ, {
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target: buildTargetDesc(skill),
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value: value,
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unit: desc.unit,
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verb: desc.verb,
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dur: dur,
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}, hlValue);
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return makeLine(head, rendered);
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}
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/**
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* 复活(revive)结构化行:复刻战斗公式,高亮复活次数与回血百分比
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* 复活次数 = r_num + floor((lv - 1) * upr);回血百分比 = SkillSet[s_uuid].ap
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*/
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function buildReviveLine(source: ISkillDescSource): ISkillLine | null {
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const revive = source.revive;
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if (!revive) return null;
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const base = SkillSet[revive.s_uuid];
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if (!base) return null;
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const lv = Math.max(1, source.lv ?? 1);
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const maxCount = revive.r_num + Math.floor((lv - 1) * revive.upr);
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const hpPct = base.ap ?? 0;
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const tpl = SkillTriggerDesc[SkillTriggerType.Revive] ?? "复活时";
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// 高亮片段选回血百分比(数值中最关键的收益指标)
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return {
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prefix: `${tpl}:${base.name} 可复活${maxCount}次,每次恢复`,
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value: `${hpPct}%`,
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suffix: "生命",
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};
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}
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/** evolve 额外属性加成(ap/hp)累计结构化行:高亮累计数值 */
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function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
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const evolve = source.evolve;
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if (!evolve) return [];
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const lv = Math.max(1, source.lv ?? 1);
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let apTotal = 0;
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let hpTotal = 0;
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for (let elv = 2; elv <= lv; elv++) {
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const evo = evolve[elv];
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if (!evo) continue;
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apTotal += evo.ap_bonus ?? 0;
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hpTotal += evo.hp_bonus ?? 0;
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}
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const lines: ISkillLine[] = [];
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if (apTotal !== 0) lines.push({ prefix: "成长:额外", value: `+${apTotal}`, suffix: ATTR_NAME[Attrs.ap] ?? "攻击力" });
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if (hpTotal !== 0) lines.push({ prefix: "成长:额外", value: `+${hpTotal}`, suffix: ATTR_NAME[Attrs.hp_max] ?? "最大生命" });
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return lines;
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}
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/**
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* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + evolve 加成)。
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* 纯文本与富文本两个公开接口共用此结果,仅渲染阶段不同。
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*/
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function buildSkillLines(source: ISkillDescSource): ISkillLine[] {
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const lines: ISkillLine[] = [];
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// ---- 6 种标准触发技能 ----
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for (const key of TRIGGER_KEYS) {
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const arr = source[key] as { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] | undefined;
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if (!arr?.length) continue;
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const tpl = SkillTriggerDesc[key] ?? key;
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for (const item of arr) {
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const base = SkillSet[item.s_uuid];
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if (!base) continue;
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const skill = mergeSkillParams(base, item.overrides);
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const trigger = tpl.replace("n", String(item.t_num));
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lines.push(buildEffectLine(`${trigger}:${base.name} `, skill));
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}
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}
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// ---- 驻场光环(field):读 FieldSkillSet 结构化 info,不抽数值 ----
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const fieldUuids = source[SkillTriggerType.Field] as number[] | undefined;
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if (fieldUuids?.length) {
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const tpl = SkillTriggerDesc[SkillTriggerType.Field] ?? "场上存活";
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for (const uuid of fieldUuids) {
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const fs = FieldSkillSet[uuid];
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if (fs) lines.push({ prefix: `${tpl}:${fs.name} ${fs.info}`, value: "", suffix: "" });
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}
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}
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// ---- 复活(revive)----
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const reviveLine = buildReviveLine(source);
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if (reviveLine) lines.push(reviveLine);
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// ---- evolve 额外属性加成(ap/hp)----
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lines.push(...buildEvolveBonusLines(source));
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return lines;
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}
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/**
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* 纯文本描述(Label 用):数值无颜色。
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* @param source 触发技能数据源(heroInfo 静态配置 或 HeroAttrsComp 运行时当前等级配置)
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* @returns 多行纯文本,每行一条能力,用 \n 分隔
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*/
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export function buildSkillDesc(source: ISkillDescSource): string {
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return buildSkillLines(source)
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.map(l => `${l.prefix}${l.value}${l.suffix}`)
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.join("\n");
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}
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/**
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* 富文本描述(RichText 用,BBCode):数值用 <color> 高亮。
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* @param source 触发技能数据源(同 buildSkillDesc)
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* @returns 多行富文本串,数值片段包裹 <color=#F1C40F>,用 \n 分隔
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*/
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export function buildSkillDescRich(source: ISkillDescSource): string {
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return buildSkillLines(source)
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.map(l => l.value
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? `${l.prefix}<color=${RICH_VALUE_COLOR}>${l.value}</color>${l.suffix}`
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: `${l.prefix}${l.suffix}`)
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.join("\n");
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}
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