Files
pixelheros/assets/script/game/common/config/heroSet.ts
panFD 10a6d18836 refactor(skill-text): 重构技能文案系统,拆分英雄/卡牌语境
1.  将原HeroSkillDesc拆分为CardSkillText(卡牌/道具通用)和HeroSkillText(英雄专属)
2.  移除废弃的HeroSkillDesc文件与相关引用
3.  统一技能文案生成逻辑,修复数值漂移问题
4.  调整英雄配置中技能解锁等级与分档规则
5.  优化技能弹窗UI与参数传递逻辑
2026-08-28 08:36:39 +08:00

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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<number, string> = {
[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 | HType.Mid | HType.Long, number> = {
[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, { hp: number; ap: number }> = {
[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, string> = {
[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, { hp: number; ap: number; def: number }> = {
[HRole.Tank]: { hp: 600, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤
[HRole.Warrior]: { hp: 560, ap: 22, def: 30 }, // 战士:均衡
[HRole.Assassin]: { hp: 560, ap: 22, def: 10 }, // 刺客:低防,近战爆发
[HRole.Archer]: { hp: 280, ap: 32, def: 10 }, // 射手:低防,远程物理主C
[HRole.Mage]: { hp: 280, ap: 32, def: 10 }, // 法师:低防,远程增益
[HRole.Support]: { hp: 280, 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<heroInfo, "hp" | "ap" | "grow_type">, 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,
}
/**
* 触发技能对外命名规则:
* 英雄除普攻外的技能(atked/atking/dead/fstart/revive)命名统一收敛进各英雄 HeroInfo 配置
* (HSkillInfo.name 给普攻/主技能命名;LvTriggerEntry.name 给触发技能组命名,写在该组第 1 档)。
* 天赋由 TalentSet 自行命名;SkillSet.name 仅作内部底座代号,不直接对外展示。
*/
/**
* 查询触发技能组的对外展示名(英雄语境,来自 HeroInfo 配置)。
* @param grouped 触发技能分组配置(某英雄某触发类型的 TriggerGrouped)
* @param s_uuid 技能ID
* @returns 该组第 1 档 name;未配置时回退 SkillSet 内部名
*/
export function getGroupedTriggerName(grouped: TriggerGrouped | undefined, s_uuid: number): string {
const entries = grouped?.[s_uuid];
if (entries?.length && entries[0].name) return entries[0].name;
return SkillSet[s_uuid]?.name ?? "";
}
/**
* 查询驻场光环词条的对外展示名(英雄语境,FieldSkillSet 底座名已自带"光环"后缀)。
* @param uuid 光环 uuid(指向 FieldSkillSet 底座)
*/
export function getFieldSkillName(uuid: number): string {
return FieldSkillSet[uuid]?.name ?? "";
}
/**
* 查询复活技能的对外展示名(英雄语境,固定"凤凰涅槃")。
* 复活底座 6501 在英雄语境下统一为涅槃语义,不暴露 SkillSet 内部名。
*/
export function getReviveSkillName(): string {
return "凤凰涅槃";
}
/**
* 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<number, HSkillInfo>; // 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
/**
* @deprecated 已废弃:无任何 UI/运行时读取。技能提升说明由 HeroSkillText 依据
* 结构化配置动态生成(含数值漂移与新功能),请勿再填充此字段。
*/
infos?: string[];
}
/**
* 英雄卡配置(CHeroComp 专用,从 CardConfig 精简)
* 仅保留英雄卡渲染和交互必需的字段
*/
export interface HeroCardConfig {
uuid: number;
name?: string;
info?: string;
cost: number;
card_lv: number;
base_card_lv?: number;
}
/**
* 英雄卡池条目(含费用和权重,用于 MissionCardComp 抽卡)
*/
export interface HeroCardPoolEntry {
uuid: number;
cost: number;
weight: number;
card_lv: number;
}
/** 英雄卡池:由 HeroList 动态生成(见文件末尾初始化代码) */
export const HeroCardPoolList: HeroCardPoolEntry[] = [];
/**
* 技能基础信息接口
*/
export interface HSkillInfo {
uuid: number; // 唯一标识(技能6000段等)
name?: string; // 对外展示的技能名(普攻/主技能);缺省时回退 SkillSet 内部名
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)
/** 技能描述模板(基础档):占位符 {target}/{dur}/{技能字段名},由 HeroSkillText 渲染合并后实时数值 */
desc?: string;
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
/** 此档描述模板:缺省继承上一档模板;新增机制的档位(如附加中毒)需单独配置 */
desc?: string;
}
/**
* 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")
name?: string; // 该 s_uuid 触发技能组的对外展示名(写在第 1 档,作为组名)
t_num: number;
overrides?: SkillOverrides;
/** 此档描述模板:缺省回退该组第 1 档 desc;由 HeroSkillText 渲染合并后实时数值 */
desc?: string;
}
/**
* 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<number /*s_uuid*/, LvTriggerEntry[]>;
/**
* 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[];
/** 档位描述(可选,缺省由 HeroSkillText 按 FieldDescSet 自动生成) */
desc?: string;
}
/**
* 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;
/** 档位描述(可选,缺省由 HeroSkillText 自动生成) */
desc?: string;
}
/**
* 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:lv3 解锁 atking/atked 触发技能,lv2 解锁 fstart,lv6/12 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<number, heroInfo> = {
// ========== 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 麻痹 + 大招 6203 大能量波(击退/麻痹)+ 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: {
// 普攻:紫魔球底座 + overrides 注入麻痹
6010: { uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, para: 30 }, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害,{para}%概率麻痹目标" },
// 大招:大能量波,独立 cd,按英雄等级分档成长
6203: {
uuid: 6203, name: "能量波", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 250, bck: 30, para: 40, summon_count: 1 },
desc: "释放能量波,对{target}造成攻击力{ap}%伤害,击退{bck},{para}%概率麻痹",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 250, bck: 60, para: 40, summon_count: 1 } },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 300, bck: 90, timed_buff_id: 7005, para: 50, summon_count: 2 }, desc: "释放能量波,对{target}造成攻击力{ap}%伤害,击退{bck},{para}%概率麻痹,额外释放1次,并使目标中毒(每0.5秒受到{buff_value}点毒伤,持续{dur}秒)" },
],
},
},
atking: {
6010: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "雷霆万钧", t_num: 3, overrides: { para: 100 }, desc: "释放紫魔球轰击{target},{para}%概率麻痹目标" },
],
},
field: [
{ lv: 9, uuids: [{ uuid: 7002, value: 0.15 }] },
],
info: "",
},
// 5002 刀刀暴击 — atking 暴击 + 大招 6100 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, desc: "挥刀对{target}造成攻击力{ap}%伤害" },
// 大招:光闪,独立 cd,按英雄等级分档成长
6100: {
uuid: 6100, name: "光闪", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 150 },
desc: "斩出光闪,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7007 }, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 180, hit_count: 8, num: 1 }, desc: "斩出光闪,对{target}连击{hit_count}次,每次造成攻击力{ap}%伤害,并双发{num}次" },
],
},
},
atking: {
6004: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "致命节奏", t_num: 3, overrides: { crt: 30 }, desc: "释放斩击,{crt}%概率造成暴击" },
],
},
field: [
{ lv: 9, uuids: [{ uuid: 7004, value: 0.12 }, { uuid: 7005, value: 0.2 }] },
],
info: "",
},
// 5003 格挡反杀 — fstart 剑气 + atked 护盾 + 大招 6103 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, desc: "挥刀对{target}造成攻击力{ap}%伤害" },
// 大招:闪电斩,独立 cd,按英雄等级分档成长
6103: {
uuid: 6103, name: "闪电斩", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 150, para: 40, summon_count: 1 },
desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,{para}%概率麻痹",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7006, para: 40, summon_count: 1 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,{para}%概率麻痹,并使目标攻击力{buff_value}%(持续{dur}秒)" },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 180, timed_buff_id: 7006, buff_value: -15, para: 50, summon_count: 2 } },
],
},
},
atked: {
6301: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "罗生门", t_num: 4, overrides: { TGroup: TGroup.Self, ap: 2 }, desc: "{target}获得{ap}次格挡护盾" },
],
},
fstart: {
6200: [
{ lv: 2, s_lv: SkillLv.Lv1, name: "三十六烦恼凤", t_num: 1, overrides: { ap: 500 }, desc: "入场释放剑气,对{target}造成攻击力{ap}%伤害" },
],
},
field: [
{ lv: 9, uuids: [{ uuid: 7018, value: 1 }] },
],
info: "",
},
// 5004 冻住不谢 — atking 冰冻 + 大招 6203 大能量波(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, desc: "射出寒冰珠,对{target}造成攻击力{ap}%伤害" },
// 大招:大能量波,独立 cd,按英雄等级分档成长
6203: {
uuid: 6203, name: "能量波", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 150, summon_count: 1 },
desc: "释放能量波,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 150, frz: 15, summon_count: 1 }, desc: "释放能量波,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻" },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 180, frz: 30, hit_count: 8, summon_count: 2 }, desc: "释放能量波,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻,命中{hit_count}次" },
],
},
},
atking: {
6009: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "霜寒之触", t_num: 3, overrides: { timed_buff_id: 7003 }, desc: "释放寒气,冰冻{target}{dur}秒" },
],
},
field: [
{ lv: 9, uuids: [{ uuid: 7003, value: 0.1 }] },
],
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, desc: "挥剑对{target}造成攻击力{ap}%伤害" },
// 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, name: "叠甲", lv: 1, cd: 8, ccd: 0,
overrides: { TGroup: TGroup.Self, ap: 3, summon_count: 1 },
desc: "{target}获得{ap}次格挡护盾",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { TGroup: TGroup.Self, ap: 5, summon_count: 1 } },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { TGroup: TGroup.Self, ap: 6, summon_count: 2 } },
],
},
},
atked: {
6004: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "反击减攻", t_num: 4, overrides: { timed_buff_id: 7006 }, desc: "反击使攻击者攻击力{buff_value}%,持续{dur}秒" },
],
},
fstart: {
6412: [
{ lv: 2, s_lv: SkillLv.Lv1, name: "铁壁壁垒", t_num: 1, overrides: { TGroup: TGroup.Team, ap: 50 }, desc: "{target}防御提升{ap}点" },
],
},
dead: {
6302: [
{ lv: 7, s_lv: SkillLv.Lv1, name: "死亡缠绕", t_num: 1, overrides: { TGroup: TGroup.Ally, ap: 200 }, desc: "死亡时为{target}回复攻击力{ap}%生命" },
],
},
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 },
],
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, desc: "投掷药瓶,对{target}造成攻击力{ap}%伤害" },
// 大招:治疗,独立 cd,按英雄等级分档成长
6302: {
uuid: 6302, name: "治疗", lv: 1, cd: 8, ccd: 0,
overrides: { TGroup: TGroup.Team, ap: 300, summon_count: 1 },
desc: "为{target}回复攻击力{ap}%生命",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { TGroup: TGroup.Team, ap: 400, summon_count: 1 } },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { TGroup: TGroup.Team, ap: 450, summon_count: 2 } },
],
},
},
atking: {
6302: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "圣洁之锤", t_num: 3, overrides: { TGroup: TGroup.Self, ap: 100 }, desc: "释放圣光,为{target}回复攻击力{ap}%生命" },
],
},
fstart: {
6412: [
{ lv: 2, s_lv: SkillLv.Lv1, name: "圣光庇佑", t_num: 1, overrides: { TGroup: TGroup.Team, ap: 30 }, desc: "{target}防御提升{ap}点" },
],
},
field: [
{ lv: 9, uuids: [{ uuid: 7007, value: 0.15 }] },
],
info: "",
},
// 5007 微醺战神 — atking 击退 + 大招 6101 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, desc: "挥拳对{target}造成攻击力{ap}%伤害" },
// 大招:气斩,独立 cd,按英雄等级分档成长
6101: {
uuid: 6101, name: "气斩", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 150, summon_count: 1 },
desc: "斩出气刃,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7002, summon_count: 1 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)" },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 180, bck: 60, timed_buff_id: 7002, buff_value: 20, summon_count: 2 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" },
],
},
},
atking: {
6004: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "雷霆一击", t_num: 3, overrides: { bck: 40 }, desc: "重击{target},击退{bck}" },
],
},
// 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 }],
info: "",
},
// 5008 眩晕暴击哥 — atking 暴击 + 大招 6104 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, desc: "挥斧对{target}造成攻击力{ap}%伤害" },
// 大招:开山斧,独立 cd,按英雄等级分档成长
6104: {
uuid: 6104, name: "开山斧", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 300, summon_count: 1 },
desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 300, stun: 20, summon_count: 1 }, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,{stun}%概率击晕" },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 350, stun: 35, hit_count: 8, summon_count: 2 }, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,{stun}%概率击晕,命中{hit_count}次" },
],
},
},
atking: {
6004: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "火眼金睛", t_num: 3, overrides: { crt: 25 }, desc: "释放斩击,{crt}%概率造成暴击" },
],
},
field: [
{ lv: 9, uuids: [{ uuid: 7005, value: 0.25 }] },
],
info: "",
},
// 5009 铁壳斧弟 — atked 叠防 + atking 自疗 + 大招 6101 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, desc: "挥斧对{target}造成攻击力{ap}%伤害" },
// 大招:气斩,独立 cd,按英雄等级分档成长
6101: {
uuid: 6101, name: "气斩", lv: 1, cd: 8, ccd: 0,
overrides: { ap: 150, summon_count: 1 },
desc: "斩出气刃,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 6, s_lv: SkillLv.Lv2, overrides: { ap: 180, summon_count: 1 } },
{ lv: 12, s_lv: SkillLv.Lv3, overrides: { ap: 200, summon_count: 2 } },
],
},
},
atking: {
6302: [
{ lv: 3, s_lv: SkillLv.Lv1, name: "嗜血战斧", t_num: 4, overrides: { TGroup: TGroup.Self, ap: 120 }, desc: "释放嗜血斩击,为{target}回复攻击力{ap}%生命" },
],
},
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: 3, s_lv: SkillLv.Lv1, name: "坚硬皮肤", t_num: 2, overrides: { TGroup: TGroup.Self, timed_buff_id: 7023, buff_duration: 10 }, desc: "{target}防御提升{buff_value}%,持续{dur}秒" },
],
},
// 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 }],
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。
* 怪物普攻统一使用 SkillSet 基础单体攻击(6001~6012 段),
* 并通过 overrides.ap=100 显式声明伤害为攻击力的 100%。
* 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, overrides: { ap: 100 } } }, 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, overrides: { ap: 100 } } }, 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, overrides: { ap: 100 } } }, 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: { 6002: { uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, 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, overrides: { ap: 100 } } }, 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: { 6009: { uuid: 6009, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, 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: { 6010: { uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, 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, overrides: { ap: 100 } } }, 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, overrides: { ap: 100 } } }, 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: { 6009: { uuid: 6009, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2 } } }, 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, overrides: { ap: 100 } } }, 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: { 6011: { uuid: 6011, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100, hit_count: 2, 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, overrides: { ap: 100 } } }, 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: 场上固定 3 个英雄(FightSet.HERO_FIELD_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<number, HeroComboInfo> = {
// 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能量波击退击晕,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+能量波跟进,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,紫电魔女能量波击退跟进,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];
// ==================== 英雄卡池初始化(必须在 HeroList 定义之后执行) ====================
/**
* 英雄卡费用规则
* lv1=5, lv2=10, lv3+=15
*/
function getHeroCost(cardLv: number): number {
if (cardLv === 1) return 5;
if (cardLv === 2) return 10;
return 15;
}
/**
* 英雄卡按 card_lv 分配抽取权重(几何递减,高等级越稀有)
* 梯度:lv1=40, lv2=25, lv3=15, lv4=8, lv5=3
*/
const HERO_WEIGHT_BY_LV: Record<number, number> = {
1: 40, 2: 25, 3: 15, 4: 8, 5: 3,
};
function getHeroWeight(cardLv: number): number {
return HERO_WEIGHT_BY_LV[cardLv] ?? HERO_WEIGHT_BY_LV[1];
}
// 动态生成英雄卡池:所有英雄统一生成 lv1 卡牌
HeroList.forEach(uuid => {
const hero = HeroInfo[uuid];
if (!hero) return;
HeroCardPoolList.push({
uuid: hero.uuid,
cost: getHeroCost(hero.card_lv ?? 1),
weight: getHeroWeight(hero.card_lv ?? 1),
card_lv: hero.card_lv ?? 1,
});
});
// ==================== 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_FIELD_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:
// 风怒机制已停用: 强度评估不再计算风怒光环
// 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_FIELD_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;
}