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150 lines
4.3 KiB
TypeScript
150 lines
4.3 KiB
TypeScript
/** 卡牌大类定义 */
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export enum CardType {
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Hero = 1,
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Skill = 2,
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Potion = 3,
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Special = 4,
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Buff = 5,
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Debuff = 6,
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}
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/** 卡池等级定义 */
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export enum CardKind {
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LV1 = 1,
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LV2 = 2,
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LV3 = 3,
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LV4 = 4,
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LV5 = 5,
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LV6 = 6,
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}
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/** 通用卡牌配置 */
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export interface CardConfig {
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uuid: number
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type: CardType
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cost: number
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weight: number
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lv: CardKind
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hero_lv?: number
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}
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/** 卡池默认初始等级 */
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export const CARD_POOL_INIT_LEVEL = CardKind.LV1
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/** 卡池等级上限 */
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export const CARD_POOL_MAX_LEVEL = CardKind.LV6
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/** 基础卡池(英雄、技能、Buff、Debuff) */
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export const CardPoolList: CardConfig[] = [
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{ uuid: 5001, type: CardType.Hero, cost: 3, weight: 25, lv: 1 ,hero_lv:1,},
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{ uuid: 7001, type: CardType.Special, cost: 1, weight: 20, lv: 1 },
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]
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/** 功能卡效果类型 */
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export enum SpecialEffectType {
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DrawHero = 1,
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RepeatNextUse = 2,
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}
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/** 功能卡效果参数 */
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export interface SpecialCardEffect {
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type: SpecialEffectType
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drawHeroCount?: number
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drawHeroLv?: CardKind
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repeatNextUseTimes?: number
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}
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/** 功能卡完整配置 */
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export interface SpecialCardConfig extends CardConfig {
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name: string
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info: string
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effect: SpecialCardEffect
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}
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/** 功能卡定义表 */
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export const SpecialCardList: Record<number, SpecialCardConfig> = {
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7001: { uuid: 7001,type: CardType.Special,cost: 6,weight: 20,lv: CardKind.LV1,name:"哈哈",info: "抽取4张等级3的英雄",
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effect: {type: SpecialEffectType.DrawHero,drawHeroCount: 4,drawHeroLv: CardKind.LV3,},
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},
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7002: { uuid: 7002,type: CardType.Special,cost: 5,weight: 20,lv: CardKind.LV2,name:"哈哈哈", info: "重复使用下一张卡1次",
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effect: {type: SpecialEffectType.RepeatNextUse,repeatNextUseTimes: 1,},
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},
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}
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/** 规范等级到合法区间 [LV1, LV6] */
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const clampCardLv = (lv: number): CardKind => {
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const value = Math.floor(lv)
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if (value < CARD_POOL_INIT_LEVEL) return CARD_POOL_INIT_LEVEL
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if (value > CARD_POOL_MAX_LEVEL) return CARD_POOL_MAX_LEVEL
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return value as CardKind
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}
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/** 单次按权重抽取一张卡 */
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const weightedPick = (cards: CardConfig[]): CardConfig | null => {
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if (cards.length === 0) return null
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const totalWeight = cards.reduce((total, card) => total + card.weight, 0)
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let random = Math.random() * totalWeight
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for (const card of cards) {
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random -= card.weight
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if (random <= 0) return card
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}
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return cards[cards.length - 1]
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}
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/** 连续抽取 count 张卡,允许重复 */
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const pickCards = (cards: CardConfig[], count: number): CardConfig[] => {
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if (cards.length === 0 || count <= 0) return []
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const selected: CardConfig[] = []
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while (selected.length < count) {
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const pick = weightedPick(cards)
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if (!pick) break
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selected.push(pick)
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}
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return selected
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}
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/** 获取指定等级可出现的基础卡池 */
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export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => {
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const cardLv = clampCardLv(lv)
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if (onlyCurrentLv) {
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return CardPoolList.filter(card => card.lv === cardLv)
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}
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return CardPoolList.filter(card => card.lv <= cardLv)
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}
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const normalizeTypeFilter = (type: CardType | CardType[]): Set<CardType> => {
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const list = Array.isArray(type) ? type : [type]
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const hasBuffLike = list.includes(CardType.Buff) || list.includes(CardType.Debuff)
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if (hasBuffLike) {
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return new Set<CardType>([...list, CardType.Buff, CardType.Debuff])
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}
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return new Set<CardType>(list)
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}
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/** 常规发牌:前 2 英雄 + 后 2 其他;支持按类型和等级模式过滤 */
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export const getCardsByLv = (
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lv: number,
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type?: CardType | CardType[],
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onlyCurrentLv: boolean = false
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): CardConfig[] => {
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const pool = getCardPoolByLv(lv, onlyCurrentLv)
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if (type !== undefined) {
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const typeSet = normalizeTypeFilter(type)
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const filteredPool = pool.filter(card => typeSet.has(card.type))
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return pickCards(filteredPool, 4)
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}
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const heroPool = pool.filter(card => card.type === CardType.Hero)
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const otherPool = pool.filter(card => card.type !== CardType.Hero)
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const heroes = pickCards(heroPool, 2)
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const others = pickCards(otherPool, 2)
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return [...heroes, ...others]
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}
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