1. 新增英雄成长类型枚举与系数表,实现坦克/战士/刺客等差异化成长 2. 替换旧的固定指数成长逻辑,改用线性累计成长公式 3. 移除英雄等级上限,改为技能等级封顶,调整升级/出售金币计算逻辑 4. 重构属性计算与UI展示逻辑,统一成长计算入口 5. 优化技能文案展示与英雄配置格式
175 lines
6.2 KiB
TypeScript
175 lines
6.2 KiB
TypeScript
import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { FightSet } from "../common/config/GameSet";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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/**
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* 局内经济统一管理类
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* 负责统一处理金币的增减、各种费用的计算以及战绩评分中的金币统计。
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*/
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export class MissionEconomy {
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/** 获取当前金币 */
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static getCoin(): number {
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return Math.max(0, Math.floor(smc.vmdata.mission_data.coin ?? 0));
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}
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/** 增加金币并更新统计 */
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static addCoin(amount: number) {
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if (amount <= 0) return;
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amount = Math.floor(amount);
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smc.vmdata.mission_data.coin = this.getCoin() + amount;
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smc.vmdata.scores.gold_earned += amount;
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// 发送 UI 更新事件,这里我们统一使用 syncOnly 通知 UI 刷新即可
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oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: amount, syncOnly: true });
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}
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/** 消费金币并更新统计 */
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static spendCoin(amount: number): boolean {
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if (amount <= 0) return true;
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amount = Math.floor(amount);
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const current = this.getCoin();
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if (current < amount) return false;
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smc.vmdata.mission_data.coin = current - amount;
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smc.vmdata.scores.gold_spent += amount;
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// 发送 UI 更新事件
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oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: -amount, syncOnly: true });
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return true;
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}
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/**
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* 计算卡牌刷新费用
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* @param baseCost 基础费用,默认为1
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*/
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static getRefreshCost(baseCost: number = 1): number {
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let cost = baseCost;
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// 驻场英雄带来的"刷新优惠"折扣
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const discount = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.RefreshDiscount);
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cost = Math.max(0, cost - discount);
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return Math.floor(cost);
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}
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/** 获取当前刷新石数量 */
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static getRefreshStone(): number {
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return Math.max(0, Math.floor(smc.vmdata.mission_data.refresh_stone ?? 0));
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}
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/**
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* 增加刷新石
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* @param amount 增加数量,<=0 时忽略
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*/
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static addRefreshStone(amount: number) {
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if (amount <= 0) return;
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amount = Math.floor(amount);
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smc.vmdata.mission_data.refresh_stone = this.getRefreshStone() + amount;
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// 发送 UI 更新事件(复用 RefreshStone 事件通知刷新按钮状态刷新)
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oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: amount });
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}
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/** 单次刷新消耗的刷新石数量 */
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static getRefreshStoneCost(): number {
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return Math.max(1, Math.floor(FightSet.REFRESH_STONE_COST));
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}
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/**
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* 判断当前是否可以执行一次刷新(刷新石足够或金币足够)
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*/
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static canRefresh(baseCost: number = 1): boolean {
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if (this.getRefreshStone() >= this.getRefreshStoneCost()) return true;
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return this.getCoin() >= this.getRefreshCost(baseCost);
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}
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/**
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* 执行刷新卡牌:
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* 1. 刷新石足够时优先扣除 REFRESH_STONE_COST 颗刷新石(不消耗金币)。
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* 2. 刷新石不足时扣除金币(含刷新优惠折扣)。
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*/
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static executeRefresh(baseCost: number = 1): boolean {
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// 优先消耗刷新石
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const stoneCost = this.getRefreshStoneCost();
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const stones = this.getRefreshStone();
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if (stones >= stoneCost) {
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smc.vmdata.mission_data.refresh_stone = stones - stoneCost;
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smc.vmdata.scores.refresh_count++;
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oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: -stoneCost });
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return true;
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}
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// 刷新石不足 → 扣除金币
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const cost = this.getRefreshCost(baseCost);
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const success = this.spendCoin(cost);
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if (success) {
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smc.vmdata.scores.refresh_count++;
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}
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return success;
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}
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/**
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* 计算英雄升级金币消耗(指数递增:5×2^(lv-1),无限升级下指数控速)
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* @param heroLevel 当前英雄等级(升级前)
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*/
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static getUpgradeCost(heroLevel: number = 1): number {
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const lv = Math.max(1, Math.floor(heroLevel));
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return Math.floor(5 * Math.pow(2, lv - 1));
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}
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/**
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* 执行英雄升级扣费
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* @param heroLevel 当前英雄等级(升级前)
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* @returns true = 扣费成功(金币足够)
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*/
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static executeUpgradeCost(heroLevel: number = 1): boolean {
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return this.spendCoin(this.getUpgradeCost(heroLevel));
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}
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/**
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* 计算英雄出售金币(按累计升级投入的 50% 折算,无限升级自动缩放)。
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* 累计投入 = 等比数列求和 Σ5×2^(i-1)(i=1..lv-1)= 5×(2^(lv-1) - 1)。
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*/
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static getSellGold(heroLevel: number = 1): number {
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const lv = Math.max(1, Math.floor(heroLevel));
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// 基础出售价 3(保底招募残值)+ 累计升级投入的 50%
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const investTotal = 5 * (Math.pow(2, lv - 1) - 1);
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const baseSellGold = 3 + Math.floor(investTotal * 0.5);
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// 驻场英雄带来的"出售金币"加成(包含原 SellBonus 语义,统一在 SellGold 中)
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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
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const totalSellGold = baseSellGold + goldBoost;
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return Math.floor(totalSellGold);
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}
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/**
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* 执行出售英雄并增加金币
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*/
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static executeSellHero(heroLevel: number = 1): number {
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const gold = this.getSellGold(heroLevel);
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this.addCoin(gold);
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return gold;
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}
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/**
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* 计算每回合基础金币收益
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*/
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static getWaveGold(baseReward: number): number {
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let reward = Math.max(0, Math.floor(baseReward));
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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveGold);
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reward += goldBoost;
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return reward;
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}
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/**
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* 执行发放每回合金币
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*/
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static executeWaveGold(baseReward: number): number {
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const reward = this.getWaveGold(baseReward);
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if (reward > 0) {
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this.addCoin(reward);
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}
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return reward;
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}
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}
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