1. 新增FieldEntry类型,将驻场词条的uuid与生效数值分离 2. 重构FieldSkillSet,移除各档位重复配置,仅保留基础元数据 3. 更新所有使用驻场词条的业务代码,适配新的数据结构 4. 修复数值渲染逻辑,使用词条携带的实际数值而非配置固化值
725 lines
34 KiB
TypeScript
725 lines
34 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),技能名蓝色、数值绿色高亮
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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 :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
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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 { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvTriggerEntry, LvFieldEntry, LvReviveEntry, LvBonusEntry, FieldEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, getTriggerSkillName, HGrowType, calcGrowBonus } from "./heroSet";
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import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
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import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
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import { BuffList } from "./BuffSet";
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import { Attrs } from "./HeroAttrs";
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import { CardConfig } from "./CardSet";
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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(均为分组 + lv 数组),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 resolve 触发技能/光环/复活取档;静态 heroInfo 恒为 1) */
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lv?: number;
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call?: TriggerGrouped;
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dead?: TriggerGrouped;
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fstart?: TriggerGrouped;
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fend?: TriggerGrouped;
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atking?: TriggerGrouped;
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atked?: TriggerGrouped;
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field?: LvFieldEntry[];
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revive?: LvReviveEntry[];
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/** 额外攻击/生命加成(按 lv 累加,用于成长文案) */
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ap_bonus?: LvBonusEntry[];
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hp_bonus?: LvBonusEntry[];
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/** 成长类型(决定每级 hp/ap 标准递增增量) */
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grow_type?: HGrowType;
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/** 基础攻击/生命(成长基数,线性公式 = 基础 × 系数 × (lv-1)) */
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ap?: number;
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hp?: number;
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/** 原始基础攻击/生命(HeroAttrsComp 场景优先用作成长基数,避免运行时 hp/ap 重复计成长) */
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base_ap?: number;
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base_hp?: number;
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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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/** 尚未激活(档位等级高于当前等级):富文本整行灰色、不做高亮 */
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locked?: boolean;
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/** 同一技能未来档位的数值列表(全档位合并模式专用):渲染为 value 后灰色 "/v1/v2" 拼接 */
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nextValues?: 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(鲜亮绿色,深色面板上高亮醒目) */
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const RICH_VALUE_COLOR = "#3CE66E";
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/** 数值描边色(深绿,衬托亮绿填充,与技能名橙填充+深褐描边同一设计思路) */
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const RICH_VALUE_OUTLINE = "#145A32";
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/**
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* 数值富文本片段:亮绿填充 + 深绿描边。
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* 高亮数值明度高,深色描边增强边缘对比、提升深色面板上的锐度。
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* @param text 数值文本(含单位,如 "15%"、"4次")
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*/
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function valueRich(text: string | number): string {
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return `<outline color=${RICH_VALUE_OUTLINE} width=1><color=${RICH_VALUE_COLOR}>${text}</color></outline>`;
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}
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/** 富文本技能名高亮色(蜜桃橙,暖色系,与面板绿/蓝/红/黄/紫均不冲突) */
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const RICH_NAME_COLOR = "#F8C471";
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/** 技能名描边色(深褐,衬托蜜桃橙填充,深色面板上温馨醒目) */
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const RICH_NAME_OUTLINE = "#6E2C00";
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/**
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* 技能名富文本片段:[技能名]整体蜜桃橙填充 + 深褐描边(含方括号)。
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* 括号与技能名同色同描边,正文/数值不描边,突出技能名视觉层级。
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* @param name 技能名(纯文本,不含括号)
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* @returns <outline><color>[技能名]</color></outline> 富文本片段
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*/
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function skillNameRich(name: string): string {
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return `<outline color=${RICH_NAME_OUTLINE} width=1><color=${RICH_NAME_COLOR}>[${name}]</color></outline>`;
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}
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/** 富文本未激活档位整行灰色(低饱和,深色面板上可读但明显弱化) */
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const RICH_LOCKED_COLOR = "#95A5A6";
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/** 技能名「」匹配模式(仅本模块行首/行中技能名片段使用) */
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const SKILL_NAME_PATTERN = /「([^」]*)」/g;
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/** "持续X秒"匹配模式(卡片描述后处理:把持续时间数值也高亮) */
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const DURATION_PATTERN = /持续(\d+)秒/g;
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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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// 治疗类命中低血量队友(SCastSystem.pickHealTargetsByMostMissingHp)
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if (skill.kind === SkillKind.Heal) {
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return n > 1 ? `${n}名低血量队友` : "低血量队友";
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}
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return `${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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* 驻场光环(field)结构化行:查 FieldDescSet 按 type 渲染,value 实时取数值并高亮。
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*
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* Why: FieldSkillConfig.info 是手写文案,改 value 易漂移。这里以 FieldSkillType
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* 为 key 查标准动词,数值按 fmt(比例/整数/减免)从 value 实时渲染。
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*
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* @param showName 是否在行中包含「技能名」片段(英雄面板需要,装备商店不需要)
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* @param nameOverride 技能名覆盖(英雄语境传入 heroSet 语境专属命名,缺省用 FieldSkillSet 通用名)
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*/
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function buildFieldLine(head: string, entry: FieldEntry, showName: boolean = true, nameOverride?: string): ISkillLine | null {
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const fs = FieldSkillSet[entry.uuid];
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if (!fs) return null;
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const desc = FieldDescSet[fs.type];
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const nameSeg = showName ? `「${nameOverride ?? fs.name}」 ` : "";
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// 未入表类型回退基础备注 info,整行不高亮
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if (!desc) return { prefix: `${head}${nameSeg}${fs.info}`, value: "", suffix: "" };
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// 数值按格式渲染为高亮片段(数值取自词条自身 value)
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let valueText: string;
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switch (desc.fmt) {
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case FieldValueFmt.Percent:
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valueText = `+${Math.round(entry.value * 100)}%`;
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break;
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case FieldValueFmt.IntMinus:
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valueText = `-${entry.value}`;
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break;
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case FieldValueFmt.Int:
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default:
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valueText = `+${entry.value}`;
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break;
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}
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return { prefix: `${head}${nameSeg}${desc.verb}`, value: valueText, suffix: "" };
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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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* @param showLocked true 时列出全部档位并标激活状态(未激活档位次数按解锁等级预估);
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* false 时仅输出当前等级生效档
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*/
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function buildReviveLines(source: ISkillDescSource, showName: boolean = true, showLocked: boolean = false): ISkillLine[] {
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const lv = Math.max(1, source.lv ?? 1);
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const entries = source.revive;
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if (!entries?.length) return [];
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const tpl = SkillTriggerName[SkillTriggerType.Revive] ?? "复活";
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const makeLine = (entry: { s_uuid: number; r_num: number; upr: number }, head: string, countLv: number, locked: boolean): ISkillLine | null => {
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const base = SkillSet[entry.s_uuid];
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if (!base) return null;
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const maxCount = entry.r_num + Math.floor((countLv - 1) * entry.upr);
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const hpPct = base.ap ?? 0;
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const nameSeg = showName ? `「${base.name}」 ` : "";
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// 高亮片段选回血百分比(数值中最关键的收益指标)
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return {
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prefix: `${head}${nameSeg}可复活${maxCount}次, 每次恢复`,
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value: `${hpPct}%`,
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suffix: "生命",
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locked,
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};
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};
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if (!showLocked) {
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const revive = resolveReviveByLv(entries, lv);
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if (!revive) return [];
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const line = makeLine(revive, `${tpl}:`, lv, false);
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return line ? [line] : [];
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}
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// 全档位合并模式:每个 s_uuid 只出一行,等级前缀置前("Lv2: 复活 ...")
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const groups: Record<number, LvReviveEntry[]> = {};
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for (const e of entries) {
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(groups[e.s_uuid] ??= []).push(e);
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}
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const lines: ISkillLine[] = [];
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for (const key in groups) {
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const sorted = [...groups[Number(key)]].sort((a, b) => a.lv - b.lv);
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let active: LvReviveEntry | undefined;
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for (const e of sorted) { if (e.lv <= lv) active = e; }
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if (active) {
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const line = makeLine(active, `Lv${active.lv}: ${tpl} `, lv, false);
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if (!line) continue;
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// 未来档回血数值以灰色追加(同 s_uuid 的 base.ap 通常相同,仅不同时才拼接)
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const nextVals: string[] = [];
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for (const e of sorted) {
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if (e.lv <= lv) continue;
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const v = `${SkillSet[e.s_uuid]?.ap ?? 0}%`;
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if (v !== line.value && !nextVals.includes(v)) nextVals.push(v);
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}
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if (nextVals.length) line.nextValues = nextVals;
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lines.push(line);
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} else {
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// 完全未激活:预览最低档,次数按解锁等级预估,整行灰色
|
||
const first = sorted[0];
|
||
const line = makeLine(first, `Lv${first.lv}: ${tpl} `, first.lv, true);
|
||
if (line) lines.push(line);
|
||
}
|
||
}
|
||
return lines;
|
||
}
|
||
|
||
/** 额外属性加成(ap/hp)累计结构化行:成长递增 + 一次性奖励,高亮累计数值 */
|
||
function buildEvolveBonusLines(source: ISkillDescSource): ISkillLine[] {
|
||
const lv = Math.max(1, source.lv ?? 1);
|
||
// 成长线性增量:优先用原始基础值(base_*,HeroAttrsComp 场景),否则用配置 hp/ap;
|
||
// 缺基础值时按 0 处理(如纯触发技能描述场景),避免运行时 hp/ap 重复计成长
|
||
const baseHp = source.base_hp ?? source.hp ?? 0;
|
||
const baseAp = source.base_ap ?? source.ap ?? 0;
|
||
const grow = calcGrowBonus({ hp: baseHp, ap: baseAp, grow_type: source.grow_type }, lv);
|
||
let apTotal = grow.ap;
|
||
let hpTotal = grow.hp;
|
||
if (source.ap_bonus) {
|
||
for (const e of source.ap_bonus) { if (e.lv <= lv) apTotal += e.value; }
|
||
}
|
||
if (source.hp_bonus) {
|
||
for (const e of source.hp_bonus) { if (e.lv <= lv) hpTotal += e.value; }
|
||
}
|
||
const lines: ISkillLine[] = [];
|
||
if (apTotal !== 0) lines.push({ prefix: "成长:", value: `+${apTotal}`, suffix: ATTR_NAME[Attrs.ap] ?? "攻击力" });
|
||
if (hpTotal !== 0) lines.push({ prefix: "成长:", value: `+${hpTotal}`, suffix: ATTR_NAME[Attrs.hp_max] ?? "最大生命" });
|
||
return lines;
|
||
}
|
||
|
||
/**
|
||
* 构建全部能力结构化行(触发技能 + 驻场光环 + 复活 + 额外加成)。
|
||
* 纯文本与富文本两个公开接口共用此结果,仅渲染阶段不同。
|
||
*
|
||
* @param showName 是否在行中包含「技能名」片段
|
||
* @param showLocked true 时为全档位合并模式:每个技能只出一行——已激活档正常渲染且
|
||
* 未来档数值灰色拼接在 value 后(nextValues);完全未激活的技能
|
||
* 预览最低档、整行 locked 灰色、Lv 前缀置前。false 时仅输出当前生效档
|
||
*/
|
||
function buildSkillLines(source: ISkillDescSource, showName: boolean = true, showLocked: boolean = false): ISkillLine[] {
|
||
const lines: ISkillLine[] = [];
|
||
const lv = Math.max(1, source.lv ?? 1);
|
||
|
||
// ---- 6 种标准触发技能 ----
|
||
for (const key of TRIGGER_KEYS) {
|
||
const grouped = source[key] as TriggerGrouped | undefined;
|
||
if (!grouped) continue;
|
||
// 触发类型简称(召唤/亡语/起手/生息/进击/受击)
|
||
const name = SkillTriggerName[key] ?? key;
|
||
// 仅进击/受击带触发次数,拼为"×n";其余简称直接用
|
||
const needCount = key === SkillTriggerType.Atking || key === SkillTriggerType.Atked;
|
||
|
||
if (!showLocked) {
|
||
// 仅当前等级生效档(resolve 取各 s_uuid ≤lv 的最大档)
|
||
for (const item of resolveTriggerByLv(grouped, lv)) {
|
||
const base = SkillSet[item.s_uuid];
|
||
if (!base) continue;
|
||
const skill = mergeSkillParams(base, item.overrides);
|
||
const trigger = needCount ? `${name}×${item.t_num}` : name;
|
||
// 触发语境专属名称(如 atked.6301=不屈壁垒),未配置回退通用名
|
||
const nameSeg = showName ? `「${getTriggerSkillName(key, item.s_uuid)}」 ` : "";
|
||
lines.push(buildEffectLine(`${trigger}:${nameSeg}`, skill));
|
||
}
|
||
continue;
|
||
}
|
||
|
||
// 全档位合并模式:每个 s_uuid 只出一行,等级前缀置前("Lv1: 进击×5 ...")
|
||
for (const sKey in grouped) {
|
||
const entries = grouped[sKey];
|
||
if (!entries?.length) continue;
|
||
const base = SkillSet[Number(sKey)];
|
||
if (!base) continue;
|
||
const sorted = [...entries].sort((a, b) => a.lv - b.lv);
|
||
const nameSeg = showName ? `「${getTriggerSkillName(key, Number(sKey))}」 ` : "";
|
||
const headOf = (e: LvTriggerEntry) => `Lv${e.lv}: ${needCount ? `${name}×${e.t_num}` : name} ${nameSeg}`;
|
||
|
||
// 取当前等级生效档(≤lv 的最大档)
|
||
let active: LvTriggerEntry | undefined;
|
||
for (const e of sorted) { if (e.lv <= lv) active = e; }
|
||
|
||
if (active) {
|
||
const line = buildEffectLine(headOf(active), mergeSkillParams(base, active.overrides));
|
||
// 未来档数值以灰色 "/v1/v2" 追加在高亮数值后(仅收集与当前不同的数值,避免重复)
|
||
const nextVals: string[] = [];
|
||
for (const e of sorted) {
|
||
if (e.lv <= lv) continue;
|
||
const v = buildEffectLine("", mergeSkillParams(base, e.overrides)).value;
|
||
if (v && v !== line.value && !nextVals.includes(v)) nextVals.push(v);
|
||
}
|
||
if (nextVals.length) line.nextValues = nextVals;
|
||
lines.push(line);
|
||
} else {
|
||
// 技能完全未激活:预览最低档效果,整行灰色
|
||
const first = sorted[0];
|
||
const line = buildEffectLine(headOf(first), mergeSkillParams(base, first.overrides));
|
||
line.locked = true;
|
||
lines.push(line);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ---- 驻场光环(field):查 FieldDescSet 结构化渲染,value 数值高亮 ----
|
||
const fieldEntries = source[SkillTriggerType.Field] as LvFieldEntry[] | undefined;
|
||
if (fieldEntries?.length) {
|
||
const tpl = SkillTriggerName[SkillTriggerType.Field] ?? "光环";
|
||
if (!showLocked) {
|
||
for (const entry of resolveFieldByLv(fieldEntries, lv)) {
|
||
const line = buildFieldLine(`${tpl}:`, entry, showName);
|
||
if (line) lines.push(line);
|
||
}
|
||
} else {
|
||
// 全档位合并模式:生效档(≤lv 最大档)正常显示,未来档整行灰色且 Lv 置前;
|
||
// 被替换的历史档不显示(resolve 语义下升级后旧档光环失效)
|
||
const sorted = [...fieldEntries].sort((a, b) => a.lv - b.lv);
|
||
let activeTier: LvFieldEntry | undefined;
|
||
for (const tier of sorted) { if (tier.lv <= lv) activeTier = tier; }
|
||
if (activeTier) {
|
||
for (const entry of activeTier.uuids) {
|
||
const line = buildFieldLine(`Lv${activeTier.lv}: ${tpl} `, entry, showName);
|
||
if (line) lines.push(line);
|
||
}
|
||
}
|
||
for (const tier of sorted) {
|
||
if (tier.lv <= lv) continue;
|
||
for (const entry of tier.uuids) {
|
||
const line = buildFieldLine(`Lv${tier.lv}: ${tpl} `, entry, showName);
|
||
if (!line) continue;
|
||
line.locked = true;
|
||
lines.push(line);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ---- 复活(revive)----
|
||
lines.push(...buildReviveLines(source, showName, showLocked));
|
||
|
||
// ---- 额外属性加成(ap/hp,按当前等级累计)----
|
||
lines.push(...buildEvolveBonusLines(source));
|
||
|
||
return lines;
|
||
}
|
||
|
||
/**
|
||
* 纯文本描述(Label 用):数值无颜色。
|
||
* @param source 触发技能数据源(heroInfo 静态配置 或 HeroAttrsComp 运行时当前等级配置)
|
||
* @returns 多行纯文本,每行一条能力,用 \n 分隔
|
||
*/
|
||
export function buildSkillDesc(source: ISkillDescSource): string {
|
||
return buildSkillLines(source)
|
||
.map(l => `${l.prefix}${l.value}${l.suffix}`)
|
||
.join("\n");
|
||
}
|
||
|
||
/**
|
||
* 富文本描述(RichText 用,BBCode):技能名用 <color=#2E86C1> 蓝色、数值用 <color=#27AE60> 亮绿色高亮。
|
||
* @param source 触发技能数据源(同 buildSkillDesc)
|
||
* @param showName 是否包含「技能名」片段(默认 true)
|
||
* @param showLocked true 时为全档位合并模式:每个技能只出一行,已激活档数值高亮、
|
||
* 未来档数值灰色 "/v1/v2" 追加;完全未激活的技能整行灰色且 Lv 前缀置前
|
||
* (英雄盒面板用);false 时仅输出当前等级生效档
|
||
* @returns 多行富文本串,用 \n 分隔
|
||
*/
|
||
export function buildSkillDescRich(source: ISkillDescSource, showName: boolean = true, showLocked: boolean = false): string {
|
||
return buildSkillLines(source, showName, showLocked)
|
||
// 未激活行保持整行灰色,不再补充"持续X秒"数值高亮
|
||
.map(l => l.locked ? renderLineRich(l) : highlightDuration(renderLineRich(l)))
|
||
.join("\n");
|
||
}
|
||
|
||
/**
|
||
* 单个技能详情富文本(IBox 弹窗用):展示 CD/持续时间 + 结构化效果描述。
|
||
* @param skillUuid SkillSet 技能 UUID
|
||
* @param overrides 可选覆写参数(如药水卡自定义档位)
|
||
* @param lv 技能等级(仅用于展示,不影响数值计算)
|
||
* @returns 多行富文本串:第一行 CD/持续时间,第二行效果描述
|
||
*/
|
||
export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrides, lv: number = 1): string {
|
||
const base = SkillSet[skillUuid];
|
||
if (!base) return "未知技能";
|
||
const skill = mergeSkillParams(base, overrides);
|
||
// SkillConfig 未定义 cd 字段,冷却时间由外部运行时数据传入;计时模式展示持续时间
|
||
const dur = skill.buff_duration ?? (skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id]?.duration : undefined) ?? 0;
|
||
const cdTag = dur > 0 ? valueRich(`持续:${dur}s`) : "";
|
||
const nameTag = `${skillNameRich(skill.name)} Lv.${lv}`;
|
||
|
||
// 复用结构化效果行,head 为空避免重复触发类型前缀
|
||
const line = buildEffectLine("", skill);
|
||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||
const effect = line.value
|
||
? `${prefix}${valueRich(line.value)}${line.suffix}`
|
||
: `${prefix}${line.suffix}`;
|
||
|
||
return cdTag ? `${nameTag} ${cdTag}\n${effect}` : `${nameTag}\n${effect}`;
|
||
}
|
||
|
||
/**
|
||
* 装备/驻场光环详情富文本:展示全部词条,数值绿色高亮。
|
||
* @param entries 驻场光环词条数组(uuid 指向 FieldSkillSet 底座,value 为生效数值)
|
||
* @param showName 是否包含「技能名」片段(英雄面板 true,装备商店 false)
|
||
* @returns 多行富文本串,每行一个词条
|
||
*/
|
||
export function buildEquipRich(entries: FieldEntry[], showName: boolean = false): string {
|
||
if (!entries?.length) return "无词条";
|
||
const lines: string[] = [];
|
||
for (const entry of entries) {
|
||
const line = buildFieldLine("", entry, showName);
|
||
if (!line) continue;
|
||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||
const text = line.value
|
||
? `${prefix}${valueRich(line.value)}${line.suffix}`
|
||
: `${prefix}${line.suffix}`;
|
||
lines.push(text);
|
||
}
|
||
return lines.length > 0 ? lines.join("\n") : "无词条";
|
||
}
|
||
|
||
/**
|
||
* 英雄信息弹窗技能描述富文本(HeroMoreCom 用)。
|
||
*
|
||
* 格式:
|
||
* 「技能名」 Lv.当前技能等级:当前档技能效果
|
||
*
|
||
* 仅展示当前生效档位,不含升级提示;升级前后对比由升级确认框单独提供。
|
||
* 数据源为运行时 HeroAttrsComp(lv 取当前英雄等级),逐触发类型逐技能渲染。
|
||
* 技能等级取 LvTriggerEntry.s_lv,未标注时按档位序号(1/2/3...)兜底。
|
||
*
|
||
* @param source 英雄运行时数据源(含 lv 与触发技能分组)
|
||
* @returns 多行富文本串,\n 分隔
|
||
*/
|
||
export function buildSkillDescMoreRich(source: ISkillDescSource): string {
|
||
const lv = Math.max(1, source.lv ?? 1);
|
||
const lines: string[] = [];
|
||
|
||
// 单条效果 → 富文本(技能名蓝色、数值绿色高亮、持续秒数高亮)
|
||
const effectRich = (line: ISkillLine): string => {
|
||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||
const text = line.value
|
||
? `${prefix}${valueRich(line.value)}${line.suffix}`
|
||
: `${prefix}${line.suffix}`;
|
||
return highlightDuration(text);
|
||
};
|
||
|
||
for (const key of TRIGGER_KEYS) {
|
||
const grouped = source[key] as TriggerGrouped | undefined;
|
||
if (!grouped) continue;
|
||
const trigName = SkillTriggerName[key] ?? key;
|
||
const needCount = key === SkillTriggerType.Atking || key === SkillTriggerType.Atked;
|
||
|
||
for (const sKey in grouped) {
|
||
const entries = grouped[sKey];
|
||
if (!entries?.length) continue;
|
||
const sUuid = Number(sKey);
|
||
const base = SkillSet[sUuid];
|
||
if (!base) continue;
|
||
const sorted = [...entries].sort((a, b) => a.lv - b.lv);
|
||
// 技能名走触发语境专属命名(如 atked.6301=不屈壁垒)
|
||
const skillName = getTriggerSkillName(key, sUuid);
|
||
|
||
// 当前生效档(≤lv 最大档),未激活则用最低档
|
||
let activeIdx = -1;
|
||
for (let i = 0; i < sorted.length; i++) {
|
||
if (sorted[i].lv <= lv) activeIdx = i;
|
||
}
|
||
const curIdx = activeIdx >= 0 ? activeIdx : 0;
|
||
const cur = sorted[curIdx];
|
||
const curSLv = cur.s_lv ?? (curIdx + 1);
|
||
// 触发次数直接写为富文本(数字绿色高亮),如 "受伤3次"
|
||
const curTrig = needCount
|
||
? `${trigName}${valueRich(cur.t_num)}次`
|
||
: trigName;
|
||
// 技能名 + 档位数字后缀(如 "不屈壁垒1"),与光环命名口径一致
|
||
const curHead = `「${skillName}${curSLv}」: ${curTrig}, `;
|
||
lines.push(effectRich(buildEffectLine(curHead, mergeSkillParams(base, cur.overrides))));
|
||
}
|
||
}
|
||
|
||
// 驻场光环(field):技能名带档位数字后缀(按 lv 档升序,1 起始),便于玩家识别成长
|
||
const fieldEntries = source[SkillTriggerType.Field] as LvFieldEntry[] | undefined;
|
||
if (fieldEntries?.length) {
|
||
// 按 lv 升序确定当前生效档的序号(1 起始),作为技能名后缀
|
||
const sorted = [...fieldEntries].sort((a, b) => a.lv - b.lv);
|
||
let tier = 1;
|
||
for (let i = 0; i < sorted.length; i++) {
|
||
if (sorted[i].lv <= lv) tier = i + 1;
|
||
}
|
||
for (const entry of resolveFieldByLv(fieldEntries, lv)) {
|
||
const baseName = getTriggerSkillName(SkillTriggerType.Field, entry.uuid);
|
||
const line = buildFieldLine("", entry, true, `${baseName}${tier}`);
|
||
if (line) lines.push(effectRich(line));
|
||
}
|
||
}
|
||
|
||
// 重生(revive):每回合拥有 N 次重生机会,死亡后以 X% 血量原地重生
|
||
const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
|
||
if (revive) {
|
||
const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
|
||
lines.push(`${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`);
|
||
}
|
||
|
||
return lines.join("\n");
|
||
}
|
||
|
||
/**
|
||
* 把"持续X秒"中的 X 也包裹绿色高亮(卡片描述后处理)。
|
||
* Why: 计时模板 {dur} 不在 \x01\x02 高亮标记内,renderLineRich 仅高亮主数值;
|
||
* 持续时间对药水/计时 buff 同样关键,这里补充高亮,保证视觉一致。
|
||
*/
|
||
function highlightDuration(text: string): string {
|
||
return text.replace(DURATION_PATTERN, `持续${valueRich("$1")}秒`);
|
||
}
|
||
|
||
/**
|
||
* 结构化行 → 富文本串(技能名蓝色、数值绿色)。
|
||
* buildEquipRich / buildCardDescRich / buildSkillDescRich 共用,保证渲染规则唯一。
|
||
* 未激活行(locked)整行灰色弱化、不做技能名/数值高亮。
|
||
*/
|
||
function renderLineRich(line: ISkillLine): string {
|
||
if (line.locked) return `<color=${RICH_LOCKED_COLOR}>${line.prefix}${line.value}${line.suffix}</color>`;
|
||
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
|
||
// 未来档数值灰色追加在当前高亮数值后("15%/20%/30%"),suffix 仍位于整段数值之后
|
||
const next = line.nextValues?.length ? `<color=${RICH_LOCKED_COLOR}>/${line.nextValues.join("/")}</color>` : "";
|
||
return line.value
|
||
? `${prefix}${valueRich(line.value)}${next}${line.suffix}`
|
||
: `${prefix}${next}${line.suffix}`;
|
||
}
|
||
|
||
/**
|
||
* 扫描合并后技能的附加概率字段(crt/frz/stun/bck),非零的拼为高亮后缀。
|
||
* Why: 模板不再硬编码"有概率击晕"等文案,由实际配置驱动,避免描述与数值漂移。
|
||
* @returns 形如 ",30%击晕,20%冰冻";全为 0 时返回 ""
|
||
*/
|
||
function buildChanceSuffix(skill: SkillConfig): string {
|
||
const items: string[] = [];
|
||
const push = (val: number | undefined, label: string) => {
|
||
if (val && val > 0) items.push(`附加${valueRich(val)}%${label}`);
|
||
};
|
||
push(skill.crt, "暴击");
|
||
push(skill.frz, "冰冻");
|
||
push(skill.stun, "击晕");
|
||
push(skill.bck, "击退");
|
||
return items.length > 0 ? `,${items.join(",")}` : "";
|
||
}
|
||
|
||
/**
|
||
* 商店卡片描述富文本(SCardComp / ItemListComp 用,BBCode)。
|
||
*
|
||
* Why: 卡片 info 为手写文案,与 SkillSet/BuffList 数值易漂移。
|
||
* 本函数从 CardConfig.skill + overrides 合并后的实时配置生成描述,
|
||
* 数值随档位(如高级药水 buff_value)自动同步,数值绿色高亮、技能名蓝色。
|
||
*
|
||
* 描述规则:
|
||
* - 药品/技能卡(card.skill 有效)→ 查 SkillDescSet 模板渲染(计时模式取 BuffList 默认值兜底);
|
||
* 未入表技能回退 SkillSet.info / card.info,整行不高亮。
|
||
* - 装备卡(card.field 有效)→ 复用 buildEquipRich 逐词条渲染。
|
||
* - 触发节奏(t_times/t_inv)融入单行描述:定时触发"每M秒召唤K个「技能名」攻击敌人,xxx,共N次"(K=overrides.num+1);即时触发仅显示效果。
|
||
*
|
||
* @param card 卡片配置(SCardSet 技能卡 / ICardSet 药品卡 / EquipSet 装备卡)
|
||
* @returns 多行富文本串;无可描述内容时回退 card.info
|
||
*/
|
||
export function buildCardDescRich(card: CardConfig): string {
|
||
// 装备卡:逐词条渲染驻场光环
|
||
if (card.field && card.field.length > 0) {
|
||
return buildEquipRich(card.field);
|
||
}
|
||
|
||
// 药品/技能卡:合并覆写后按 SkillDescSet 模板渲染
|
||
const base = card.skill ? SkillSet[card.skill] : undefined;
|
||
if (base) {
|
||
const skill = mergeSkillParams(base, card.overrides);
|
||
const line = buildEffectLine("", skill);
|
||
// 未入表技能回退链:SkillSet.info → card.info
|
||
if (!line.value && !SkillDescSet[skill.uuid]) {
|
||
return String(skill.info || card.info || "");
|
||
}
|
||
|
||
// 触发节奏融入描述:定时触发"每M秒释放一次「技能名」,xxx,共N次";即时触发直接描述
|
||
const tTimes = card.t_times ?? 1;
|
||
const tInv = card.t_inv ?? 0;
|
||
const isInstant = card.is_inst || tInv <= 0;
|
||
// 附加概率后缀(暴击/冰冻/击晕/击退),由实际配置驱动
|
||
const suffix = buildChanceSuffix(skill);
|
||
const rich = highlightDuration(renderLineRich(line)) + suffix;
|
||
|
||
if (isInstant) {
|
||
return rich;
|
||
}
|
||
|
||
const rhythm = `每${valueRich(tInv)}秒召唤${valueRich((card.overrides?.num ?? 0) + 1)}个${skillNameRich(skill.name)}攻击敌人`;
|
||
const times = `, 共${valueRich(tTimes)}次`;
|
||
return `${rhythm}, ${rich}${times}`;
|
||
}
|
||
|
||
return card.info || "";
|
||
}
|