Files
pixelheros/assets/script/game/common/config/SCardSet.ts
pan 08dd8f3437 refactor(card-config): 重构技能卡配置逻辑
1.  移除wave过滤逻辑,所有技能卡均可直接抽取
2.  改为显式配置card_lv,不再通过wave推导档位
3.  新增t_times字段配置触发次数,不再默认永久生效
4.  移除对SKILL_CARD_WAVES的依赖
2026-07-22 17:52:18 +08:00

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/**
* @file SCardSet.ts
* @description 技能卡池独立配置
*
* 职责:
* 维护所有技能卡CardType.Skill的原始数据并构建为标准 CardConfig[]。
*
* 设计:
* - 技能卡不再按 wave 过滤,所有技能卡均可被抽取。
* - 所有技能卡均按次数触发t_times不再永久存在。
* - card_lv 直接显式配置,不再依赖 wave 推导。
*
* 依赖:
* - CardSet —— CardConfig / CardType / CKind / CardLV / CardTriggerType
* - SkillSet —— SkillOverrides
*/
import { CardConfig, CardType, CardLV, CKind, CardTriggerType } from "./CardSet";
import { SkillOverrides } from "./SkillSet";
/** 技能卡原始数据(平铺字段,构建后转为 CardConfig */
interface SkillCardRaw {
uuid: number;
skill: number;
card_lv: number;
name: string;
info: string;
is_inst: boolean;
t_times?: number; // 触发次数(未设置时按 is_inst 取默认值:即时=1定时=3
t_inv?: number;
keep_waves?: number; // 维持波次数(默认 0=仅本波次)
trigger_type: CardTriggerType;
overrides?: SkillOverrides;
}
const SkillCardData: SkillCardRaw[] = [
// ==================== card_lv 2 档(强度 ×2 ====================
// --- 范围攻击卡ap 递增,间隔缩短) ---
{ uuid: 8261, skill: 6201, card_lv: 2, name: "雷墙+", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 3, t_inv: 5, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8262, skill: 6202, card_lv: 2, name: "火墙+", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 3, t_inv: 5, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8263, skill: 6203, card_lv: 2, name: "飓风+", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 3, t_inv: 5, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8264, skill: 6204, card_lv: 2, name: "水墙+", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 3, t_inv: 5, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8265, skill: 6205, card_lv: 2, name: "风墙+", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 3, t_inv: 5, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
{ uuid: 8266, skill: 6206, card_lv: 2, name: "陨石术+", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 3, t_inv: 5, trigger_type: CardTriggerType.Interval, overrides: { ap: 150 } },
// ==================== card_lv 3 档(强度 ×3 ====================
{ uuid: 8361, skill: 6201, card_lv: 3, name: "雷墙++", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 4, t_inv: 4, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8362, skill: 6202, card_lv: 3, name: "火墙++", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 4, t_inv: 4, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8363, skill: 6203, card_lv: 3, name: "飓风++", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 4, t_inv: 4, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8364, skill: 6204, card_lv: 3, name: "水墙++", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 4, t_inv: 4, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8365, skill: 6205, card_lv: 3, name: "风墙++", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 4, t_inv: 4, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
{ uuid: 8366, skill: 6206, card_lv: 3, name: "陨石术++", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 4, t_inv: 4, trigger_type: CardTriggerType.Interval, overrides: { ap: 250 } },
];
/**
* 技能卡池(已构建为标准 CardConfig[])。
* 不再按 wave 过滤,所有技能卡均可被抽取。
*/
export const SkillCardList: CardConfig[] = SkillCardData.map(data => {
// 触发次数:显式配置优先;未配置时即时=1定时=3
const defaultTimes = data.is_inst ? 1 : 3;
return {
uuid: data.uuid,
skill: data.skill || undefined,
type: CardType.Skill,
cost: 0,
weight: 10,
pool_lv: CardLV.LV1,
kind: CKind.Skill,
card_lv: data.card_lv,
name: data.name,
info: data.info,
is_inst: data.is_inst,
t_times: data.t_times ?? defaultTimes,
t_inv: data.t_inv || 0,
keep_waves: data.keep_waves ?? 0,
overrides: data.overrides,
trigger_type: data.trigger_type,
} as CardConfig;
});
/**
* 按权重抽取一张卡(带权重随机)。
*/
function weightedPick(cards: CardConfig[]): CardConfig | null {
if (cards.length === 0) return null;
const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0);
let random = Math.random() * totalWeight;
for (const card of cards) {
random -= (card.weight ?? 0);
if (random <= 0) return card;
}
return cards[cards.length - 1];
}
/**
* 按权重抽取 N 张技能卡unique 保证一次刷新内不重复,不足时允许重复补齐)。
* @param count 需要抽取的数量
*/
export function drawSkillCards(count: number): CardConfig[] {
const safeCount = Math.max(0, Math.floor(count));
if (SkillCardList.length === 0 || safeCount <= 0) return [];
const picked: CardConfig[] = [];
let available = [...SkillCardList];
while (picked.length < safeCount) {
if (available.length === 0) break;
const pick = weightedPick(available);
if (!pick) break;
picked.push(pick);
available = available.filter(c => c.uuid !== pick.uuid);
}
// 不足时允许重复补齐
const filled = [...picked];
while (filled.length < safeCount) {
const fallback = weightedPick(SkillCardList);
if (!fallback) break;
filled.push(fallback);
}
return filled;
}