Files
pixelheros/assets/script/game/common/config/CardSet.ts
walkpan 750097dcf7 feat: 同步 HeroInfo 到 CardPoolList 并排序英雄卡
根据 heroSet.ts 中的 HeroInfo 配置,更新 CardSet.ts 的 CardPoolList。
- 新增英雄卡条目 5012 和 5013
- 更新现有英雄卡的 lv 字段以匹配 HeroInfo.cards_lv
- 按 lv 升序对英雄卡进行排序,保持非英雄卡顺序不变
2026-03-20 20:56:36 +08:00

163 lines
5.4 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/** 卡牌大类定义 */
export enum CardType {
Hero = 1,
Skill = 2,
Potion = 3,
Special = 4,
Buff = 5,
Debuff = 6,
}
/** 卡池等级定义 */
export enum CardKind {
LV1 = 1,
LV2 = 2,
LV3 = 3,
LV4 = 4,
LV5 = 5,
LV6 = 6,
}
/** 通用卡牌配置 */
export interface CardConfig {
uuid: number
type: CardType
cost: number
weight: number
lv: CardKind
hero_lv?: number
}
/** 卡池默认初始等级 */
export const CARD_POOL_INIT_LEVEL = CardKind.LV1
/** 卡池等级上限 */
export const CARD_POOL_MAX_LEVEL = CardKind.LV6
/** 英雄最高等级限制 */
export const CARD_HERO_MAX_LEVEL = 3
/** 基础卡池英雄、技能、Buff、Debuff */
export const CardPoolList: CardConfig[] = [
{ uuid: 5001, type: CardType.Hero, cost: 3, weight: 25, lv: 1, hero_lv: 1 },
{ uuid: 5101, type: CardType.Hero, cost: 3, weight: 25, lv: 1, hero_lv: 1 },
{ uuid: 5201, type: CardType.Hero, cost: 3, weight: 25, lv: 1, hero_lv: 1 },
{ uuid: 5301, type: CardType.Hero, cost: 3, weight: 25, lv: 1, hero_lv: 1 },
{ uuid: 5003, type: CardType.Hero, cost: 3, weight: 25, lv: 2, hero_lv: 1 },
{ uuid: 5012, type: CardType.Hero, cost: 3, weight: 25, lv: 2, hero_lv: 1 },
{ uuid: 5302, type: CardType.Hero, cost: 3, weight: 25, lv: 2, hero_lv: 1 },
{ uuid: 5002, type: CardType.Hero, cost: 3, weight: 25, lv: 3, hero_lv: 1 },
{ uuid: 5013, type: CardType.Hero, cost: 3, weight: 25, lv: 3, hero_lv: 1 },
{ uuid: 5202, type: CardType.Hero, cost: 3, weight: 25, lv: 3, hero_lv: 1 },
{ uuid: 5004, type: CardType.Hero, cost: 3, weight: 25, lv: 4, hero_lv: 1 },
{ uuid: 5104, type: CardType.Hero, cost: 3, weight: 25, lv: 4, hero_lv: 1 },
{ uuid: 5303, type: CardType.Hero, cost: 3, weight: 25, lv: 4, hero_lv: 1 },
{ uuid: 5105, type: CardType.Hero, cost: 3, weight: 25, lv: 5, hero_lv: 1 },
{ uuid: 5304, type: CardType.Hero, cost: 3, weight: 25, lv: 6, hero_lv: 1 },
{ uuid: 7001, type: CardType.Special, cost: 1, weight: 20, lv: 1 },
]
/** 功能卡效果类型 */
export enum SpecialEffectType {
DrawHero = 1,
RepeatNextUse = 2,
}
/** 功能卡效果参数 */
export interface SpecialCardEffect {
type: SpecialEffectType
drawHeroCount?: number
drawHeroLv?: CardKind
repeatNextUseTimes?: number
}
/** 功能卡完整配置 */
export interface SpecialCardConfig extends CardConfig {
name: string
info: string
effect: SpecialCardEffect
}
/** 功能卡定义表 */
export const SpecialCardList: Record<number, SpecialCardConfig> = {
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",
effect: {type: SpecialEffectType.DrawHero,drawHeroCount: 4,drawHeroLv: CardKind.LV3,},
},
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",
effect: {type: SpecialEffectType.RepeatNextUse,repeatNextUseTimes: 1,},
},
}
/** 规范等级到合法区间 [LV1, LV6] */
const clampCardLv = (lv: number): CardKind => {
const value = Math.floor(lv)
if (value < CARD_POOL_INIT_LEVEL) return CARD_POOL_INIT_LEVEL
if (value > CARD_POOL_MAX_LEVEL) return CARD_POOL_MAX_LEVEL
return value as CardKind
}
/** 单次按权重抽取一张卡 */
const weightedPick = (cards: CardConfig[]): CardConfig | null => {
if (cards.length === 0) return null
const totalWeight = cards.reduce((total, card) => total + card.weight, 0)
let random = Math.random() * totalWeight
for (const card of cards) {
random -= card.weight
if (random <= 0) return card
}
return cards[cards.length - 1]
}
/** 连续抽取 count 张卡,允许重复 */
const pickCards = (cards: CardConfig[], count: number): CardConfig[] => {
if (cards.length === 0 || count <= 0) return []
const selected: CardConfig[] = []
while (selected.length < count) {
const pick = weightedPick(cards)
if (!pick) break
selected.push(pick)
}
return selected
}
/** 获取指定等级可出现的基础卡池 */
export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => {
const cardLv = clampCardLv(lv)
if (onlyCurrentLv) {
return CardPoolList.filter(card => card.lv === cardLv)
}
return CardPoolList.filter(card => card.lv <= cardLv)
}
const normalizeTypeFilter = (type: CardType | CardType[]): Set<CardType> => {
const list = Array.isArray(type) ? type : [type]
const hasBuffLike = list.includes(CardType.Buff) || list.includes(CardType.Debuff)
if (hasBuffLike) {
return new Set<CardType>([...list, CardType.Buff, CardType.Debuff])
}
return new Set<CardType>(list)
}
/** 常规发牌:前 2 英雄 + 后 2 其他;支持按类型和等级模式过滤 */
export const getCardsByLv = (
lv: number,
type?: CardType | CardType[],
onlyCurrentLv: boolean = false
): CardConfig[] => {
const pool = getCardPoolByLv(lv, onlyCurrentLv)
if (type !== undefined) {
const typeSet = normalizeTypeFilter(type)
const filteredPool = pool.filter(card => typeSet.has(card.type))
return pickCards(filteredPool, 4)
}
const heroPool = pool.filter(card => card.type === CardType.Hero)
const otherPool = pool.filter(card => card.type !== CardType.Hero)
const heroes = pickCards(heroPool, 2)
const others = pickCards(otherPool, 2)
return [...heroes, ...others]
}