776 lines
37 KiB
TypeScript
776 lines
37 KiB
TypeScript
/**
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* @file HeroSkillText.ts
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* @description 英雄技能文案生成器(heroInfo 内联描述模板驱动)
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*
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* 英雄语境描述文案层(原 HeroSkillDesc 已由本模块 + CardSkillText 替代并移除):
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* - 描述模板直接配置在 heroInfo(HSkillInfo.desc / LvSkillEntry.desc / LvTriggerEntry.desc),
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* "同一底座技能、不同英雄语境"的表述差异在英雄配置处表达;
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* - 数值永远从 mergeSkillParams 合并后的实时配置取值(占位符渲染),
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* 改 overrides 数值文案自动同步,杜绝"改数值忘改文案"漂移;
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* - 英雄当前等级取自 SingletonModuleComp 的局外成长等级(smc.getHeroOuterLv)。
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*
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* 两个输出(均为富文本 BBCode,RichText 直接可用):
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* 1. buildHeroSkillDesc(heroUuid) —— 当前局外等级下各技能最大生效档的完整说明
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* 2. buildHeroSkillTierDesc(heroUuid, skillUuid) —— 指定技能各阶段说明:
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* slv1 给完整能力 + 激活英雄等级;slv2+ 给相对上一级的提升 + 解锁英雄等级
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*
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* 触发组口径:每个触发槽位(atking/dead/fstart/atked/call/field)整组视为一个技能,
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* 组内多个 s_uuid / 光环词条合并为一个名称(组内首个自定义名)与一套说明统一展示:
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* - buildHeroSkillDesc 中每组合并为一行(CHeroComp / HeroMoreCom 等直接消费)
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* - buildHeroGroupTierLines(heroUuid, slot) 供弹窗按整组分档渲染(SinfoComp)
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*
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* 占位符规范(模板作者可用,渲染时数值片段自动绿色高亮):
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* {target} 目标语义(自身/敌方/全体友方/N名队友…,与 SCastSystem 目标选取一致)
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* {dur} 计时 buff 持续秒数(buff_duration 优先,回退 BuffList 默认)
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* {buff_value} 计时 buff 修饰数值(tick 类取绝对值展示,modifiers 类保留正负号)
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* {字段名} 合并后技能配置数值(ap/para/frz/stun/crt/bck/hit_count/num/summon_count…)
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*
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* 依赖:heroSet(配置与 resolver)、SkillSet/BuffSet/SkillDescSet(底座)、smc(局外等级)。
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* 卡牌/道具语境描述见 config/CardSkillText.ts。
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*/
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import {
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HeroInfo, heroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry, FieldEntry,
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TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv,
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getGroupedTriggerName, getFieldSkillName, getTriggerGroupName, getFieldGroupName,
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LvBonusAttrsEntry, BonusAttrKey,
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} from "./config/heroSet";
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import { SkillSet, mergeSkillParams, SkillConfig, SkillKind, TGroup, FieldSkillSet } from "./config/SkillSet";
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import { BuffList } from "./config/BuffSet";
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import { FieldDescSet, FieldValueFmt } from "./config/SkillDescSet";
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import { FacSet } from "./config/GameSet";
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import { smc } from "./SingletonModuleComp";
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/* ==================== 富文本片段(与 CardSkillText 同配色,保证各面板视觉一致) ==================== */
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/** 富文本数值高亮色(鲜亮绿色) */
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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) */
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const RICH_VALUE_OUTLINE = "#145A32";
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/** 技能名高亮色(蜜桃橙) */
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const RICH_NAME_COLOR = "#F8C471";
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/** 技能名描边色(深褐) */
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const RICH_NAME_OUTLINE = "#6E2C00";
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/** 数值富文本片段:亮绿填充 + 深绿描边 */
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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}>${text}</color></outline>`;
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}
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/** 技能名富文本片段:「技能名」蜜桃橙填充 + 深褐描边 */
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function skillNameRich(name: string): string {
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return `<outline color=${RICH_NAME_OUTLINE} width=1><color=${RICH_NAME_COLOR}>「${name}」</color></outline>`;
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}
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/* ==================== 模板渲染基础 ==================== */
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/** 需要遍历的触发技能类型(field 结构不同,单独处理;复活已纳入 dead) */
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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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/** 占位符模式:{target}/{dur}/{buff_value}/{技能字段名} */
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const PLACEHOLDER_PATTERN = /\{(\w+)\}/g;
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/**
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* 构建触发语境短语(整组/单技能行首共用)。
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* atking/atked 为周期循环触发(运行时按次数取模判定),拼为"每攻击N次"/"每受击N次"
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* 表达循环语义(N=1 时退化为"每次攻击"/"每次受击");其余类型直接用触发名(召唤/死亡后/回合开始)。
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*/
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function buildTriggerLabel(type: SkillTriggerType, tNum: number, chance?: number): string {
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if (type === SkillTriggerType.Atking || type === SkillTriggerType.Atked) {
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// 配置了 t_chance 且 < 100 时追加概率说明(保底叠加为隐藏机制,不在文案展示)
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const chanceSeg = chance !== undefined && chance < 100 ? `(${valueRich(Math.round(chance))}%概率)` : "";
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return tNum <= 1
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? `每次${SkillTriggerName[type]}${chanceSeg}`
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: `每${SkillTriggerName[type]}${valueRich(tNum)}次${chanceSeg}`;
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}
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return SkillTriggerName[type];
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}
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/**
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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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*/
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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
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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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/** 计时 buff 生效时长(overrides.buff_duration 优先,回退 BuffList 默认) */
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function getBuffDuration(skill: SkillConfig): number {
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if (skill.timed_buff_id === undefined) return 0;
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return skill.buff_duration ?? BuffList[skill.timed_buff_id]?.duration ?? 0;
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}
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/** 计时 buff 修饰数值(tick 类伤害取绝对值展示;modifiers 类保留正负号表达增减) */
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function getBuffValue(skill: SkillConfig): number {
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if (skill.timed_buff_id === undefined) return skill.buff_value ?? 0;
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if (skill.buff_value !== undefined) return skill.buff_value;
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const buff = BuffList[skill.timed_buff_id];
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if (!buff) return 0;
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if (buff.modifiers?.length) return buff.modifiers[0].value;
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if (buff.tick) return Math.abs(buff.tick.damage_or_heal);
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return 0;
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}
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/**
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* 渲染 heroInfo 内联描述模板:数值占位符替换为合并后配置实时值并绿色高亮。
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* Why: 数值不写死在模板里,overrides 调整档位数值时文案自动同步。
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* @param tmpl 描述模板(含占位符)
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* @param skill mergeSkillParams 合并后的技能配置
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* @param extra 条目级参数占位符(触发技能的 t_chance/pity_add 不在 SkillConfig,由调用方透传;优先于技能字段)
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*/
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function renderDesc(tmpl: string, skill: SkillConfig, extra?: Record<string, number>): string {
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return tmpl.replace(PLACEHOLDER_PATTERN, (raw, key: string) => {
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if (key === "target") return buildTargetDesc(skill);
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if (key === "dur") return valueRich(getBuffDuration(skill));
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if (key === "buff_value") return valueRich(getBuffValue(skill));
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if (extra && key in extra) return valueRich(String(extra[key]));
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const v = (skill as unknown as Record<string, unknown>)[key];
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// 未定义数值字段按 0 渲染,避免面板出现 undefined(模板与配置不匹配的兜底)
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return v === undefined ? valueRich(0) : valueRich(String(v));
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});
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}
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/** 触发档位的条目级占位符上下文(普攻/大招档位无此层参数,返回 undefined 走技能字段) */
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function tierExtras(t: ISkillTierInfo): Record<string, number> | undefined {
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return t.tChance === undefined ? undefined : { t_chance: t.tChance, pity_add: t.pityAdd ?? 0 };
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}
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/** 无模板时兜底:回退底座技能的 info 备注 */
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function fallbackDesc(skill: SkillConfig): string {
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return String(skill.info ?? "");
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}
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/** 取英雄展示等级:英雄用局外成长等级(smc),怪物无成长直接用配置 lv */
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function getHeroDisplayLv(heroUuid: number, configLv: number, fac: FacSet): number {
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if (fac !== FacSet.HERO) return Math.max(1, configLv);
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return Math.max(1, smc.getHeroOuterLv(heroUuid));
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}
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/* ==================== 输出一:当前等级最大生效档说明 ==================== */
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/**
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* 输出一:英雄当前局外等级下,全部技能最大生效档的完整说明(富文本)。
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*
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* 覆盖:普攻/大招(skills,resolve ≤lv 最大档)、5 类触发技能、驻场光环(field)、
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* 死亡触发(dead,含复活)。触发槽位整组视为一个技能(组内多技能/词条合并为一行,
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* 组名取组内首个自定义名),普攻/大招仍逐技能一行。每行 = 「技能名」:(或「技能名」+
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* 触发语境)+ 模板渲染后的效果文本(数值高亮),不展示技能等级档号(当前档由英雄局外等级隐含决定)。
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*
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* Why 普攻默认隐藏:skills 首位为普攻(全英雄共有基础能力),展示场景通常只关心
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* 特色技能(大招/触发/光环),普攻行信息冗余;需要完整展示时传 showNormal=true。
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*
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* @param heroUuid 英雄 uuid(HeroInfo key)
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* @param showName 是否包含「技能名」片段(面板 true,紧凑卡片 false)
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* @param showNormal 是否展示普攻(skills 首位技能),默认 false
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* @returns 多行富文本串,\n 分隔;英雄不存在时返回 ""
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*/
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export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, showNormal: boolean = false): string {
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const hero = HeroInfo[heroUuid];
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if (!hero) return "";
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const lv = getHeroDisplayLv(heroUuid, hero.lv, hero.fac);
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const lines: string[] = [];
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const nameSeg = (n: string) => (showName && n ? skillNameRich(n) : "");
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// ---- 普攻/大招(skills):resolve 当前等级生效档,渲染该档模板 ----
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const skillKeys = Object.keys(hero.skills);
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for (let i = 0; i < skillKeys.length; i++) {
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// 首位技能 = 普攻,默认跳过(基础能力不占描述篇幅)
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if (i === 0 && !showNormal) continue;
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const hSkill = hero.skills[skillKeys[i]];
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if (!hSkill) continue;
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const base = SkillSet[hSkill.uuid];
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if (!base) continue;
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const skill = mergeSkillParams(base, resolveSkillOverrides(hSkill, lv));
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// 生效档(≤lv 最大档)模板:未配置 desc 的档位继承基础/上一档模板
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let inheritDesc = hSkill.desc;
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for (const e of hSkill.lv_entries ?? []) {
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if (e.lv <= lv && e.desc) inheritDesc = e.desc;
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}
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const text = inheritDesc ? renderDesc(inheritDesc, skill) : fallbackDesc(skill);
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// 行首格式「技能名」:(不展示技能等级,等级由英雄局外等级隐含表达)
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const head = nameSeg(hSkill.name ?? base.name);
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lines.push(head ? `${head}: ${text}` : text);
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}
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// ---- 5 类触发技能:每个触发槽位整组视为一个技能,组内多技能效果合并为一行 ----
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for (const type of TRIGGER_KEYS) {
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const grouped = hero[type] as TriggerGrouped | undefined;
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if (!grouped) continue;
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const items = resolveTriggerByLv(grouped, lv);
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if (items.length === 0) continue;
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const parts: string[] = [];
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for (const item of items) {
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const base = SkillSet[item.s_uuid];
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if (!base) continue;
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const skill = mergeSkillParams(base, item.overrides);
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// 档位模板继承链:组内 ≤lv 档依次覆盖(后配置的生效),缺省回退第 1 档
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const entries = grouped[item.s_uuid] ?? [];
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let tmpl: string | undefined;
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for (const e of entries) {
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if (e.lv <= lv && e.desc) tmpl = e.desc;
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}
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tmpl = tmpl ?? entries[0]?.desc;
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const text = tmpl
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? renderDesc(tmpl, skill, { t_chance: item.t_chance ?? 100, pity_add: item.pity_add ?? 0 })
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: fallbackDesc(skill);
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// 触发语境:"每攻击N次"循环语义(buildTriggerLabel),逗号衔接效果文本
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// 模板已显式使用 {t_chance} 时不再自动追加概率后缀,避免同一行重复展示
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const trig = buildTriggerLabel(type, item.t_num, tmpl?.includes("{t_chance}") ? undefined : item.t_chance);
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parts.push(`${trig}, ${text}`);
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}
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// dead 组内的复活效果(revive_hp / revive_count)并入同一行
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if (type === SkillTriggerType.Dead) {
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for (const item of items) {
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const reviveHp = item.overrides?.revive_hp;
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const reviveCount = item.overrides?.revive_count ?? 0;
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if (reviveHp === undefined || reviveCount <= 0) continue;
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const text = `每回合可复活${valueRich(reviveCount)}次, 死亡后以${valueRich(`${Math.round(reviveHp)}%`)}生命原地重生`;
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parts.push(`${SkillTriggerName[SkillTriggerType.Dead]}, ${text}`);
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}
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}
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if (parts.length === 0) continue;
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// 组名取组内首个自定义名(getTriggerGroupName)
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lines.push(`${nameSeg(getTriggerGroupName(hero, type))}${parts.join(";")}`);
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}
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// ---- 驻场光环(field):整组视为一个技能,组内多词条合并为一行 ----
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const fieldParts: string[] = [];
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for (const entry of resolveFieldByLv(hero.field, lv)) {
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const fs = FieldSkillSet[entry.uuid];
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const desc = fs ? FieldDescSet[fs.type] : undefined;
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if (!fs || !desc) continue;
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const val = desc.fmt === FieldValueFmt.Percent
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? `+${Math.round(entry.value * 100)}%`
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: desc.fmt === FieldValueFmt.IntMinus ? `-${entry.value}` : `+${entry.value}`;
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fieldParts.push(`${desc.verb}${valueRich(val)}`);
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}
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if (fieldParts.length > 0) {
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// 组名取组内首个自定义名(getFieldGroupName)
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lines.push(`${nameSeg(getFieldGroupName(hero))}${fieldParts.join(",")}`);
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}
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return lines.join("\n");
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}
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/* ==================== 输出二:指定技能各阶段(分档)说明 ==================== */
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/** 一个技能等级档位的统一结构(普攻 lv_entries 与触发技能 LvTriggerEntry 归一) */
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interface ISkillTierInfo {
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/** 技能等级(展示用,取 s_lv,缺省按档位序号) */
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sLv: number;
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/** 该档生效的英雄等级(激活/解锁提示) */
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heroLv: number;
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/** 合并底座后的完整技能配置 */
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skill: SkillConfig;
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/** 该档描述模板(继承链解析后) */
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desc?: string;
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/** 该档显式配置的描述模板(未走继承链):配置后提升档直接展示该模板,优先于自动 diff */
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ownDesc?: string;
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/** 触发技能档位的触发次数(普攻无) */
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tNum: number;
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/** 触发技能档位的触发概率百分点(普攻无;缺省 100 必触发) */
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tChance?: number;
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/** 触发技能档位的保底叠加百分点(普攻无;缺省 0) */
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pityAdd?: number;
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}
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/** 相邻档 diff 参与展示的字段(排除动画/弹道/特效等玩家无感字段),t_num 为触发技能专有 */
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const DIFF_KEYS: string[] = [
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"ap", "hit_count", "num", "summon_count", "crt", "frz", "stun", "para",
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"bck", "bck_chance", "buff_duration", "buff_value", "t_num", "timed_buff_id",
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"t_chance", "pity_add",
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];
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/** diff 字段的称谓与单位("新增/漂移"描述共用) */
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const DIFF_META: Record<string, { label: string; unit: string }> = {
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ap: { label: "伤害", unit: "%" },
|
||
hit_count: { label: "命中", unit: "次" },
|
||
num: { label: "双发", unit: "次" },
|
||
summon_count: { label: "召唤数", unit: "" },
|
||
crt: { label: "暴击", unit: "%" },
|
||
frz: { label: "冰冻", unit: "%" },
|
||
stun: { label: "击晕", unit: "%" },
|
||
para: { label: "麻痹", unit: "%" },
|
||
bck: { label: "击退", unit: "" },
|
||
bck_chance: { label: "击退概率", unit: "%" },
|
||
buff_duration: { label: "持续", unit: "秒" },
|
||
buff_value: { label: "增益强度", unit: "" },
|
||
t_num: { label: "触发次数", unit: "次" },
|
||
t_chance: { label: "触发概率", unit: "%" },
|
||
pity_add: { label: "保底叠加", unit: "%" },
|
||
};
|
||
|
||
/** 读取档位某展示字段的实时值(t_num/t_chance/pity_add/buff_value 走专用取值) */
|
||
function getTierValue(tier: ISkillTierInfo, key: string): number {
|
||
if (key === "t_num") return tier.tNum;
|
||
if (key === "t_chance") return tier.tChance ?? 100;
|
||
if (key === "pity_add") return tier.pityAdd ?? 0;
|
||
if (key === "buff_value") return getBuffValue(tier.skill);
|
||
const v = (tier.skill as unknown as Record<string, unknown>)[key];
|
||
return typeof v === "number" ? v : 0;
|
||
}
|
||
|
||
/**
|
||
* 相邻两档 diff:数值漂移(差值)+ 新功能(上级为 0 本级新增)+ 计时 buff 增减。
|
||
* Why: slv2+ 只描述"多得到了什么",让玩家一眼看清每级提升。
|
||
*/
|
||
function buildTierDiff(prev: ISkillTierInfo, cur: ISkillTierInfo): string[] {
|
||
const parts: string[] = [];
|
||
for (const key of DIFF_KEYS) {
|
||
// 计时 buff 增减单独处理:展示 buff 名而非内部 id
|
||
if (key === "timed_buff_id") {
|
||
const pb = prev.skill.timed_buff_id ?? 0;
|
||
const cb = cur.skill.timed_buff_id ?? 0;
|
||
if (pb === cb) continue;
|
||
if (!pb && cb) parts.push(`新增${valueRich(BuffList[cb]?.name ?? "计时增益")}`);
|
||
else if (pb && !cb) parts.push(`移除${valueRich(BuffList[pb]?.name ?? "计时增益")}`);
|
||
else parts.push(`${valueRich(BuffList[pb]?.name ?? "计时增益")}→${valueRich(BuffList[cb]?.name ?? "计时增益")}`);
|
||
continue;
|
||
}
|
||
const meta = DIFF_META[key];
|
||
if (!meta) continue;
|
||
const pv = getTierValue(prev, key);
|
||
const cv = getTierValue(cur, key);
|
||
if (cv === pv) continue;
|
||
if (pv === 0 && cv > 0) {
|
||
parts.push(`新增${meta.label}${valueRich(`${cv}${meta.unit}`)}`);
|
||
} else {
|
||
const d = cv - pv;
|
||
parts.push(`${meta.label}${valueRich(`${d > 0 ? "+" : ""}${d}${meta.unit}`)}`);
|
||
}
|
||
}
|
||
return parts;
|
||
}
|
||
|
||
/** 收集普攻/大招(skills)的全部等级档位(slv 升序,模板走继承链) */
|
||
function collectSkillTiers(hSkill: HSkillInfo): ISkillTierInfo[] {
|
||
const base = SkillSet[hSkill.uuid];
|
||
if (!base) return [];
|
||
const entries = [...(hSkill.lv_entries ?? [])].sort((a, b) => (a.s_lv ?? 0) - (b.s_lv ?? 0));
|
||
const tiers: ISkillTierInfo[] = [];
|
||
// slv1 = 基础档(底座 + 基础 overrides),激活等级取 s_lv≤1 档的 lv(缺省 1)
|
||
const lv1 = entries.find(e => (e.s_lv ?? 0) <= 1);
|
||
tiers.push({
|
||
sLv: lv1?.s_lv ?? 1,
|
||
heroLv: lv1?.lv ?? 1,
|
||
skill: mergeSkillParams(base, hSkill.overrides),
|
||
desc: lv1?.desc ?? hSkill.desc,
|
||
ownDesc: lv1?.desc ?? hSkill.desc,
|
||
tNum: 0,
|
||
});
|
||
// slv2+ = lv_entries 各档(与基础 overrides 浅合并,档位字段优先)
|
||
for (const e of entries) {
|
||
if ((e.s_lv ?? 0) < 2) continue;
|
||
tiers.push({
|
||
sLv: e.s_lv ?? 0,
|
||
heroLv: e.lv,
|
||
skill: mergeSkillParams(mergeSkillParams(base, hSkill.overrides), e.overrides),
|
||
desc: e.desc,
|
||
ownDesc: e.desc,
|
||
tNum: 0,
|
||
});
|
||
}
|
||
// 模板继承链:未配置 desc 的档位沿用上一档模板(机制不变仅数值变化的档位免配)
|
||
let inherit: string | undefined;
|
||
for (const t of tiers) {
|
||
if (t.desc) inherit = t.desc;
|
||
else t.desc = inherit;
|
||
}
|
||
return tiers;
|
||
}
|
||
|
||
/** 驻场光环词条数值展示片段(与 buildHeroSkillDesc 口径一致:比例/整数/减免) */
|
||
function buildFieldValueRich(fieldUuid: number, value: number): string {
|
||
const fs = FieldSkillSet[fieldUuid];
|
||
const desc = fs ? FieldDescSet[fs.type] : undefined;
|
||
if (!desc) return valueRich(value);
|
||
const val = desc.fmt === FieldValueFmt.Percent
|
||
? `+${Math.round(value * 100)}%`
|
||
: desc.fmt === FieldValueFmt.IntMinus ? `-${value}` : `+${value}`;
|
||
return valueRich(val);
|
||
}
|
||
|
||
/**
|
||
* 收集驻场光环词条分档行(hero.field 各英雄等级档,无 s_lv 概念,按档位序号编号)。
|
||
* slv1 给完整效果(动词 + 数值);slv2+ 给数值提升描述。
|
||
* 档位配置了 desc 时直接采用(策划自定义表述优先)。
|
||
*/
|
||
function collectFieldTierLines(hero: heroInfo, fieldUuid: number): HeroSkillTierLine[] {
|
||
const matched = (hero.field ?? [])
|
||
.filter(e => e.uuids.some(u => u.uuid === fieldUuid))
|
||
.sort((a, b) => a.lv - b.lv);
|
||
if (matched.length === 0) return [];
|
||
|
||
const fs = FieldSkillSet[fieldUuid];
|
||
const descCfg = fs ? FieldDescSet[fs.type] : undefined;
|
||
const verb = descCfg?.verb ?? "";
|
||
const lines: HeroSkillTierLine[] = [];
|
||
let prevValue: number | undefined;
|
||
matched.forEach((e, i) => {
|
||
const entry = e.uuids.find(u => u.uuid === fieldUuid)!;
|
||
if (e.desc) {
|
||
// 配置描述优先(策划自定义表述)
|
||
lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc });
|
||
} else if (i === 0 || !descCfg) {
|
||
// 首档:完整效果(动词 + 数值高亮);未入表类型回退词条 info
|
||
lines.push({ sLv: i + 1, heroLv: e.lv, text: descCfg ? `${verb}${buildFieldValueRich(fieldUuid, entry.value)}` : (fs?.info ?? "") });
|
||
} else {
|
||
// 提升档:数值由旧值提升至新值
|
||
lines.push({
|
||
sLv: i + 1, heroLv: e.lv,
|
||
text: `${verb}${buildFieldValueRich(fieldUuid, prevValue!)}提升至${buildFieldValueRich(fieldUuid, entry.value)}`,
|
||
});
|
||
}
|
||
prevValue = entry.value;
|
||
});
|
||
return lines;
|
||
}
|
||
|
||
/**
|
||
* 收集复活技能分档行(已纳入 dead 触发组,从 dead[skillUuid] 提取 revive_hp / revive_count)。
|
||
* slv1 给完整效果(复活次数 + 重生血量);slv2+ 给复活次数/血量变化。
|
||
* 档位配置了 desc 时直接采用。
|
||
*/
|
||
function collectReviveTierLines(hero: heroInfo, sUuid: number): HeroSkillTierLine[] {
|
||
const entries = hero.dead?.[sUuid];
|
||
if (!entries?.length) return [];
|
||
|
||
// 筛选带复活参数的档位,按 lv 升序
|
||
const matched = entries
|
||
.filter(e => e.overrides?.revive_hp !== undefined && (e.overrides?.revive_count ?? 0) > 0)
|
||
.sort((a, b) => a.lv - b.lv);
|
||
if (matched.length === 0) return [];
|
||
|
||
const lines: HeroSkillTierLine[] = [];
|
||
let prevCount: number | undefined;
|
||
let prevHp: number | undefined;
|
||
matched.forEach((e, i) => {
|
||
const count = e.overrides!.revive_count!;
|
||
const hpPct = Math.round(e.overrides!.revive_hp!);
|
||
if (e.desc) {
|
||
lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc });
|
||
} else if (i === 0) {
|
||
lines.push({ sLv: 1, heroLv: e.lv, text: `每回合可复活${valueRich(count)}次, 死亡后以${valueRich(`${hpPct}%`)}生命原地重生` });
|
||
} else if (prevCount !== undefined && (count !== prevCount || hpPct !== prevHp)) {
|
||
const parts: string[] = [];
|
||
if (count !== prevCount) parts.push(`复活次数${valueRich(prevCount)}次提升至${valueRich(count)}次`);
|
||
if (hpPct !== prevHp) parts.push(`回血比例${valueRich(prevHp)}%提升至${valueRich(hpPct)}%`);
|
||
lines.push({ sLv: i + 1, heroLv: e.lv, text: parts.join(",") });
|
||
} else {
|
||
lines.push({ sLv: i + 1, heroLv: e.lv, text: "无变化" });
|
||
}
|
||
prevCount = count;
|
||
prevHp = hpPct;
|
||
});
|
||
return lines;
|
||
}
|
||
|
||
/** 单个技能等级档位的展示行(结构化,供弹窗逐档渲染激活状态与描述) */
|
||
export interface HeroSkillTierLine {
|
||
/** 技能等级(slv) */
|
||
sLv: number;
|
||
/** 该档解锁/激活所需英雄等级 */
|
||
heroLv: number;
|
||
/** 行文本:slv1=完整效果;slv2+=相对上一级提升(数值漂移/新增效果),富文本 */
|
||
text: string;
|
||
}
|
||
|
||
/**
|
||
* 收集指定触发槽位的触发技能档位与触发语境词;未命中(组不存在/无该 s_uuid/无底座)返回 null。
|
||
*/
|
||
function collectTriggerTiers(hero: heroInfo, type: SkillTriggerType, skillUuid: number): { tiers: ISkillTierInfo[]; label: string } | null {
|
||
const grouped = hero[type] as TriggerGrouped | undefined;
|
||
const entries = grouped?.[skillUuid];
|
||
if (!grouped || !entries?.length) return null;
|
||
const base = SkillSet[skillUuid];
|
||
if (!base) return null;
|
||
const sorted = [...entries].sort((a, b) => (a.s_lv ?? 0) - (b.s_lv ?? 0));
|
||
let inherit: string | undefined;
|
||
const tiers = sorted.map((e: LvTriggerEntry, i: number) => {
|
||
if (e.desc) inherit = e.desc;
|
||
return {
|
||
sLv: e.s_lv ?? (i + 1),
|
||
heroLv: e.lv,
|
||
skill: mergeSkillParams(base, e.overrides),
|
||
desc: e.desc ?? inherit,
|
||
ownDesc: e.desc,
|
||
tNum: e.t_num,
|
||
tChance: e.t_chance ?? 100,
|
||
pityAdd: e.pity_add ?? 0,
|
||
};
|
||
});
|
||
// slv1 模板已显式使用 {t_chance} 时不再自动追加概率后缀,避免同一行重复展示
|
||
const firstTmpl = tiers[0]?.desc;
|
||
const label = buildTriggerLabel(type, sorted[0].t_num, firstTmpl?.includes("{t_chance}") ? undefined : sorted[0].t_chance);
|
||
return { tiers, label };
|
||
}
|
||
|
||
/** 档位 → 展示行:slv1 完整能力 + 数值;slv2+ 显式配置 desc 时直接渲染该模板,否则相对上一级的提升 */
|
||
function buildTierLines(tiers: ISkillTierInfo[], triggerLabel: string): HeroSkillTierLine[] {
|
||
const lines: HeroSkillTierLine[] = [];
|
||
for (let i = 0; i < tiers.length; i++) {
|
||
const t = tiers[i];
|
||
if (i === 0) {
|
||
// 技能 1 级:完整能力 + 数值
|
||
const text = t.desc ? renderDesc(t.desc, t.skill, tierExtras(t)) : fallbackDesc(t.skill);
|
||
lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: triggerLabel ? `${triggerLabel}, ${text}` : text });
|
||
} else if (t.ownDesc) {
|
||
// 提升档:该档显式配置了模板(如护盾/治疗等 diff 标签语义不达的技能),策划表述优先
|
||
lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: renderDesc(t.ownDesc, t.skill, tierExtras(t)) });
|
||
} else {
|
||
// 提升档:未配置模板,给相对上一级的提升
|
||
const diff = buildTierDiff(tiers[i - 1], t);
|
||
lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: diff.length > 0 ? diff.join(",") : "无变化" });
|
||
}
|
||
}
|
||
return lines;
|
||
}
|
||
|
||
/**
|
||
* 输出二(结构化):指定技能各等级档位说明,按技能等级升序。
|
||
*
|
||
* slv1 给完整能力 + 数值;slv2+ 给相对上一级的提升。每档附带解锁英雄等级,
|
||
* 调用方可自行对比英雄当前等级(smc.getHeroOuterLv)判定激活状态。
|
||
*
|
||
* 技能定位顺序(覆盖英雄图鉴全部 5 类技能形态):
|
||
* 1. hero.skills[skillUuid] —— 普攻/大招
|
||
* 2. 5 类触发技能组 —— call/dead/fstart/atking/atked
|
||
* 3. hero.field —— 驻场光环词条(FieldSkillSet uuid)
|
||
* 4. hero.dead 中的复活技能 —— 已纳入 dead 触发组(revive_hp / revive_count)
|
||
* 均未命中返回 []。
|
||
*
|
||
* Why: 同一底座技能可能被多个英雄以不同 overrides 引用,必须以英雄语境取档;
|
||
* 同一底座还可能同时是普攻与触发技能(如 5002 的 6004),传 slot 指定槽位
|
||
* 可避免自动定位命中错误分组(激活等级/档位随之错位)。
|
||
*
|
||
* @param heroUuid 英雄 uuid(HeroInfo key)
|
||
* @param skillUuid 技能 uuid(skills key / 触发组 s_uuid / FieldSkillSet uuid / 复活 SkillSet uuid)
|
||
* @param slot 技能所属槽位(可空):指定时仅在该槽位查找;缺省按上述顺序自动定位
|
||
* @param minLv 最低展示档(默认 1):传 2 时裁剪掉 sLv<2 的档,仅保留 lv2+ 档位
|
||
* (普攻强化档作为独立技能展示的场景,如 heroSet 普攻 lv2 档单独出图标)
|
||
* @returns 档位行数组;技能不属于该英雄时返回 []
|
||
*/
|
||
export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number, slot?: SkillTriggerType, minLv: number = 1): HeroSkillTierLine[] {
|
||
const hero = HeroInfo[heroUuid];
|
||
if (!hero) return [];
|
||
|
||
// 槽位指定:光环结构特殊直接生成行;触发组走统一档位结构(复活已纳入 dead)
|
||
if (slot === SkillTriggerType.Field) return collectFieldTierLines(hero, skillUuid);
|
||
if (slot !== undefined) {
|
||
const hit = collectTriggerTiers(hero, slot, skillUuid);
|
||
return hit ? buildTierLines(hit.tiers, hit.label) : [];
|
||
}
|
||
|
||
// 自动定位:普攻/大招优先,其次 5 类触发组,最后光环/复活
|
||
let tiers: ISkillTierInfo[] = [];
|
||
let triggerLabel = "";
|
||
const hSkill = hero.skills?.[skillUuid];
|
||
if (hSkill) {
|
||
// 普攻/大招路径
|
||
tiers = collectSkillTiers(hSkill);
|
||
} else {
|
||
// 触发技能路径:在 5 类触发组中定位 s_uuid
|
||
for (const type of TRIGGER_KEYS) {
|
||
const hit = collectTriggerTiers(hero, type, skillUuid);
|
||
if (hit) {
|
||
tiers = hit.tiers;
|
||
triggerLabel = hit.label;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 光环路径(无 ISkillTierInfo 中间结构,直接生成 HeroSkillTierLine)
|
||
if (tiers.length === 0) {
|
||
const fieldLines = collectFieldTierLines(hero, skillUuid);
|
||
if (fieldLines.length > 0) return minLv > 1 ? fieldLines.filter(l => l.sLv >= minLv) : fieldLines;
|
||
// 复活已纳入 dead 触发组,通过 dead 路径处理
|
||
return [];
|
||
}
|
||
|
||
const lines = buildTierLines(tiers, triggerLabel);
|
||
return minLv > 1 ? lines.filter(l => l.sLv >= minLv) : lines;
|
||
}
|
||
|
||
/**
|
||
* 驻场光环整组分档行(hero.field 全部词条合并展示)。
|
||
* 每档一行:新词条给完整效果(动词 + 数值),已有词条给数值提升;
|
||
* 组内仅 1 个词条时与单词条口径一致。档位配置了 desc(LvFieldEntry.desc)时优先采用。
|
||
*/
|
||
function collectFieldGroupTierLines(hero: heroInfo): HeroSkillTierLine[] {
|
||
const tiers = [...(hero.field ?? [])].sort((a, b) => a.lv - b.lv);
|
||
if (tiers.length === 0) return [];
|
||
|
||
const lines: HeroSkillTierLine[] = [];
|
||
let prev: FieldEntry[] = [];
|
||
tiers.forEach((e, i) => {
|
||
const parts: string[] = [];
|
||
for (const entry of e.uuids) {
|
||
const fs = FieldSkillSet[entry.uuid];
|
||
const descCfg = fs ? FieldDescSet[fs.type] : undefined;
|
||
if (!fs || !descCfg) continue;
|
||
const before = prev.find(p => p.uuid === entry.uuid);
|
||
if (!before) {
|
||
// 新词条:完整效果(动词 + 数值高亮)
|
||
parts.push(`${descCfg.verb}${buildFieldValueRich(entry.uuid, entry.value)}`);
|
||
} else if (before.value !== entry.value) {
|
||
// 已有词条:数值由旧值提升至新值
|
||
parts.push(`${descCfg.verb}${buildFieldValueRich(entry.uuid, before.value)}提升至${buildFieldValueRich(entry.uuid, entry.value)}`);
|
||
}
|
||
}
|
||
lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc ?? parts.join("\n") });
|
||
prev = e.uuids;
|
||
});
|
||
return lines;
|
||
}
|
||
|
||
/** 多技能档位行按解锁英雄等级合并:同阈值档位文本换行拼接,sLv 取该阈值下最大档 */
|
||
function mergeTierLinesByHeroLv(groups: HeroSkillTierLine[][]): HeroSkillTierLine[] {
|
||
if (groups.length === 0) return [];
|
||
if (groups.length === 1) return groups[0];
|
||
const byLv = new Map<number, HeroSkillTierLine[]>();
|
||
for (const lines of groups) {
|
||
for (const line of lines) {
|
||
const bucket = byLv.get(line.heroLv);
|
||
if (bucket) bucket.push(line);
|
||
else byLv.set(line.heroLv, [line]);
|
||
}
|
||
}
|
||
return [...byLv.keys()].sort((a, b) => a - b).map(heroLv => {
|
||
const bucket = byLv.get(heroLv)!;
|
||
return {
|
||
sLv: Math.max(...bucket.map(l => l.sLv)),
|
||
heroLv,
|
||
text: bucket.map(l => l.text).join("\n"),
|
||
};
|
||
});
|
||
}
|
||
|
||
/**
|
||
* 输出二(触发组整体):指定触发槽位整组的各等级档位说明,按解锁英雄等级升序。
|
||
*
|
||
* 每个触发槽位(atking/dead/fstart/atked/call/field)整组视为一个技能:
|
||
* 组内各 s_uuid 分别生成分档行后按解锁英雄等级阈值合并(同阈值文本换行拼接),
|
||
* 说明内只保留组名与效果文本,不再显示组内子技能名;驻场光环按词条维度合并。
|
||
* 每档附带解锁英雄等级,调用方对比 smc.getHeroOuterLv 判定激活状态。
|
||
*
|
||
* @param heroUuid 英雄 uuid(HeroInfo key)
|
||
* @param slot 触发槽位(field 表示驻场光环整组)
|
||
* @returns 合并后的档位行数组;该槽位未配置返回 []
|
||
*/
|
||
export function buildHeroGroupTierLines(heroUuid: number, slot: SkillTriggerType): HeroSkillTierLine[] {
|
||
const hero = HeroInfo[heroUuid];
|
||
if (!hero) return [];
|
||
if (slot === SkillTriggerType.Field) return collectFieldGroupTierLines(hero);
|
||
|
||
const grouped = hero[slot] as TriggerGrouped | undefined;
|
||
if (!grouped) return [];
|
||
const lineGroups: HeroSkillTierLine[][] = [];
|
||
for (const sUuid of Object.keys(grouped).map(Number)) {
|
||
const hit = collectTriggerTiers(hero, slot, sUuid);
|
||
if (!hit) continue;
|
||
lineGroups.push(buildTierLines(hit.tiers, hit.label));
|
||
}
|
||
return mergeTierLinesByHeroLv(lineGroups);
|
||
}
|
||
|
||
/**
|
||
* 输出二:指定技能的各阶段说明(富文本整段)。
|
||
*
|
||
* 输出结构(按技能等级升序,通用支持任意档数):
|
||
* - slv1:完整能力 + 数值 +(英雄X级激活)
|
||
* - slv2+:相对上一级的提升(数值漂移/新增效果/计时 buff 增减)+(英雄Y级解锁)
|
||
*
|
||
* @param heroUuid 英雄 uuid(HeroInfo key)
|
||
* @param skillUuid 技能 uuid(skills key 或触发组 s_uuid)
|
||
* @param showName 是否包含「技能名」片段
|
||
* @returns 多行富文本串,\n 分隔;技能不属于该英雄时返回 ""
|
||
*/
|
||
export function buildHeroSkillTierDesc(heroUuid: number, skillUuid: number, showName: boolean = true): string {
|
||
const hero = HeroInfo[heroUuid];
|
||
if (!hero) return "";
|
||
const tiers = buildHeroSkillTierLines(heroUuid, skillUuid);
|
||
if (tiers.length === 0) return "";
|
||
// 技能名:大招取 HSkillInfo.name,触发技能取组名,缺省回退底座名
|
||
const hSkill = hero.skills?.[skillUuid];
|
||
const name = hSkill
|
||
? (hSkill.name ?? SkillSet[skillUuid]?.name ?? "")
|
||
: resolveTriggerSkillName(hero, skillUuid);
|
||
const nameSeg = showName && name ? `${skillNameRich(name)} ` : "";
|
||
return tiers
|
||
.map((t, i) => `${nameSeg}Lv.${valueRich(t.sLv)}(英雄${valueRich(t.heroLv)}级${i === 0 ? "激活" : "解锁"}): ${t.text}`)
|
||
.join("\n");
|
||
}
|
||
|
||
/** 在英雄技能配置中解析技能对外展示名(触发组名 / 光环词条名 / 复活名 / 底座名) */
|
||
function resolveTriggerSkillName(hero: heroInfo, skillUuid: number): string {
|
||
for (const type of TRIGGER_KEYS) {
|
||
const grouped = hero[type] as TriggerGrouped | undefined;
|
||
if (grouped?.[skillUuid]?.length) return getGroupedTriggerName(grouped, skillUuid);
|
||
}
|
||
// 驻场光环:词条名取英雄语境(FieldEntry.name 优先,回退 FieldSkillSet 底座名)
|
||
if (hero.field?.some(e => e.uuids.some(u => u.uuid === skillUuid))) {
|
||
return getFieldSkillName(hero, skillUuid);
|
||
}
|
||
// 复活技能:名称取英雄语境(dead 组名,回退底座名)
|
||
if (hero.dead?.[skillUuid]?.length) {
|
||
return getGroupedTriggerName(hero.dead, skillUuid);
|
||
}
|
||
return SkillSet[skillUuid]?.name ?? "";
|
||
}
|
||
|
||
/* ==================== bonus(额外属性加成)展示文案 ==================== */
|
||
|
||
/** bonus 属性键 → 中文展示名与单位(hp/ap/def 为百分比,概率类为固定百分点) */
|
||
const BONUS_ATTR_LABEL: Record<BonusAttrKey, { name: string; suffix: string }> = {
|
||
hp: { name: "生命", suffix: "%" },
|
||
ap: { name: "攻击", suffix: "%" },
|
||
def: { name: "防御", suffix: "%" },
|
||
crt: { name: "暴击率", suffix: "" },
|
||
frz: { name: "冰冻", suffix: "" },
|
||
stun: { name: "击晕", suffix: "" },
|
||
para: { name: "麻痹", suffix: "" },
|
||
};
|
||
|
||
/**
|
||
* 生成单个 bonus 档位的效果描述(富文本)。
|
||
* entry.info 显式配置时优先渲染(占位符 {lv} 替换为解锁等级);否则按 attrs 键自动生成。
|
||
* @param entry bonus 档位配置
|
||
* @returns 富文本效果串(不含名称与解锁等级,由调用方拼接)
|
||
*/
|
||
export function buildBonusEffectDesc(entry: LvBonusAttrsEntry): string {
|
||
if (entry.info) return entry.info.replace(/\{lv\}/g, `${entry.lv}`);
|
||
const parts: string[] = [];
|
||
for (const key of Object.keys(entry.attrs) as BonusAttrKey[]) {
|
||
const v = entry.attrs[key];
|
||
if (v === undefined || v === 0) continue;
|
||
const meta = BONUS_ATTR_LABEL[key];
|
||
const sign = v > 0 ? "+" : "";
|
||
parts.push(`${meta.name} ${valueRich(`${sign}${v}${meta.suffix}`)}`);
|
||
}
|
||
return parts.join(",") || "无效果";
|
||
}
|