1. 调整近战默认攻击距离从150改为100 2. 将击退相关属性从概率改为击退距离增量,同步更新所有配置、UI显示和技能描述 3. 移除旧的击退概率判定逻辑,改为直接应用击退距离增量 4. 优化受击击退的处理流程,统一参数传递
1435 lines
65 KiB
TypeScript
1435 lines
65 KiB
TypeScript
import { v3 } from "cc"
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import { BoxSet, FacSet, FightSet } from "./GameSet"
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import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
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import { BuffList, BuffConfig, ModOp } from "./BuffSet"
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import { Attrs } from "./HeroAttrs"
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export enum HType {
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Melee = 0,
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Mid = 1,
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Long = 2,
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}
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export const HTypeName = {
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0: "近战",
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1: "中程",
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2: "远程",
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}
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export enum MonType {
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Melee = 0,
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Heavy = 1,
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Long = 2,
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Support = 3,
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Summoner = 5,
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Assassin = 6,
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MeleeBoss = 8,
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LongBoss = 9,
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}
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export const MonTypeName: Record<number, string> = {
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[MonType.Melee]: "近战",
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[MonType.Heavy]: "重型",
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[MonType.Long]: "远程",
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[MonType.Support]: "辅助",
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[MonType.Summoner]: "召唤师",
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[MonType.Assassin]: "刺客",
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[MonType.MeleeBoss]: "近战Boss",
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[MonType.LongBoss]: "远程Boss",
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}
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/**
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* 英雄攻击速度分级配置 (数值为攻击间隔cd,越小越快)
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* 每档3个速度级别:Lv1(最快) → Lv2(中间) → Lv3(最慢)
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* 6档共18级,覆盖所有英雄/怪物的攻击间隔
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*/
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export enum AtkSpeedLv {
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VeryFast1 = 1, VeryFast2 = 2, VeryFast3 = 3,
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Fast1 = 4, Fast2 = 5, Fast3 = 6,
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Normal1 = 7, Normal2 = 8, Normal3 = 9,
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Mid1 = 10, Mid2 = 11, Mid3 = 12,
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Slow1 = 13, Slow2 = 14, Slow3 = 15,
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VerySlow1 = 16, VerySlow2 = 17, VerySlow3 = 18,
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}
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export const AtkSpeedSet = {
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[AtkSpeedLv.VeryFast1]: { name: "极速++", cd: 0.15 },
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[AtkSpeedLv.VeryFast2]: { name: "极速+", cd: 0.20 },
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[AtkSpeedLv.VeryFast3]: { name: "极速", cd: 0.30 },
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[AtkSpeedLv.Fast1]: { name: "快速++", cd: 0.40 },
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[AtkSpeedLv.Fast2]: { name: "快速+", cd: 0.50 },
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[AtkSpeedLv.Fast3]: { name: "快速", cd: 0.70 },
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[AtkSpeedLv.Normal1]: { name: "中速++", cd: 0.80 },
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[AtkSpeedLv.Normal2]: { name: "中速+", cd: 0.90 },
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[AtkSpeedLv.Normal3]: { name: "中速", cd: 1.00 },
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[AtkSpeedLv.Mid1]: { name: "一般+", cd: 1.10 },
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[AtkSpeedLv.Mid2]: { name: "一般", cd: 1.20 },
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[AtkSpeedLv.Mid3]: { name: "一般-", cd: 1.30 },
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[AtkSpeedLv.Slow1]: { name: "慢", cd: 1.50 },
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[AtkSpeedLv.Slow2]: { name: "慢+", cd: 1.60 },
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[AtkSpeedLv.Slow3]: { name: "慢++", cd: 1.80 },
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[AtkSpeedLv.VerySlow1]: { name: "很慢", cd: 2.30 },
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[AtkSpeedLv.VerySlow2]: { name: "很慢+", cd: 2.50 },
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[AtkSpeedLv.VerySlow3]: { name: "很慢++", cd: 2.80 },
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};
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export const HeroPos = {
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0: { pos: v3(-320, BoxSet.GAME_LINE, 0) },
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1: { pos: v3(0, BoxSet.GAME_LINE, 0) },
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2: { pos: v3(0, BoxSet.GAME_LINE, 0) },
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}
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export const FormationPointX = {
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[HType.Melee]: -20,
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[HType.Mid]: 100,
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[HType.Long]: 100,
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} as const;
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/** 各攻击定位的默认攻击距离(像素):近战100 / 中程300 / 远程450;英雄配置了 dis 时优先取配置值 */
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export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
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[HType.Melee]: 100,
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[HType.Mid]: 300,
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[HType.Long]: 450,
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}
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export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
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const resolvedRangeType = type as HType.Melee | HType.Mid | HType.Long;
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const side = fac === FacSet.MON ? 1 : -1;
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return FormationPointX[resolvedRangeType] * side;
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}
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export enum MonStart {
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SLINE_1 = 140, //上线y
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SLINE_2 = 100, //下线y
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SLINE_3 = 180, //下线y
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SLINE_4 = 60, //y起始点
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START_X = 320, //x起始点
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START_I = 90, //x轴间隔
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}
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/**
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* 英雄成长类型(决定每级 hp/ap 标准增量系数)。
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* Why: 不同定位英雄的成长曲线差异化,避免"一刀切"导致坦克/刺客同强度。
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*/
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export enum HGrowType {
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Tank = 0, // 坦克:高 hp 低 ap
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Warrior = 1, // 战士:均衡
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Assassin = 2, // 刺客:低 hp 高 ap
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Mage = 3, // 法师:中 hp 高 ap
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Support = 4, // 辅助:中 hp 低 ap
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}
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/** 成长类型系数表(每级增量 = 英雄基础属性 × 对应系数) */
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export const HERO_GROW_COEF: Record<HGrowType, { hp: number; ap: number }> = {
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[HGrowType.Tank]: { hp: 1.5, ap: 0.6 },
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[HGrowType.Warrior]: { hp: 1.0, ap: 1.0 },
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[HGrowType.Assassin]: { hp: 0.7, ap: 1.4 },
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[HGrowType.Mage]: { hp: 0.9, ap: 1.3 },
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[HGrowType.Support]: { hp: 1.1, ap: 0.7 },
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};
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/**
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* 英雄位置类型(职业定位)。
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* Why: grow_type 仅驱动数值成长曲线,无法表达"这个英雄在阵容里干什么";
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* role 面向 UI 展示与阵容推荐(如 HeroComboSet 的铁三角校验),与成长解耦。
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*/
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export enum HRole {
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Tank = 0, // 坦克:前排承伤,受击发动机
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Warrior = 1, // 战士:前排输出/献祭位
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Assassin = 2, // 刺客:近战爆发主C
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Archer = 3, // 射手:远程物理主C
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Mage = 4, // 法师:远程先手增益
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Support = 5, // 辅助:光环/治疗
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}
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export const HRoleName: Record<HRole, string> = {
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[HRole.Tank]: "坦克",
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[HRole.Warrior]: "战士",
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[HRole.Assassin]: "刺客",
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[HRole.Archer]: "射手",
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[HRole.Mage]: "法师",
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[HRole.Support]: "辅助",
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};
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/**
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* 计算英雄在目标等级下的累计属性成长增量(线性:每级加一份"基础属性×系数")。
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* 公式:累计 = 基础属性 × 类型系数 × (lv - 1)。
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* Why: 以英雄自身基础值为基数,自动适配低/高费卡的成长占比,避免全局固定值失衡;
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* 线性曲线在无限升级下不会指数爆炸,强度平滑可控。
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* @param hero 英雄配置(取 hp/ap 基础值与 grow_type)
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* @param targetLv 目标等级(≥1)
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* @returns 累计 hp/ap 增量(已取整)
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*/
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export function calcGrowBonus(hero: Pick<heroInfo, "hp" | "ap" | "grow_type">, targetLv: number): { hp: number; ap: number } {
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const coef = HERO_GROW_COEF[hero.grow_type ?? HGrowType.Warrior];
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const steps = Math.max(0, Math.floor(targetLv) - 1);
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return {
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hp: Math.floor(hero.hp * coef.hp * steps),
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ap: Math.floor(hero.ap * coef.ap * steps),
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};
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}
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/**
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* 特殊触发技能类型
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*/
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export enum SkillTriggerType {
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Call = "call", // 召唤后触发 降临
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Dead = "dead", // 死亡后触发 遗志
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FStart = "fstart", // 战斗开始 先手
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FEnd = "fend", // 战斗结束 终战
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Field = "field", // 驻场 光环
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Atking = "atking", // 攻击后触发 追击
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Atked = "atked", // 受击后触发 反击
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Revive = "revive", // 复活触发 涅槃
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}
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export const SkillTriggerName = {
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[SkillTriggerType.Call]: "召唤",
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[SkillTriggerType.Dead]: "死亡后",
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[SkillTriggerType.FStart]: "回合开始",
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[SkillTriggerType.FEnd]: "回合结束",
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[SkillTriggerType.Field]: "光环",
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[SkillTriggerType.Atking]: "攻击",
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[SkillTriggerType.Atked]: "受伤",
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[SkillTriggerType.Revive]: "复活",
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}
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export const SkillTriggerDesc = {
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[SkillTriggerType.Call]: "召唤时",
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[SkillTriggerType.Dead]: "死亡时",
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[SkillTriggerType.FStart]: "战斗开始时",
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[SkillTriggerType.FEnd]: "战斗结束时",
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[SkillTriggerType.Field]: "光环",
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[SkillTriggerType.Atking]: "攻击n次",
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[SkillTriggerType.Atked]: "受伤n次",
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[SkillTriggerType.Revive]: "复活时",
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}
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/**
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* 技能等级枚举(与英雄等级同标尺 1~5)。
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* 配置触发技能档位时填入,表达"英雄升到 lv 级 → 该技能提升到 s_lv 级"的成长节奏,
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* 与 LvTriggerEntry.lv 并列展示,便于 UI 面板显示"技能Lv.x"。
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*/
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export enum SkillLv {
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Lv1 = 1,
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Lv2 = 2,
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Lv3 = 3,
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Lv4 = 4,
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Lv5 = 5,
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}
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/**
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* 触发技能标准命名表(按触发方式 → 技能ID 分组命名)。
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* 同一技能在不同触发语境下使用不同名称,贴合流派语义:
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* atked=战士反击系 / atking=刺客·射手追击系 / dead=死亡遗产系 / fstart=法师战吼系 / revive=涅槃。
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* 命名参考主流 Roguelike/自走棋技能风格(盾墙、复仇、嗜血、战吼、遗志、凤凰涅槃等)。
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*/
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export const TriggerSkillNameSet: Record<string, Record<number, string>> = {
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[SkillTriggerType.Atked]: {
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6301: "不屈壁垒", // 受击获得护盾,越挨打越硬
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6302: "嗜血反击", // 受击恢复生命
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6401: "愈战愈勇", // 受击永久提升攻击
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6402: "钢筋铁骨", // 受击永久提升生命
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6403: "复仇之心", // 受击限时提升暴击
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6404: "以牙还牙", // 受击限时提升暴伤
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6405: "震慑反扑", // 受击限时提升击晕
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},
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[SkillTriggerType.Atking]: {
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6301: "攻守兼备", // 攻击为自己叠加护盾
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6302: "治愈祷言", // 攻击治疗低血队友
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6401: "嗜血连击", // 攻击永久提升攻击(滚雪球)
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6403: "致命节奏", // 攻击限时提升暴击
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6404: "猎手直觉", // 攻击提升暴伤
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},
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[SkillTriggerType.Dead]: {
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6301: "守护遗志", // 死亡全队获得护盾
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6401: "英魂永驻", // 死亡全队提升攻击
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6402: "生命馈赠", // 死亡全队提升生命
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6403: "致命遗产", // 死亡全队提升暴击
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6404: "破灭遗产", // 死亡全队提升暴伤
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6405: "震撼遗言", // 死亡全队提升击晕
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},
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[SkillTriggerType.FStart]: {
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6301: "圣光护盾", // 开局全队护盾
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6401: "破晓战吼", // 开局全队攻击提升
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6402: "活力祝福", // 开局全队生命提升
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},
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[SkillTriggerType.Revive]: {
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6501: "凤凰涅槃", // 死亡后原地复活
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},
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// 驻场光环(field):英雄语境专属命名,名字直接带"光环"便于玩家理解
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[SkillTriggerType.Field]: {
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7002: "攻击光环", // 英雄攻击力提升
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7003: "击晕光环", // 英雄击晕概率提升
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7004: "暴击光环", // 英雄暴击率提升
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7005: "暴伤光环", // 英雄暴击伤害提升
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7006: "攻速光环", // 英雄攻击速度提升
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7007: "生命光环", // 英雄最大生命提升
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7008: "风怒光环", // 英雄风怒概率提升
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7009: "穿刺光环", // 英雄穿刺概率提升
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},
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}
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/**
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* 查询触发技能在指定触发语境下的标准名称。
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* @param type 触发类型(SkillTriggerType)
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* @param s_uuid 技能ID
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* @returns 语境专属名称;未配置时回退 SkillSet 通用名称
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*/
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export function getTriggerSkillName(type: SkillTriggerType, s_uuid: number): string {
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const group = TriggerSkillNameSet[type];
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if (group) {
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const direct = group[s_uuid];
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if (direct) return direct;
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}
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// 驻场光环 uuid 存于 FieldSkillSet,触发技能存于 SkillSet,分别兜底
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if (type === SkillTriggerType.Field) {
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return FieldSkillSet[s_uuid]?.name ?? "";
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}
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return SkillSet[s_uuid]?.name ?? "";
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}
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/**
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* 英雄/怪物基础信息接口
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*/
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export interface heroInfo {
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uuid: number; // 唯一标识(英雄5000段,怪物5200段)
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name: string; // 显示名称
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icon?: string; // 图标名称(对应美术资源名)
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path: string; // 资源路径(对应美术资源名)
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fac: FacSet; // 阵营(FacSet.HERO 或 FacSet.MON)
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kind?: number; // 未使用
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lv: number; // 英雄等级
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card_lv?: number; // 卡牌等级(驱动 bg_node 颜色:1=green 2=blue 3=purple 4=red 5=yellow)
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type: HType; // 攻击定位(近战/中程/远程)
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grow_type?: HGrowType; // 成长类型(决定每级 hp/ap 标准增量,默认 Warrior)
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role?: HRole; // 位置类型/职业定位(英雄专用,怪物用 monType 表达)
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monType?: MonType; // 怪物专属类型
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hp: number; // 生命值上限
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ap: number; // 攻击力
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[SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序)
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[SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置
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[SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
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[SkillTriggerType.FEnd]?: TriggerGrouped; // 战斗结束时释放的技能配置
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[SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档)
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[SkillTriggerType.Atking]?: TriggerGrouped; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
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[SkillTriggerType.Atked]?: TriggerGrouped; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
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[SkillTriggerType.Revive]?: LvReviveEntry[]; // 复活技能配置(按 lv 升序,运行时取 ≤英雄等级 的最大档)
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dis?: number; // 攻击距离(像素)
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speed?: number; // 移动速度(像素/秒)
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skills: Record<number, HSkillInfo>; // 携带技能ID列表
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ap_bonus?: LvBonusEntry[]; // 额外攻击加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
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hp_bonus?: LvBonusEntry[]; // 额外生命加成(按 lv 升序,运行时累加 ≤英雄等级 的所有档)
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info: string; // 描述文案
|
||
/** 分级能力说明,索引0=1级,依次递增;信息面板逐条展示各等级技能与能力 */
|
||
infos?: string[];
|
||
}
|
||
/**
|
||
* 技能基础信息接口
|
||
*/
|
||
export interface HSkillInfo {
|
||
uuid: number; // 唯一标识(技能6000段等)
|
||
lv: number; // 技能等级
|
||
cd: number; // 技能cd
|
||
ccd: number; // 占位当前cd,用于cd计时
|
||
overrides?: SkillOverrides; // 角色专属参数覆盖
|
||
}
|
||
|
||
/**
|
||
* 触发技能单档配置:达到 lv 级时此档参数生效(t_num/overrides 可随等级变化)。
|
||
* s_lv 标注此档对应的技能等级(SkillLv 枚举),表达"英雄 lv 级 → 技能 s_lv 级"的成长节奏。
|
||
*/
|
||
export interface LvTriggerEntry {
|
||
lv: number; // 达到该英雄等级时解锁此档
|
||
s_lv?: SkillLv; // 此档对应的技能等级(标注用,便于面板显示"技能Lv.x")
|
||
t_num: number;
|
||
overrides?: SkillOverrides;
|
||
}
|
||
|
||
/**
|
||
* 触发技能按 s_uuid 分组的配置:每个 s_uuid 下按 lv 升序排列。
|
||
* 运行时取每个 s_uuid 中 ≤英雄等级 的最大 lv 档。
|
||
*/
|
||
export type TriggerGrouped = Record<number /*s_uuid*/, LvTriggerEntry[]>;
|
||
|
||
/**
|
||
* 驻场光环词条:uuid 指向 FieldSkillSet 底座(类型/图标/名称元数据),
|
||
* value 为该词条实际生效数值(由配置处按档位指定,不再随 uuid 分档)。
|
||
*/
|
||
export interface FieldEntry {
|
||
uuid: number;
|
||
value: number;
|
||
}
|
||
|
||
/**
|
||
* 驻场光环按等级解锁:运行时取 ≤英雄等级 的最大 lv 档的词条列表。
|
||
*/
|
||
export interface LvFieldEntry {
|
||
lv: number;
|
||
uuids: FieldEntry[];
|
||
}
|
||
|
||
/**
|
||
* 复活技能按等级解锁:运行时取 ≤英雄等级 的最大 lv 档。
|
||
*/
|
||
export interface LvReviveEntry {
|
||
lv: number;
|
||
s_uuid: number;
|
||
r_num: number;
|
||
upr: number;
|
||
}
|
||
|
||
/**
|
||
* 额外属性加成按等级叠加:运行时累加所有 ≤英雄等级 的档位。
|
||
*/
|
||
export interface LvBonusEntry {
|
||
lv: number;
|
||
value: number;
|
||
}
|
||
/*
|
||
*=============英雄配置列表================
|
||
* v5 模板重塑版 — 按 HeroDesignSpec.md 规范统一配置
|
||
*
|
||
* 规则:3档 lv1/3/5,lv5 降 t_num(atked/atking 5→4)
|
||
* 品质:card_lv = 1 + 能力加成(数值/范围/双技能)
|
||
* 编号:5001-5099=card1, 5101-5199=card2, 5201-5299=card3, 5301-5399=card4, 5401-5499=card5
|
||
*/
|
||
|
||
export const HeroInfo: Record<number, heroInfo> = {
|
||
// ========== card_lv=1(5001-5005)基础单体/默认范围 ==========
|
||
|
||
// 5001 铁壁战士 — atked 护盾(标杆,原5011)
|
||
5001: {
|
||
uuid: 5001, name: "铁壁战士", path: "hk1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 300, ap: 22,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
atked: {
|
||
6301: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 3 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 4 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5002 影袭刺客 — atking 自身攻击
|
||
5002: {
|
||
uuid: 5002, name: "影袭刺客", path: "hc1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 300, ap: 22,
|
||
skills: { 6003: { uuid: 6003, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
|
||
atking: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 1 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 3 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5003 遗志将军 — dead 全队攻击
|
||
5003: {
|
||
uuid: 5003, name: "遗志将军", path: "hk2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 300, ap: 22,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
dead: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5004 破晓先知 — fstart 全队攻击
|
||
5004: {
|
||
uuid: 5004, name: "破晓先知", path: "hm1", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 143, ap: 32,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
|
||
fstart: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5005 战歌法师 — field 攻击光环
|
||
5005: {
|
||
uuid: 5005, name: "战歌法师", path: "hm2", fac: FacSet.HERO, card_lv: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 143, ap: 32,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
|
||
field: [
|
||
{ lv: 1, uuids: [{ uuid: 7002, value: 0.1 }] },
|
||
{ lv: 3, uuids: [{ uuid: 7002, value: 0.2 }] },
|
||
{ lv: 5, uuids: [{ uuid: 7002, value: 0.3 }] },
|
||
],
|
||
info: "",
|
||
},
|
||
|
||
// ========== card_lv=2(5101-5105)数值强化 ==========
|
||
|
||
// 5101 不死斗士 — atked 回血(更高数值)
|
||
5101: {
|
||
uuid: 5101, name: "不死斗士", path: "hk3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 600, ap: 46,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
atked: {
|
||
6302: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 200 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 250 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 300 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5102 致命杀手 — atking 暴击(更高数值)
|
||
5102: {
|
||
uuid: 5102, name: "致命杀手", path: "hc2", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 600, ap: 46,
|
||
skills: { 6003: { uuid: 6003, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast2].cd, ccd: 0 } },
|
||
atking: {
|
||
6403: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5103 殉道勇士 — dead 全队护盾(更高数值)
|
||
5103: {
|
||
uuid: 5103, name: "殉道勇士", path: "hk4", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 600, ap: 46,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
dead: {
|
||
6301: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5104 圣光祭司 — fstart 全队护盾(更高数值)
|
||
5104: {
|
||
uuid: 5104, name: "圣光祭司", path: "hm3", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 287, ap: 64,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
|
||
fstart: {
|
||
6301: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 3 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 4 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5105 风怒先知 — field 攻速光环
|
||
5105: {
|
||
uuid: 5105, name: "风怒先知", path: "hm1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 287, ap: 64,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
|
||
field: [
|
||
{ lv: 1, uuids: [{ uuid: 7006, value: 0.1 }] },
|
||
{ lv: 3, uuids: [{ uuid: 7006, value: 0.2 }] },
|
||
{ lv: 5, uuids: [{ uuid: 7006, value: 0.3 }] },
|
||
],
|
||
info: "",
|
||
},
|
||
// 5106 破甲射手 — atking 自身穿透伤害(计时buff增强)
|
||
5106: {
|
||
uuid: 5106, name: "破甲射手", path: "ha1", fac: FacSet.HERO, card_lv: 2, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 287, ap: 64,
|
||
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
|
||
atking: {
|
||
6512: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7022, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, timed_buff_id: 7022, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, timed_buff_id: 7022, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
|
||
// ========== card_lv=3(5201-5205)范围扩大 ==========
|
||
|
||
// 5201 怒血勇士 — atked 全队攻击(范围扩大)
|
||
5201: {
|
||
uuid: 5201, name: "怒血勇士", path: "hk5", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 900, ap: 68,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
atked: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 1 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 2 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Team, ap: 3 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5202 援护射手 — atking 队友攻击(范围扩大)
|
||
5202: {
|
||
uuid: 5202, name: "援护射手", path: "ha1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 430, ap: 96,
|
||
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
|
||
atking: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 1, ap: 1 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, ap: 1 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 3, ap: 1 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5203 传承卫士 — dead 全队生命(范围扩大)
|
||
5203: {
|
||
uuid: 5203, name: "传承卫士", path: "hk1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 900, ap: 68,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
dead: {
|
||
6402: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5204 晨光贤者 — fstart 全队暴击(范围扩大)
|
||
5204: {
|
||
uuid: 5204, name: "晨光贤者", path: "hm2", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 430, ap: 96,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid3].cd, ccd: 0 } },
|
||
fstart: {
|
||
6403: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5205 精准术士 — field 暴击光环(范围扩大)
|
||
5205: {
|
||
uuid: 5205, name: "精准术士", path: "hm3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 430, ap: 96,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
|
||
field: [
|
||
{ lv: 1, uuids: [{ uuid: 7004, value: 0.1 }] },
|
||
{ lv: 3, uuids: [{ uuid: 7004, value: 0.2 }] },
|
||
{ lv: 5, uuids: [{ uuid: 7004, value: 0.3 }] },
|
||
],
|
||
info: "",
|
||
},
|
||
|
||
// ========== card_lv=4(5301-5305)数值+范围 ==========
|
||
|
||
// 5301 复仇守护者 — atked 全队暴击(范围+数值)
|
||
5301: {
|
||
uuid: 5301, name: "复仇守护者", path: "hk2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1200, ap: 90,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow1].cd, ccd: 0 } },
|
||
atked: {
|
||
6403: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5302 破灭游侠 — atking 队友暴伤(范围+数值)
|
||
5302: {
|
||
uuid: 5302, name: "破灭游侠", path: "ha2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 573, ap: 128,
|
||
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal1].cd, ccd: 0 } },
|
||
atking: {
|
||
6404: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 2, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, hit_count: 3, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Team, hit_count: 4, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5303 亡语刺客 — dead 全队暴击+暴伤(双效果)
|
||
5303: {
|
||
uuid: 5303, name: "亡语刺客", path: "hc3", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: 1200, ap: 90,
|
||
skills: { 6003: { uuid: 6003, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
|
||
dead: {
|
||
6403: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7012, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
6404: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 5, buff_duration: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 7, buff_duration: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, timed_buff_id: 7020, buff_value: 10, buff_duration: 6 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5304 战吼术士 — fstart 全队攻击+生命(双效果)
|
||
5304: {
|
||
uuid: 5304, name: "战吼术士", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 573, ap: 128,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid1].cd, ccd: 0 } },
|
||
fstart: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
|
||
],
|
||
6402: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 10 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 15 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 20 } },
|
||
],
|
||
},
|
||
info: "",
|
||
},
|
||
// 5305 领域贤者 — field 暴伤+攻速光环(双效果)
|
||
5305: {
|
||
uuid: 5305, name: "领域贤者", path: "hm2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Support, hp: 573, ap: 128,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Mid2].cd, ccd: 0 } },
|
||
field: [
|
||
{ lv: 1, uuids: [{ uuid: 7005, value: 0.2 }, { uuid: 7006, value: 0.1 }] },
|
||
{ lv: 3, uuids: [{ uuid: 7005, value: 0.4 }, { uuid: 7006, value: 0.2 }] },
|
||
{ lv: 5, uuids: [{ uuid: 7005, value: 0.6 }, { uuid: 7006, value: 0.3 }] },
|
||
],
|
||
info: "",
|
||
},
|
||
|
||
// ========== card_lv=5(5401-5405)双技能(+revive/field) ==========
|
||
|
||
// 5401 不灭战魂 — atked 攻击 + revive(双技能)
|
||
5401: {
|
||
uuid: 5401, name: "不灭战魂", path: "hk3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: 1500, ap: 114,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
atked: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 3 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 4 } },
|
||
],
|
||
},
|
||
revive: [
|
||
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
|
||
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
|
||
{ lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 },
|
||
],
|
||
info: "",
|
||
},
|
||
// 5402 战歌游侠 — atking 攻击 + field 攻速光环(双技能)
|
||
5402: {
|
||
uuid: 5402, name: "战歌游侠", path: "ha3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Assassin, role: HRole.Archer, hp: 717, ap: 160,
|
||
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast3].cd, ccd: 0 } },
|
||
atking: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 2 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Self, ap: 3 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 4 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 1, uuids: [{ uuid: 7006, value: 0.1 }] },
|
||
{ lv: 3, uuids: [{ uuid: 7006, value: 0.2 }] },
|
||
{ lv: 5, uuids: [{ uuid: 7006, value: 0.3 }] },
|
||
],
|
||
info: "",
|
||
},
|
||
// 5403 凤凰祭司 — dead 攻击+护盾 + revive(双技能)
|
||
5403: {
|
||
uuid: 5403, name: "凤凰祭司", path: "hk4", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: 1500, ap: 114,
|
||
skills: { 6001: { uuid: 6001, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow3].cd, ccd: 0 } },
|
||
dead: {
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
|
||
],
|
||
6301: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } },
|
||
],
|
||
},
|
||
revive: [
|
||
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
|
||
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
|
||
{ lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 },
|
||
],
|
||
info: "",
|
||
},
|
||
// 5404 涅槃贤者 — fstart 护盾+攻击 + revive(双技能)
|
||
5404: {
|
||
uuid: 5404, name: "涅槃贤者", path: "hm3", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: 717, ap: 160,
|
||
skills: { 6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal3].cd, ccd: 0 } },
|
||
fstart: {
|
||
6301: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 6 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 7 } },
|
||
],
|
||
6401: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 5 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 8 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 12 } },
|
||
],
|
||
},
|
||
revive: [
|
||
{ lv: 1, s_uuid: 6501, r_num: 1, upr: 0.5 },
|
||
{ lv: 3, s_uuid: 6501, r_num: 1, upr: 0.6 },
|
||
{ lv: 5, s_uuid: 6501, r_num: 1, upr: 0.7 },
|
||
],
|
||
info: "",
|
||
},
|
||
// 5405 圣言诗人 — atking 治疗 + field 生命光环(双技能)
|
||
5405: {
|
||
uuid: 5405, name: "圣言诗人", path: "hh1", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: 717, ap: 160,
|
||
skills: { 6015: { uuid: 6015, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal2].cd, ccd: 0 } },
|
||
atking: {
|
||
6302: [
|
||
{ lv: 1, s_lv: SkillLv.Lv1, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 200 } },
|
||
{ lv: 3, s_lv: SkillLv.Lv2, t_num: 5, overrides: { TGroup: TGroup.Team, ap: 250 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, t_num: 4, overrides: { TGroup: TGroup.Team, ap: 300 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 1, uuids: [{ uuid: 7007, value: 0.1 }] },
|
||
{ lv: 3, uuids: [{ uuid: 7007, value: 0.2 }] },
|
||
{ lv: 5, uuids: [{ uuid: 7007, value: 0.3 }] },
|
||
],
|
||
info: "",
|
||
},
|
||
|
||
/*
|
||
*=============怪物配置列表================
|
||
* 基础近战型(lv:1) : SPEED:800 |AP:12 | HP:360 | skills[0].cd=0.65
|
||
* 重型坦克型(lv:1) : SPEED:800 |AP:30 | HP:1050 | skills[0].cd=2
|
||
* 远程dps(lv:1) : SPEED:800 |AP:45 | HP:240 | skills[0].cd=1.5
|
||
* 远程辅助(lv:1) : SPEED:800 |AP:20 | HP:240 | skills[0].cd=1
|
||
* 精英 (lv:1) : SPEED:800 |AP:20 | HP:4500 | skills[0].cd=1
|
||
*/
|
||
|
||
|
||
// 基础怪物 (全部固定点位站桩攻击,HType仅决定是前排还是后排)
|
||
// 前排怪物 (站在前排,承受更多伤害) — v5: TD节奏CD,多而弱爽感设计
|
||
6001: {
|
||
uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 286, ap: 10, speed: 70,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "基础前排怪"
|
||
},
|
||
6002: {
|
||
uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 390, ap: 14, speed: 110,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "进阶前排怪, 更快更痛"
|
||
},
|
||
6003: {
|
||
uuid: 6003, name: "兽人重装兵", path: "m3", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Heavy, hp: 1105, ap: 20, speed: 50,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "重型坦克怪, 高HP慢攻"
|
||
},
|
||
// 后排怪物 (站在后排,输出更高)
|
||
6004: {
|
||
uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 247, ap: 35, speed: 70,
|
||
skills: { 6008: { uuid: 6008, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排高DPS怪"
|
||
},
|
||
6005: {
|
||
uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 273, ap: 38, speed: 130,
|
||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "高AP快速攻击刺客"
|
||
},
|
||
// 特殊位怪物
|
||
6006: {
|
||
uuid: 6006, name: "骷髅领主", path: "m6", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.MeleeBoss, hp: 6500, ap: 20, speed: 60,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排MiniBoss级坦克"
|
||
},
|
||
6007: {
|
||
uuid: 6007, name: "兽人术士", path: "m7", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Support, hp: 390, ap: 24, speed: 70,
|
||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排法师怪, 魔法攻击"
|
||
},
|
||
6008: {
|
||
uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 351, ap: 32, speed: 70,
|
||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排高输出法师怪"
|
||
},
|
||
|
||
// BOSS怪物 — Boss节奏1.2-1.5s,删除不存在的6206技能
|
||
6101: {
|
||
uuid: 6101, name: "兽人首领-双刀战士", path: "mb1", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 2470, ap: 30, speed: 120,
|
||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排Boss, 高攻速"
|
||
},
|
||
6102: {
|
||
uuid: 6102, name: "兽人首领-斧头战士", path: "mb2", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 9750, ap: 26, speed: 60,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "前排Boss, 超高HP"
|
||
},
|
||
6103: {
|
||
uuid: 6103, name: "兽人首领-魔法师", path: "mb3", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 2925, ap: 38, speed: 110,
|
||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow2].cd, ccd: 0 } }, info: "后排法系Boss, 高AP"
|
||
},
|
||
6104: {
|
||
uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 8840, ap: 30, speed: 70,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "后排位Boss, 均衡型"
|
||
},
|
||
6105: {
|
||
uuid: 6105, name: "亡灵首领-法师", path: "mb5", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 3380, ap: 42, speed: 110,
|
||
skills: { 6103: { uuid: 6103, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow1].cd, ccd: 0 } }, info: "后排高AP Boss"
|
||
},
|
||
6106: {
|
||
uuid: 6106, name: "亡灵首领-骑马战士", path: "mb6", fac: FacSet.MON, lv: 6, type: HType.Melee, monType: MonType.MeleeBoss, hp: 11700, ap: 26, speed: 130,
|
||
skills: { 6005: { uuid: 6005, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow3].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
|
||
},
|
||
|
||
|
||
};
|
||
|
||
export const HeroList: number[] = [
|
||
// card_lv=1
|
||
5001, 5002, 5003, 5004, 5005,
|
||
// card_lv=2
|
||
5101, 5102, 5103, 5104, 5105, 5106,
|
||
// card_lv=3
|
||
5201, 5202, 5203, 5204, 5205,
|
||
// card_lv=4
|
||
5301, 5302, 5303, 5304, 5305,
|
||
// card_lv=5
|
||
5401, 5402, 5403, 5404, 5405,
|
||
];
|
||
|
||
// ==================== 英雄推荐阵容配置 ====================
|
||
|
||
/**
|
||
* 推荐阵容条目。
|
||
* Why: 场上最多 3 个英雄(FightSet.HERO_MAX_NUM),围绕"发动机 → 增益 → 主C"铁三角结构
|
||
* 预置官方配合组合,供抽卡引导、阵容推荐 UI 与 AI 自动布阵消费。
|
||
*/
|
||
export interface HeroComboInfo {
|
||
uuid: number; // 阵容唯一标识(8000 段)
|
||
name: string; // 阵容名称(体现流派)
|
||
heroes: number[]; // 英雄 uuid 列表,固定 3 个;索引 0=前排,其余按站位从近到远
|
||
desc: string; // 配合思路说明(信息面板展示)
|
||
low_heroes?: number[]; // 低配替代阵容(card_lv 1~2,供新手期引导)
|
||
}
|
||
|
||
/**
|
||
* 推荐阵容表。
|
||
* 设计原则:
|
||
* 1. 铁三角结构:1 前排(坦克/献祭)+ 1 增益(光环/先手)+ 1 主C
|
||
* 2. 乘区分散:攻击/暴击/暴伤/攻速各占独立乘区,组合优先覆盖不同乘区避免稀释
|
||
* 3. 发动机冗余:献祭/反击流的发动机依赖前排挨打或死亡,revive 卡(5401/5403/5404)负责重复点火
|
||
*/
|
||
export const HeroComboSet: Record<number, HeroComboInfo> = {
|
||
// 8001 暴击爆发流 — 暴击率与暴伤双乘区互不稀释,成型最强
|
||
8001: {
|
||
uuid: 8001, name: "暴击爆发流",
|
||
heroes: [5301, 5302, 5402],
|
||
desc: "复仇守护者挨打为全队提供暴击率,破灭游侠普攻为队友叠加暴伤,战歌游侠以极速普攻吃满暴击×暴伤双乘区完成收割。",
|
||
},
|
||
// 8002 献祭复活流 — revive 让死亡发动机循环点火
|
||
8002: {
|
||
uuid: 8002, name: "献祭复活流",
|
||
heroes: [5403, 5303, 5102],
|
||
desc: "凤凰祭司死亡为全队加攻击与护盾,复活后可再次献祭;亡语刺客死亡送出暴击+暴伤双增益,全部灌给主C致命杀手。",
|
||
low_heroes: [5003, 5103, 5002],
|
||
},
|
||
// 8003 铁桶反击流 — 挨打次数越多增益越多,最稳
|
||
8003: {
|
||
uuid: 8003, name: "铁桶反击流",
|
||
heroes: [5401, 5201, 5405],
|
||
desc: "双前排持续挨打:怒血勇士为全队永久叠加攻击,不灭战魂自我强化并以复活兜底;圣言诗人治疗+生命光环保证前排挨得起。",
|
||
},
|
||
// 8004 先手速攻流 — 开局 buff 窗口内快速收割,短回合最强
|
||
8004: {
|
||
uuid: 8004, name: "先手速攻流",
|
||
heroes: [5304, 5004, 5002],
|
||
desc: "战吼术士与破晓先知双重开局战吼直接拉满全队攻击,影袭刺客凭最快攻速与自身攻击滚雪球在增益窗口内结束战斗。",
|
||
low_heroes: [5004, 5005, 5002],
|
||
},
|
||
// 8005 双光环平A流 — 攻击×攻速光环乘算,低配易成型
|
||
8005: {
|
||
uuid: 8005, name: "双光环平A流",
|
||
heroes: [5101, 5005, 5105],
|
||
desc: "战歌法师攻击光环与风怒先知攻速光环互相乘算,不死斗士前排自我回血稳站,全队普攻输出被双光环持续放大。",
|
||
low_heroes: [5001, 5005, 5105],
|
||
},
|
||
// 8006 续航消耗流 — 双奶抬血线,克制高血 Boss 的持久战
|
||
8006: {
|
||
uuid: 8006, name: "续航消耗流",
|
||
heroes: [5101, 5405, 5106],
|
||
desc: "不死斗士受击回血顶前排,圣言诗人治疗+生命光环抬全队血线,破甲射手以穿透增益磨掉高血 Boss,专打持久战。",
|
||
},
|
||
};
|
||
|
||
/** 推荐阵容 id 列表(按品质/成型难度排序,供 UI 顺序展示) */
|
||
export const HeroComboList: number[] = [8001, 8002, 8003, 8004, 8005, 8006];
|
||
|
||
// ==================== 英雄强度评分公式 ====================
|
||
|
||
/** 英雄强度公式调参权重(可在编辑器或运行时热调)
|
||
* 说明:
|
||
* - W_HP: 每 1 点生命值折算 1 分(生命值不随时间变化)
|
||
* - W_DPS_PER_SEC: 每 1 点 DPS 持续 1 秒折算 0.5 分
|
||
* (默认 60 秒评估窗下,1 DPS ≈ 30 分,与旧版 W_DPS=30 等效)
|
||
* - WAVE_DURATION / HITS_PER_WAVE: 回合参数,用于估算 atked/fstart/fend/dead 触发次数
|
||
* - DEFAULT_EVAL_SECONDS: calcHeroPower 默认使用的评估时间窗
|
||
*/
|
||
export const HERO_POWER_WEIGHTS = {
|
||
W_HP: 1.0,
|
||
W_DPS_PER_SEC: 0.5,
|
||
W_atking: 1.0,
|
||
W_atked: 0.8,
|
||
W_fstart: 1.0,
|
||
W_fend: 1.2,
|
||
W_dead: 0.6,
|
||
W_field_alive: 1.0,
|
||
W_revive: 1.0,
|
||
W_heal: 0.8,
|
||
W_shield: 1.0,
|
||
W_control: 0.5,
|
||
expectedEnemyDmg: 20,
|
||
WAVE_DURATION: 30,
|
||
HITS_PER_WAVE: 10,
|
||
DEFAULT_EVAL_SECONDS: 60,
|
||
};
|
||
|
||
/**
|
||
* 解析触发技能在目标等级下的有效条目列表。
|
||
* 每个 s_uuid 取 ≤lv 的最大档;返回扁平数组供评分/触发器消费。
|
||
*/
|
||
export function resolveTriggerByLv(grouped: TriggerGrouped | undefined, lv: number): { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] {
|
||
if (!grouped) return [];
|
||
const result: { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] = [];
|
||
for (const key in grouped) {
|
||
const entries = grouped[key];
|
||
if (!entries || entries.length === 0) continue;
|
||
let pick: LvTriggerEntry | undefined;
|
||
for (const e of entries) {
|
||
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
|
||
}
|
||
if (pick) result.push({ s_uuid: Number(key), t_num: pick.t_num, overrides: pick.overrides });
|
||
}
|
||
return result;
|
||
}
|
||
|
||
/** 解析驻场光环在目标等级下的有效词条列表(取 ≤lv 的最大档) */
|
||
export function resolveFieldByLv(field: LvFieldEntry[] | undefined, lv: number): FieldEntry[] {
|
||
if (!field || field.length === 0) return [];
|
||
let pick: LvFieldEntry | undefined;
|
||
for (const e of field) {
|
||
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
|
||
}
|
||
return pick ? pick.uuids : [];
|
||
}
|
||
|
||
/** 解析复活技能在目标等级下的有效配置(取 ≤lv 的最大档) */
|
||
export function resolveReviveByLv(revive: LvReviveEntry[] | undefined, lv: number): { s_uuid: number; r_num: number; upr: number } | undefined {
|
||
if (!revive || revive.length === 0) return undefined;
|
||
let pick: LvReviveEntry | undefined;
|
||
for (const e of revive) {
|
||
if (e.lv <= lv && (!pick || e.lv > pick.lv)) pick = e;
|
||
}
|
||
return pick ? { s_uuid: pick.s_uuid, r_num: pick.r_num, upr: pick.upr } : undefined;
|
||
}
|
||
|
||
/** 计算目标等级下额外属性加成(hp_bonus/ap_bonus 一次性奖励 + 成长类型每级递增) */
|
||
function getEvolveBonuses(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
|
||
const lv = Math.max(1, targetLv);
|
||
// 成长类型线性增量(仅英雄生效,怪物无 grow_type 时走 Warrior 基准但不影响平衡,因怪物通常不填)
|
||
const grow = hero.fac === FacSet.HERO ? calcGrowBonus(hero, lv) : { hp: 0, ap: 0 };
|
||
let hp = grow.hp;
|
||
let ap = grow.ap;
|
||
if (hero.hp_bonus) {
|
||
for (const e of hero.hp_bonus) {
|
||
if (e.lv <= lv) hp += e.value;
|
||
}
|
||
}
|
||
if (hero.ap_bonus) {
|
||
for (const e of hero.ap_bonus) {
|
||
if (e.lv <= lv) ap += e.value;
|
||
}
|
||
}
|
||
return { hp, ap };
|
||
}
|
||
|
||
/** 计算目标等级下的有效 HP/AP(固定基础值 + 成长递增与一次性加成) */
|
||
function getEffectiveStats(hero: heroInfo, targetLv: number): { hp: number, ap: number } {
|
||
const bonuses = getEvolveBonuses(hero, targetLv);
|
||
return {
|
||
hp: hero.hp + bonuses.hp,
|
||
ap: hero.ap + bonuses.ap,
|
||
};
|
||
}
|
||
|
||
/** 获取英雄普通攻击间隔(取 skills[0] 的 cd) */
|
||
function getAttackCd(hero: heroInfo): number {
|
||
const skillIds = Object.keys(hero.skills);
|
||
if (skillIds.length === 0) return 1.0;
|
||
const firstKey = Number(skillIds[0]);
|
||
const skill = hero.skills[firstKey];
|
||
return skill?.cd || 1.0;
|
||
}
|
||
|
||
/** 计算目标群体范围系数 */
|
||
function calcScopeMul(group: TGroup): number {
|
||
return (group === TGroup.Ally || group === TGroup.Team) ? FightSet.HERO_MAX_NUM : 1;
|
||
}
|
||
|
||
/** 计算目标时间窗内的普攻次数 */
|
||
function getAttackCount(hero: heroInfo, seconds: number): number {
|
||
return seconds / getAttackCd(hero);
|
||
}
|
||
|
||
/** 计算目标时间窗内的受击次数 */
|
||
function getHitCount(seconds: number): number {
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
return (seconds / weights.WAVE_DURATION) * weights.HITS_PER_WAVE;
|
||
}
|
||
|
||
/** 计算目标时间窗内的回合数 */
|
||
function getWaveCount(seconds: number): number {
|
||
return seconds / HERO_POWER_WEIGHTS.WAVE_DURATION;
|
||
}
|
||
|
||
/** 计算触发技在目标时间窗内的触发次数 */
|
||
function getTriggerCount(
|
||
type: SkillTriggerType,
|
||
t_num: number,
|
||
hero: heroInfo,
|
||
seconds: number
|
||
): number {
|
||
switch (type) {
|
||
case SkillTriggerType.Atking:
|
||
return getAttackCount(hero, seconds) / t_num;
|
||
case SkillTriggerType.Atked:
|
||
return getHitCount(seconds) / t_num;
|
||
case SkillTriggerType.FStart:
|
||
case SkillTriggerType.FEnd:
|
||
return getWaveCount(seconds);
|
||
case SkillTriggerType.Dead:
|
||
return getWaveCount(seconds) * (1 + (resolveReviveByLv(hero.revive, FightSet.HERO_MAX_LV)?.r_num || 0));
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
/** 将计时 buff 折算为“在整个时间窗内持续生效”的等效价值 */
|
||
function calcBuffPermanentEquivalent(buff: BuffConfig, apEff: number, cd: number, seconds: number, buffValueOverride?: number): number {
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
let value = 0;
|
||
if (buff.modifiers) {
|
||
for (const mod of buff.modifiers) {
|
||
const dps = apEff / cd;
|
||
const modValue = buffValueOverride ?? mod.value;
|
||
switch (mod.attr) {
|
||
case Attrs.ap:
|
||
if (mod.op === ModOp.Flat) {
|
||
value += (modValue / cd) * weights.W_DPS_PER_SEC * seconds;
|
||
} else if (mod.op === ModOp.PercentAdd) {
|
||
value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
|
||
}
|
||
break;
|
||
case Attrs.hp:
|
||
case Attrs.hp_max:
|
||
value += modValue * weights.W_HP;
|
||
break;
|
||
case Attrs.critical:
|
||
value += (modValue / 100) * dps * 0.5 * weights.W_DPS_PER_SEC * seconds;
|
||
break;
|
||
case Attrs.critical_damage:
|
||
value += (modValue / 100) * dps * 0.05 * weights.W_DPS_PER_SEC * seconds;
|
||
break;
|
||
case Attrs.speed:
|
||
value += (modValue / 100) * dps * weights.W_DPS_PER_SEC * seconds;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (buff.tick) {
|
||
const ticks = Math.max(1, buff.duration / buff.tick.interval);
|
||
const totalHeal = ticks * (buff.tick.damage_or_heal + (buff.tick.scale_by_ap_pct / 100) * apEff);
|
||
value += Math.max(0, totalHeal) * weights.W_heal;
|
||
}
|
||
return value;
|
||
}
|
||
|
||
/** 计算 Support 类技能单次触发的效果价值 */
|
||
function calcSupportEffectValue(config: SkillConfig, apEff: number, cd: number, seconds: number): number {
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
const value = config.ap || 0;
|
||
|
||
// 计时 buff:先算整个时间窗的永久等效,再按覆盖率折算
|
||
if (config.timed_buff_id) {
|
||
const buff = BuffList[config.timed_buff_id];
|
||
if (buff) {
|
||
const permanentEquivalent = calcBuffPermanentEquivalent(buff, apEff, cd, seconds, config.buff_value);
|
||
const duration = config.buff_duration ?? buff.duration;
|
||
const uptime = seconds > 0 ? Math.min(duration / seconds, 1) : 0;
|
||
return permanentEquivalent * uptime;
|
||
}
|
||
}
|
||
|
||
switch (config.buff_type) {
|
||
case Attrs.ap:
|
||
return (value / cd) * weights.W_DPS_PER_SEC * seconds;
|
||
case Attrs.hp_max:
|
||
case Attrs.hp:
|
||
return value * weights.W_HP;
|
||
case Attrs.critical:
|
||
return (value / 100) * (apEff / cd) * 0.5 * weights.W_DPS_PER_SEC * seconds;
|
||
case Attrs.critical_damage:
|
||
return (value / 100) * (apEff / cd) * 0.05 * weights.W_DPS_PER_SEC * seconds;
|
||
case Attrs.stun_chance:
|
||
case Attrs.freeze_chance:
|
||
return value * weights.W_control;
|
||
case Attrs.knockback_chance:
|
||
// 击退强化已改为击退距离增量,按距离价值折算
|
||
return value * weights.W_control;
|
||
case Attrs.speed:
|
||
return (value / 100) * (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
|
||
default:
|
||
return value * weights.W_control;
|
||
}
|
||
}
|
||
|
||
/** 计算单条技能配置单次触发的效果价值 */
|
||
function calcSkillEffectValue(skill: SkillConfig, overrides: SkillOverrides | undefined, hero: heroInfo, targetLv: number, seconds: number): number {
|
||
const { ap: apEff } = getEffectiveStats(hero, targetLv);
|
||
const cd = getAttackCd(hero);
|
||
const config = overrides ? mergeSkillParams(skill, overrides) : skill;
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
|
||
switch (config.kind) {
|
||
case SkillKind.Damage:
|
||
return ((config.ap || 0) / 100) * apEff * weights.W_DPS_PER_SEC;
|
||
case SkillKind.Heal:
|
||
return ((config.ap || 0) / 100) * apEff * weights.W_heal;
|
||
case SkillKind.Shield:
|
||
return (config.ap || 0) * weights.expectedEnemyDmg * weights.W_shield;
|
||
case SkillKind.Support:
|
||
return calcSupportEffectValue(config, apEff, cd, seconds);
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
/** 触发技评估项 */
|
||
export interface TriggerSkillEval {
|
||
type: SkillTriggerType;
|
||
s_uuid: number;
|
||
name: string;
|
||
t_num: number;
|
||
value: number;
|
||
}
|
||
|
||
/** 驻场光环评估项 */
|
||
export interface FieldSkillEval {
|
||
uuid: number;
|
||
name: string;
|
||
value: number;
|
||
}
|
||
|
||
/** 英雄强度分数构成 */
|
||
export interface HeroPowerBreakdown {
|
||
hp: number;
|
||
dps: number;
|
||
atking: number;
|
||
atked: number;
|
||
fstart: number;
|
||
fend: number;
|
||
dead: number;
|
||
field: number;
|
||
revive: number;
|
||
}
|
||
|
||
/** 英雄强度详细评估结果 */
|
||
export interface HeroPowerDetailed {
|
||
total: number;
|
||
breakdown: HeroPowerBreakdown;
|
||
triggerSkills: TriggerSkillEval[];
|
||
fieldSkills: FieldSkillEval[];
|
||
normalAttack: { s_uuid: number, name: string, cd: number, dps: number, value: number };
|
||
}
|
||
|
||
/** 计算普通触发类技能(atking/atked/fstart/fend/dead)的详细价值 */
|
||
function calcTriggerPowerDetailed(
|
||
triggerConfigs: { s_uuid: number, t_num?: number, overrides?: SkillOverrides }[],
|
||
hero: heroInfo,
|
||
targetLv: number,
|
||
type: SkillTriggerType,
|
||
seconds: number
|
||
): { total: number, items: TriggerSkillEval[] } {
|
||
if (!triggerConfigs || triggerConfigs.length === 0) return { total: 0, items: [] };
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
let total = 0;
|
||
const items: TriggerSkillEval[] = [];
|
||
|
||
for (const trig of triggerConfigs) {
|
||
const skill = SkillSet[trig.s_uuid];
|
||
if (!skill) continue;
|
||
|
||
const effectValue = calcSkillEffectValue(skill, trig.overrides, hero, targetLv, seconds);
|
||
const overrides = trig.overrides || {};
|
||
const group = overrides.TGroup ?? skill.TGroup;
|
||
const scopeMul = calcScopeMul(group);
|
||
const tNum = trig.t_num || 1;
|
||
|
||
let weight = 1;
|
||
switch (type) {
|
||
case SkillTriggerType.Atking:
|
||
weight = weights.W_atking;
|
||
break;
|
||
case SkillTriggerType.Atked:
|
||
weight = weights.W_atked;
|
||
break;
|
||
case SkillTriggerType.FStart:
|
||
weight = weights.W_fstart;
|
||
break;
|
||
case SkillTriggerType.FEnd:
|
||
weight = weights.W_fend;
|
||
break;
|
||
case SkillTriggerType.Dead:
|
||
weight = weights.W_dead;
|
||
break;
|
||
}
|
||
|
||
const triggerCount = getTriggerCount(type, tNum, hero, seconds);
|
||
const value = effectValue * triggerCount * scopeMul * weight;
|
||
total += value;
|
||
items.push({ type, s_uuid: trig.s_uuid, name: skill.name, t_num: tNum, value });
|
||
}
|
||
return { total, items };
|
||
}
|
||
|
||
/** 计算驻场光环技能在时间窗内的总价值(value 由词条携带,fs 提供类型元数据) */
|
||
function calcFieldSkillValue(fs: FieldSkillConfig, value: number, hpEff: number, apEff: number, cd: number, scopeMul: number, seconds: number): number {
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
const dps = apEff / cd;
|
||
|
||
switch (fs.type) {
|
||
case FieldSkillType.HeroAtk:
|
||
return value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds;
|
||
case FieldSkillType.HeroHp:
|
||
return value * hpEff * scopeMul * weights.W_HP;
|
||
case FieldSkillType.HeroSpeed:
|
||
return value * dps * scopeMul * weights.W_DPS_PER_SEC * seconds;
|
||
case FieldSkillType.HeroCrit:
|
||
return value * dps * scopeMul * 0.5 * weights.W_DPS_PER_SEC * seconds;
|
||
case FieldSkillType.HeroCritDamage:
|
||
return value * dps * scopeMul * 0.05 * weights.W_DPS_PER_SEC * seconds;
|
||
case FieldSkillType.HeroStun:
|
||
case FieldSkillType.HeroWindFury:
|
||
case FieldSkillType.HeroPuncture:
|
||
case FieldSkillType.HeroPunctureDmg:
|
||
return value * scopeMul * weights.W_control * 100;
|
||
default:
|
||
return value * scopeMul * weights.W_control * 10;
|
||
}
|
||
}
|
||
|
||
/** 计算驻场光环的详细价值 */
|
||
function calcFieldPowerDetailed(entries: FieldEntry[] | undefined, hero: heroInfo, targetLv: number, seconds: number): { total: number, items: FieldSkillEval[] } {
|
||
if (!entries || entries.length === 0) return { total: 0, items: [] };
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
|
||
const cd = getAttackCd(hero);
|
||
const scopeMul = FightSet.HERO_MAX_NUM;
|
||
let total = 0;
|
||
const items: FieldSkillEval[] = [];
|
||
|
||
for (const entry of entries) {
|
||
const fs = FieldSkillSet[entry.uuid];
|
||
if (!fs) continue;
|
||
const value = calcFieldSkillValue(fs, entry.value, hpEff, apEff, cd, scopeMul, seconds) * weights.W_field_alive;
|
||
total += value;
|
||
items.push({ uuid: entry.uuid, name: fs.name, value });
|
||
}
|
||
return { total, items };
|
||
}
|
||
|
||
/** 获取普通攻击信息 */
|
||
function getNormalAttackInfo(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): { s_uuid: number, name: string, cd: number, dps: number, value: number } {
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
const { ap: apEff } = getEffectiveStats(hero, targetLv);
|
||
const cd = getAttackCd(hero);
|
||
const skillIds = Object.keys(hero.skills);
|
||
const firstKey = skillIds.length > 0 ? Number(skillIds[0]) : 0;
|
||
const skill = firstKey ? SkillSet[firstKey] : undefined;
|
||
const dps = apEff / cd;
|
||
return {
|
||
s_uuid: firstKey,
|
||
name: skill?.name ?? '普攻',
|
||
cd,
|
||
dps,
|
||
value: dps * weights.W_DPS_PER_SEC * seconds,
|
||
};
|
||
}
|
||
|
||
/**
|
||
* 计算英雄强度详细评估(含分数构成与每个技能价值)。
|
||
* @param hero 英雄/怪物配置
|
||
* @param targetLv 目标等级,默认 1
|
||
* @param seconds 评估时间窗(秒),默认 HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS
|
||
* @returns 详细强度评估结果
|
||
*/
|
||
export function calcHeroPowerDetailed(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): HeroPowerDetailed {
|
||
const weights = HERO_POWER_WEIGHTS;
|
||
const { hp: hpEff, ap: apEff } = getEffectiveStats(hero, targetLv);
|
||
const cd = getAttackCd(hero);
|
||
|
||
const hpValue = hpEff * weights.W_HP;
|
||
const dpsValue = (apEff / cd) * weights.W_DPS_PER_SEC * seconds;
|
||
const normalAttack = getNormalAttackInfo(hero, targetLv, seconds);
|
||
|
||
const atking = hero.atking ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atking, targetLv), hero, targetLv, SkillTriggerType.Atking, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||
const atked = hero.atked ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.atked, targetLv), hero, targetLv, SkillTriggerType.Atked, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||
const fstart = hero.fstart ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fstart, targetLv), hero, targetLv, SkillTriggerType.FStart, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||
const fend = hero.fend ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.fend, targetLv), hero, targetLv, SkillTriggerType.FEnd, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||
const dead = hero.dead ? calcTriggerPowerDetailed(resolveTriggerByLv(hero.dead, targetLv), hero, targetLv, SkillTriggerType.Dead, seconds) : { total: 0, items: [] as TriggerSkillEval[] };
|
||
const fieldEntries = resolveFieldByLv(hero.field, targetLv);
|
||
const field = fieldEntries.length > 0 ? calcFieldPowerDetailed(fieldEntries, hero, targetLv, seconds) : { total: 0, items: [] as FieldSkillEval[] };
|
||
|
||
let reviveValue = 0;
|
||
const revive = resolveReviveByLv(hero.revive, targetLv);
|
||
if (revive) {
|
||
reviveValue = hpEff * revive.upr * revive.r_num * weights.W_revive * getWaveCount(seconds);
|
||
}
|
||
|
||
const total = hpValue + dpsValue + atking.total + atked.total + fstart.total + fend.total + dead.total + field.total + reviveValue;
|
||
|
||
return {
|
||
total,
|
||
breakdown: {
|
||
hp: hpValue,
|
||
dps: dpsValue,
|
||
atking: atking.total,
|
||
atked: atked.total,
|
||
fstart: fstart.total,
|
||
fend: fend.total,
|
||
dead: dead.total,
|
||
field: field.total,
|
||
revive: reviveValue,
|
||
},
|
||
triggerSkills: [...atking.items, ...atked.items, ...fstart.items, ...fend.items, ...dead.items],
|
||
fieldSkills: field.items,
|
||
normalAttack,
|
||
};
|
||
}
|
||
|
||
/**
|
||
* 计算指定时间窗内的英雄强度评分。
|
||
* @param hero 英雄/怪物配置
|
||
* @param targetLv 目标等级,默认 1
|
||
* @param seconds 评估时间窗(秒)
|
||
* @returns 无量纲强度分,数值越大越强
|
||
*/
|
||
export function calcHeroPowerOverTime(hero: heroInfo, targetLv: number = 1, seconds: number = HERO_POWER_WEIGHTS.DEFAULT_EVAL_SECONDS): number {
|
||
return calcHeroPowerDetailed(hero, targetLv, seconds).total;
|
||
}
|
||
|
||
/**
|
||
* 计算英雄强度评分(默认时间窗)。
|
||
* @param hero 英雄/怪物配置
|
||
* @param targetLv 目标等级,默认 1
|
||
* @returns 无量纲强度分,数值越大越强
|
||
*/
|
||
export function calcHeroPower(hero: heroInfo, targetLv: number = 1): number {
|
||
return calcHeroPowerOverTime(hero, targetLv);
|
||
}
|
||
|
||
/**
|
||
* 归一化英雄强度评分。
|
||
* @param hero 英雄配置
|
||
* @param targetLv 目标等级
|
||
* @param baseHeroId 基准英雄 uuid
|
||
* @param baseScore 基准分
|
||
* @returns 以基准英雄为 baseScore 的相对分数
|
||
*/
|
||
export function calcHeroPowerNormalized(hero: heroInfo, targetLv: number = 1, baseHeroId: number = 5001, baseScore: number = 100): number {
|
||
const baseHero = HeroInfo[baseHeroId];
|
||
if (!baseHero) return 0;
|
||
const basePower = calcHeroPower(baseHero, targetLv);
|
||
if (basePower === 0) return 0;
|
||
return calcHeroPower(hero, targetLv) / basePower * baseScore;
|
||
}
|