320 lines
11 KiB
TypeScript
320 lines
11 KiB
TypeScript
import * as exp from "constants"
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import { HeroInfo, HeroList, HType } from "./heroSet"
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import { FightSet } from "./GameSet"
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import { oops } from "db://oops-framework/core/Oops"
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import { SkillOverrides, TGroup } from "./SkillSet"
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class I18nString {
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constructor(private key: string, private params?: any[]) { }
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private getTranslated(): string {
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let str = oops.language.getLangByID(this.key) || this.key;
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if (this.params && this.params.length > 0) {
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for (let i = 0; i < this.params.length; i++) {
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str = str.replace(`{${i}}`, String(this.params[i]));
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}
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}
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return str;
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}
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toString() { return this.getTranslated(); }
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valueOf() { return this.getTranslated(); }
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toJSON() { return this.getTranslated(); }
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get length() { return this.toString().length; }
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}
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const t = (key: string, ...params: any[]) => new I18nString(key, params) as unknown as string;
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/** 卡牌大类定义 */
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export enum CardType {
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Hero = 1,
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Skill = 2,
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SpecialUpgrade = 3,
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SpecialRefresh = 4,
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}
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/** 卡牌大类定义 */
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export enum CKind {
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Hero = 1, //英雄
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Skill = 2, //技能
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Card = 3, //卡牌
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Potion = 4, //药水
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}
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/** 卡池等级定义 */
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export enum CardLV {
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LV1 = 1,
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LV2 = 2,
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LV3 = 3,
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}
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/** 通用卡牌配置 */
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export interface CardConfig {
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uuid: number
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type: CardType
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cost: number
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weight: number
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kind: CKind
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pool_lv: CardLV
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wave?: number // 针对技能卡:仅在指定波次(wave)才能抽到
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hero_lv?: number
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card_lv?: number
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base_pool_lv?: number
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// 技能卡扩展属性
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name?: string // 卡牌名称
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info?: string // 卡牌描述信息
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is_inst?: boolean // 是否即时起效
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t_times?: number // 触发次数
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t_inv?: number // 触发间隔(秒)
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keep_waves?: number // 维持的波次数(-1表示持续到战斗结束,0或undefined表示仅本波次)
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overrides?: SkillOverrides // 技能参数覆写(如自定义伤害ap、buff值、金币数等)
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}
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export const CardsUpSet: Record<number, number> = {
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1: 50,
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2: 100,
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3: 150,
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4: 200,
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5: 250,
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}
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/**初始coin数 */
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export const CardInitCoins = 10
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/** 卡池升级每波减免金额 */
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export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
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/** 卡池默认初始等级 */
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export const CARD_POOL_INIT_LEVEL = CardLV.LV1
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/** 卡池等级上限 */
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export const CARD_POOL_MAX_LEVEL = CardLV.LV3
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/** 英雄最高等级限制 */
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export const CARD_HERO_MAX_LEVEL = 1
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/** 基础卡池(英雄、技能、功能) */
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export const CardPoolList: CardConfig[] = [];
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// 动态生成英雄卡池
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HeroList.forEach(uuid => {
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const hero = HeroInfo[uuid];
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if (!hero) return;
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const basePoolLv = hero.pool_lv || 1;
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const baseHeroLv = hero.lv || 1;
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const baseCost = 5;
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const baseWeight = 25;
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// 生成从 basePoolLv 到 CARD_POOL_MAX_LEVEL 的卡牌
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for (let pLv = basePoolLv; pLv <= CARD_POOL_MAX_LEVEL; pLv++) {
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const offset = pLv - basePoolLv;
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const targetHeroLv = baseHeroLv + offset;
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// 英雄的最高等级 是MERGE_MAX-1
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if (targetHeroLv > FightSet.MERGE_MAX - 1) {
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break;
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}
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// cost = baseCost * 3^(lv-1): Lv1=5, Lv2=15, Lv3=45
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let cost = baseCost;
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if (targetHeroLv > 1) {
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cost = baseCost * Math.pow(FightSet.MERGE_NEED, targetHeroLv - 1);
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}
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CardPoolList.push({
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uuid: hero.uuid,
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type: CardType.Hero,
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cost: cost,
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weight: baseWeight,
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pool_lv: pLv as CardLV,
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kind: CKind.Hero,
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hero_lv: targetHeroLv,
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base_pool_lv: basePoolLv
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});
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}
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});
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// 添加非英雄卡牌 (技能、功能卡)
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CardPoolList.push(
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// 技能卡牌 (以增益/辅助为主,因为在备战期没有敌人)
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{ uuid: 6304, type: CardType.Skill, cost: 0, weight: 20, pool_lv: 1, wave: 1, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6304"), info: t("skill_info_6304"), is_inst: true, t_times: 1, t_inv: 0, keep_waves: 15 },
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{ uuid: 6305, type: CardType.Skill, cost: 0, weight: 20, pool_lv: 1, wave: 1, kind: CKind.Skill, card_lv: 1, name: t("skill_name_6305"), info: t("skill_info_6305"), is_inst: true, t_times: 1, t_inv: 0, keep_waves: 15 },
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// 自定义 overrides 示例卡牌
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{
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uuid: 6401, type: CardType.Skill, cost: 0, weight: 10, pool_lv: 1, wave: 1, kind: CKind.Skill, card_lv: 1,
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name: "超强攻击强化", info: "使场上英雄增加50点攻击力",
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is_inst: true, t_times: 1, t_inv: 0, keep_waves: 15, overrides: { ap: 50 }
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},
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{
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uuid: 6101, type: CardType.Skill, cost: 0, weight: 10, pool_lv: 1, wave: 1, kind: CKind.Skill, card_lv: 1,
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name: "持续天降火球", info: "战斗中每隔3秒释放一个火球,造成300%伤害,持续2波次",
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is_inst: false, t_times: 999, t_inv: 3, keep_waves: 15, overrides: { TGroup: TGroup.Enemy, ap: 300, hit_count: 2 }
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}
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);
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export enum SpecialRefreshHeroType {
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Any = 0,
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Melee = 1,
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Ranged = 2,
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}
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/** 升级功能卡完整配置 */
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export interface SpecialUpgradeCardConfig extends CardConfig {
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name: string
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info: string
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currentLv: number
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targetLv: number
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}
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/** 刷新功能卡完整配置 */
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export interface SpecialRefreshCardConfig extends CardConfig {
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name: string
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info: string
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refreshLv: number
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refreshHeroType: SpecialRefreshHeroType
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}
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/** 功能卡定义表 */
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export const SpecialUpgradeCardList: Record<number, SpecialUpgradeCardConfig> = {
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7001: {
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uuid: 7001, type: CardType.SpecialUpgrade, cost: 10, weight: 16, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7001"), info: t("scard_info_7001"),
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currentLv: 1, targetLv: 2,
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},
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7002: {
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uuid: 7002, type: CardType.SpecialUpgrade, cost: 28, weight: 14, pool_lv: CardLV.LV2, kind: CKind.Card, name: t("scard_name_7002"), info: t("scard_info_7002"),
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currentLv: 2, targetLv: 3,
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},
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}
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export const SpecialRefreshCardList: Record<number, SpecialRefreshCardConfig> = {
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7101: {
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uuid: 7101, type: CardType.SpecialRefresh, cost: 3, weight: 14, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7101"), info: t("scard_info_7101"),
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refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Melee,
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},
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7102: {
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uuid: 7102, type: CardType.SpecialRefresh, cost: 3, weight: 14, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7102"), info: t("scard_info_7102"),
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refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Ranged,
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},
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7103: {
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uuid: 7103, type: CardType.SpecialRefresh, cost: 4, weight: 12, pool_lv: CardLV.LV2, kind: CKind.Card, name: t("scard_name_7103"), info: t("scard_info_7103"),
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refreshLv: 3, refreshHeroType: SpecialRefreshHeroType.Any,
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},
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}
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/** 规范等级到合法区间 [LV1, LV6] */
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const clampCardLv = (lv: number): CardLV => {
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const value = Math.floor(lv)
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if (value < CARD_POOL_INIT_LEVEL) return CARD_POOL_INIT_LEVEL
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if (value > CARD_POOL_MAX_LEVEL) return CARD_POOL_MAX_LEVEL
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return value as CardLV
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}
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/** 单次按权重抽取一张卡 */
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const weightedPick = (cards: CardConfig[]): CardConfig | null => {
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if (cards.length === 0) return null
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const totalWeight = cards.reduce((total, card) => total + card.weight, 0)
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let random = Math.random() * totalWeight
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for (const card of cards) {
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random -= card.weight
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if (random <= 0) return card
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}
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return cards[cards.length - 1]
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}
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/** 连续抽取 count 张卡,允许重复 */
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const pickCards = (cards: CardConfig[], count: number): CardConfig[] => {
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if (cards.length === 0 || count <= 0) return []
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const selected: CardConfig[] = []
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while (selected.length < count) {
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const pick = weightedPick(cards)
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if (!pick) break
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selected.push(pick)
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}
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return selected
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}
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/** 获取指定等级可出现的基础卡池 */
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export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => {
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const cardLv = clampCardLv(lv)
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if (onlyCurrentLv) {
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return CardPoolList.filter(card => card.pool_lv === cardLv)
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}
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return CardPoolList.filter(card => card.pool_lv <= cardLv)
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}
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const normalizeTypeFilter = (type: CardType | CardType[]): Set<CardType> => {
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const list = Array.isArray(type) ? type : [type]
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return new Set<CardType>(list)
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}
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/** 常规发牌:前 3 英雄 + 后 1 其他;支持按类型和等级模式过滤 */
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export const getCardsByLv = (
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lv: number,
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type?: CardType | CardType[],
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onlyCurrentLv: boolean = false
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): CardConfig[] => {
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const pool = getCardPoolByLv(lv, onlyCurrentLv)
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if (type !== undefined) {
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const typeSet = normalizeTypeFilter(type)
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const filteredPool = pool.filter(card => typeSet.has(card.type))
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return pickCards(filteredPool, 4)
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}
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const heroPool = pool.filter(card => card.type === CardType.Hero)
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const otherPool = pool.filter(card => card.type !== CardType.Hero)
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const heroes = pickCards(heroPool, 3)
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const others = pickCards(otherPool, 1)
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return [...heroes, ...others]
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}
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export const drawCardsByRule = (
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lv: number,
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options: {
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count?: number
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onlyCurrentLv?: boolean
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type?: CardType | CardType[]
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heroType?: HType
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heroLv?: number
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targetPoolLv?: number
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wave?: number
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} = {}
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): CardConfig[] => {
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const count = Math.max(0, Math.floor(options.count ?? 4))
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const onlyCurrentLv = options.onlyCurrentLv ?? false
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let pool = getCardPoolByLv(lv, onlyCurrentLv)
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if (options.type !== undefined) {
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const typeSet = normalizeTypeFilter(options.type)
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pool = pool.filter(card => typeSet.has(card.type))
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}
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if (options.targetPoolLv !== undefined) {
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// 如果指定了目标卡池等级,则强制从所有配置中筛选该等级的卡牌,无视当前的卡池等级限制
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pool = CardPoolList.filter(card => card.pool_lv === options.targetPoolLv)
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if (options.type !== undefined) {
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const typeSet = normalizeTypeFilter(options.type)
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pool = pool.filter(card => typeSet.has(card.type))
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}
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}
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if (options.heroType !== undefined || options.heroLv !== undefined) {
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pool = pool.filter(card => {
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if (card.type !== CardType.Hero) return false
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const hero = HeroInfo[card.uuid]
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if (!hero) return false
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if (options.heroType !== undefined && hero.type !== options.heroType) return false
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if (options.heroLv !== undefined && card.hero_lv !== options.heroLv) return false
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return true
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})
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}
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// 如果传入了波次并且是技能卡,则根据 wave 过滤
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if (options.wave !== undefined) {
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pool = pool.filter(card => {
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if (card.type === CardType.Skill) {
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// 只有 wave 值严格等于当前 wave 的技能卡才会留在池中
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return card.wave === options.wave;
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}
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return true;
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})
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}
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const picked = pickCards(pool, count)
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return picked
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}
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