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pixelheros/assets/script/game/map/MissionEconomy.ts
walkpan 92836c14b6 feat(map,economy): 重做游戏经济与卡牌平衡系统
本次提交重构了英雄出售、抽卡、波次金币的数值体系:
1. 调整英雄出售价格按等级计算,1/2/3级分别为3/10/25金币
2. 修改抽卡刷新费用为2,初始金币调整为10
3. 重做波次金币公式,基础收益改为10,每波增长4
4. 调整卡池卡牌消耗与特殊卡牌的定价
5. 优化卡牌抽取消耗的计算逻辑,使用指数增长替代线性计算
2026-05-23 19:03:48 +08:00

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import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FieldSkillType } from "../common/config/SkillSet";
import { TalentType } from "../common/config/TalentSet";
import { FightSet } from "../common/config/GameSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
/**
* 局内经济统一管理类
* 负责统一处理金币的增减、各种费用的计算以及战绩评分中的金币统计。
*/
export class MissionEconomy {
/** 获取当前金币 */
static getCoin(): number {
return Math.max(0, Math.floor(smc.vmdata.mission_data.coin ?? 0));
}
/** 增加金币并更新统计 */
static addCoin(amount: number) {
if (amount <= 0) return;
amount = Math.floor(amount);
smc.vmdata.mission_data.coin = this.getCoin() + amount;
smc.vmdata.scores.gold_earned += amount;
// 发送 UI 更新事件,这里我们统一使用 syncOnly 通知 UI 刷新即可
oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: amount, syncOnly: true });
}
/** 消费金币并更新统计 */
static spendCoin(amount: number): boolean {
if (amount <= 0) return true;
amount = Math.floor(amount);
const current = this.getCoin();
if (current < amount) return false;
smc.vmdata.mission_data.coin = current - amount;
smc.vmdata.scores.gold_spent += amount;
// 发送 UI 更新事件
oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: -amount, syncOnly: true });
return true;
}
/**
* 计算卡牌刷新费用
* @param baseCost 基础费用默认为1
*/
static getRefreshCost(baseCost: number = 1): number {
let cost = baseCost;
const discount = HeroAttrsComp.getTalentValue(TalentType.RefreshDiscount);
cost = Math.max(0, cost - discount);
return Math.floor(cost);
}
/**
* 执行刷新卡牌并扣除金币
*/
static executeRefresh(baseCost: number = 1): boolean {
const cost = this.getRefreshCost(baseCost);
const success = this.spendCoin(cost);
if (success) {
smc.vmdata.scores.refresh_count++;
}
return success;
}
/**
* 计算英雄出售金币(按英雄等级缩放)
*/
static getSellGold(heroLevel: number = 1): number {
const sellByLevel: Record<number, number> = { 1: 3, 2: 10, 3: 25 };
const baseSellGold = sellByLevel[heroLevel] || 3;
const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
let totalSellGold = baseSellGold + goldBoost;
// 应用天赋 SellBonus (增加数值)
const bonusGold = HeroAttrsComp.getTalentValue(TalentType.SellBonus);
if (bonusGold > 0) {
totalSellGold += bonusGold;
}
return Math.floor(totalSellGold);
}
/**
* 执行出售英雄并增加金币
*/
static executeSellHero(heroLevel: number = 1): number {
const gold = this.getSellGold(heroLevel);
this.addCoin(gold);
return gold;
}
/**
* 计算每波基础金币收益
*/
static getWaveGold(baseReward: number): number {
let reward = Math.max(0, Math.floor(baseReward));
const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveGold);
reward += goldBoost;
return reward;
}
/**
* 执行发放每波金币
*/
static executeWaveGold(baseReward: number): number {
const reward = this.getWaveGold(baseReward);
if (reward > 0) {
this.addCoin(reward);
}
return reward;
}
}