Files
pixelheros/assets/script/game/common/config/CardSet.ts
panFD dc8391847b refactor(cardSkill): 完成卡牌技能触发机制类型化改造
本次提交为全量的卡牌技能触发系统重构,主要变更包括:
1.  新增CardTriggerType枚举,统一卡牌触发类型定义
2.  补全依赖事件派发:每波战斗结束FightEnd、英雄死亡HeroDead(带阵营过滤)、复活成功ReviveSuccess
3.  重构SkillBoxComp,按触发类型动态注册事件监听,拆分即时/定时/驻场/事件型逻辑
4.  批量迁移所有卡牌配置,为旧技能补充显式触发类型
5.  新增全局触发次数上限机制,区分每波/全局触发计数规则
6.  新增配套设计文档,记录改造背景与方案细节

本次重构彻底解决了原有隐式配置难以维护、无法支持事件型触发的痛点,实现了技能触发逻辑的标准化与可扩展性。
2026-06-19 23:01:24 +08:00

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TypeScript
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import * as exp from "constants"
import { HeroInfo, HeroList, HType } from "./heroSet"
import { FightSet } from "./GameSet"
import { oops } from "db://oops-framework/core/Oops"
import { SkillOverrides, TGroup } from "./SkillSet"
class I18nString {
constructor(private key: string, private params?: any[]) { }
private getTranslated(): string {
let str = oops.language.getLangByID(this.key) || this.key;
if (this.params && this.params.length > 0) {
for (let i = 0; i < this.params.length; i++) {
str = str.replace(`{${i}}`, String(this.params[i]));
}
}
return str;
}
toString() { return this.getTranslated(); }
valueOf() { return this.getTranslated(); }
toJSON() { return this.getTranslated(); }
get length() { return this.toString().length; }
}
const t = (key: string, ...params: any[]) => new I18nString(key, params) as unknown as string;
/** 卡牌大类定义 */
export enum CardType {
Hero = 1,
Skill = 2,
SpecialUpgrade = 3,
SpecialRefresh = 4,
}
/** 卡牌大类定义 */
export enum CKind {
Hero = 1, //英雄
Skill = 2, //技能
Card = 3, //卡牌
Potion = 4, //药水
}
/** 技能卡触发类型 */
export enum CardSkillType {
Interval = 1, // 间隔定时触发 (战斗中每隔N秒执行)
Field = 2, // 驻场技能 (被动光环)
BattleStart = 3, // 战斗开始时触发一次
BattleEnd = 4, // 战斗结束时触发一次
HeroDead = 5, // 场上己方英雄死亡时触发
HeroCall = 6, // 场上己方英雄召唤上场时触发
}
/** 卡池等级定义 */
export enum CardLV {
LV1 = 1,
LV2 = 2,
LV3 = 3,
LV4 = 4,
LV5 = 5,
}
/**
* 卡牌技能触发类型
* - 命名对齐英雄侧 SkillTriggerType便于跨模块认知统一
* - 枚举值从 1 开始,避免 0 的 falsy 坑if (trigger_type) 判断出错)
*/
export enum CardTriggerType {
Instant = 1, // 即时触发:使用后立即生效一次
Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发
Field = 3, // 驻场光环:被动生效(仅显式分类,仍由 field 字段驱动)
FightStart = 4, // 战斗开始时触发
FightEnd = 5, // 战斗结束时触发(每波结束)
HeroDead = 6, // 场上己方英雄死亡时触发
HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活)
}
/** 通用卡牌配置 */
export interface CardConfig {
uuid: number
type: CardType
cost: number
weight: number
kind: CKind
pool_lv: CardLV
wave?: number // 针对技能卡:仅在指定波次(wave)才能抽到
hero_lv?: number
card_lv?: number
base_pool_lv?: number
// 技能卡扩展属性
skill?: number // 关联的技能 UUID
name?: string // 卡牌名称
info?: string // 卡牌描述信息
is_inst?: boolean // 是否即时起效
t_times?: number // 触发次数
t_inv?: number // 触发间隔(秒)
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
overrides?: SkillOverrides // 技能参数覆写如自定义伤害ap、buff值、金币数等
field?: number[] // 驻场技能 UUID 数组,表示该卡牌提供驻场属性加成
/** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */
trigger_type?: CardTriggerType;
/**
* 事件型触发的全局次数上限(仅 FightStart/FightEnd/HeroDead/HeroCall 有效)
* 默认 Infinity达到上限后销毁节点
* 注意:与 t_times 语义不同——t_times 控制每波内 Interval 的次数
*/
trigger_limit?: number;
}
export const CardsUpSet: Record<number, number> = {
1: 50,
2: 100,
3: 150,
4: 200,
5: 250,
}
/**初始coin数 */
export const CardInitCoins = 4
/** 卡池升级每波减免金额 */
export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
/** 卡池默认初始等级 */
export const CARD_POOL_INIT_LEVEL = CardLV.LV1
/** 卡池等级上限(统一由 FightSet.MAX_CARD_POOL_LEVEL 设定,保持单一数据源) */
export const CARD_POOL_MAX_LEVEL = FightSet.MAX_CARD_POOL_LEVEL as unknown as CardLV
/** 英雄最高等级限制 */
export const CARD_HERO_MAX_LEVEL = 1
/** 基础卡池(英雄、技能、功能) */
export const CardPoolList: CardConfig[] = [];
// 动态生成英雄卡池
HeroList.forEach(uuid => {
const hero = HeroInfo[uuid];
if (!hero) return;
const basePoolLv = hero.pool_lv || 1;
const baseHeroLv = hero.lv || 1;
const baseCost = FightSet.BASE_COST;
const baseWeight = 25;
// 生成从 basePoolLv 到 CARD_POOL_MAX_LEVEL 的卡牌
for (let pLv = basePoolLv; pLv <= CARD_POOL_MAX_LEVEL; pLv++) {
const offset = pLv - basePoolLv;
const targetHeroLv = baseHeroLv + offset;
// 【修改开始】永远只刷 lv1 等级的英雄卡牌,不再出现某英雄的 lv2 等级卡牌
// 设置为 true 则开启该限制。保留原有代码逻辑以便后续有变直接引用。
const ONLY_SPAWN_LV1_HERO = true;
if (ONLY_SPAWN_LV1_HERO && targetHeroLv > 1) {
break;
}
// 【修改结束】
// 英雄的最高等级 是MERGE_MAX-1
if (targetHeroLv > FightSet.MERGE_MAX - 1) {
break;
}
// cost = baseCost * 3^(lv-1): Lv1=5, Lv2=15, Lv3=45
let cost = baseCost;
if (targetHeroLv > 1) {
cost = baseCost * Math.pow(FightSet.MERGE_NEED, targetHeroLv - 1);
}
CardPoolList.push({
uuid: hero.uuid,
type: CardType.Hero,
cost: cost,
weight: baseWeight,
pool_lv: pLv as CardLV,
kind: CKind.Hero,
hero_lv: targetHeroLv,
base_pool_lv: basePoolLv
});
}
});
// 添加非英雄卡牌 (技能、功能卡)
const waveToPoolLv: Record<number, number> = {
1: 1,
5: 2,
10: 3,
15: 4,
20: 5
};
const SkillCardData: any[] = [
// === 1波技能 ===
{ uuid: 8301, skill: 6301, wave: 1, name: "护盾", info: "为伙伴/自己添加护盾可抵挡3次伤害", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8302, skill: 6302, wave: 1, name: "治疗", info: "治疗伙伴/自己", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8705, skill: 0, wave: 1, name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7005], trigger_type: CardTriggerType.Field },
{ uuid: 8706, skill: 0, wave: 1, name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7006], trigger_type: CardTriggerType.Field },
{ uuid: 8707, skill: 0, wave: 1, name: "战后恢复", info: "战斗结束生命回复量+10%", is_inst: false, keep_waves: -1, field: [7007], trigger_type: CardTriggerType.Field },
// === 5波技能 ===
{ uuid: 8303, skill: 6303, wave: 5, name: "获取金币", info: "增加一定数量的金币", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8401, skill: 6401, wave: 5, name: "攻击强化", info: "全体友方攻击力提升5点持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8402, skill: 6402, wave: 5, name: "生命强化", info: "全体友方最大生命值提升20点持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8403, skill: 6403, wave: 5, name: "暴击强化", info: "全体友方暴击率提升10%持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8404, skill: 6404, wave: 5, name: "暴伤强化", info: "全体友方暴击伤害提升20%持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8405, skill: 6405, wave: 5, name: "击晕强化", info: "全体友方击晕概率提升10%持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8408, skill: 6408, wave: 5, name: "穿刺强化", info: "全体友方穿透概率提升20%持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
{ uuid: 8409, skill: 6409, wave: 5, name: "风怒强化", info: "全体友方风怒次数提升1次持续1次", is_inst: true, keep_waves: -1, trigger_type: CardTriggerType.Instant },
// { uuid: 8501, skill: 6501, wave: 5, name: "复活", info: "ap 代表复活的生命值百分比", is_inst: true, keep_waves: -1 },
// === 10波技能 ===
{ uuid: 8708, skill: 0, wave: 10, name: "攻击加成", info: "英雄攻击力+10%", is_inst: false, keep_waves: -1, field: [7008], trigger_type: CardTriggerType.Field },
{ uuid: 8709, skill: 0, wave: 10, name: "击晕加成", info: "英雄击晕概率+10%", is_inst: false, keep_waves: -1, field: [7009], trigger_type: CardTriggerType.Field },
{ uuid: 8710, skill: 0, wave: 10, name: "暴击加成", info: "英雄暴击率+10%", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field },
{ uuid: 8711, skill: 0, wave: 10, name: "暴伤加成", info: "英雄暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field },
{ uuid: 8712, skill: 0, wave: 10, name: "攻速加成", info: "英雄攻击速度+10%", is_inst: false, keep_waves: -1, field: [7012], trigger_type: CardTriggerType.Field },
{ uuid: 8713, skill: 0, wave: 10, name: "购买优惠", info: "购买卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7013], trigger_type: CardTriggerType.Field },
{ uuid: 8714, skill: 0, wave: 10, name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7014], trigger_type: CardTriggerType.Field },
{ uuid: 8716, skill: 0, wave: 10, name: "生命加成", info: "英雄最大生命+10%", is_inst: false, keep_waves: -1, field: [7016], trigger_type: CardTriggerType.Field },
{ uuid: 8717, skill: 0, wave: 10, name: "风怒加成", info: "英雄风怒概率+10%", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field },
{ uuid: 8718, skill: 0, wave: 10, name: "穿刺加成", info: "英雄穿刺概率+10%", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field },
// === 15波技能 ===
{ uuid: 8701, skill: 0, wave: 15, name: "召唤强化", info: "召唤触发技能次数+1", is_inst: false, keep_waves: -1, field: [7001], trigger_type: CardTriggerType.Field },
{ uuid: 8702, skill: 0, wave: 15, name: "死亡强化", info: "死亡触发技能次数+1", is_inst: false, keep_waves: -1, field: [7002], trigger_type: CardTriggerType.Field },
{ uuid: 8703, skill: 0, wave: 15, name: "开场强化", info: "战斗开始触发技能次数+1", is_inst: false, keep_waves: -1, field: [7003], trigger_type: CardTriggerType.Field },
{ uuid: 8704, skill: 0, wave: 15, name: "结束强化", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7004], trigger_type: CardTriggerType.Field },
// === 20波技能 ===
{ uuid: 8201, skill: 6201, wave: 20, name: "雷墙", info: "召唤雷墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval },
{ uuid: 8202, skill: 6202, wave: 20, name: "火墙", info: "召唤火墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval },
{ uuid: 8203, skill: 6203, wave: 20, name: "飓风", info: "召唤飓风攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval },
{ uuid: 8204, skill: 6204, wave: 20, name: "水墙", info: "召唤水墙阻挡敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval },
{ uuid: 8205, skill: 6205, wave: 20, name: "风墙", info: "召唤风墙困住敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval },
{ uuid: 8206, skill: 6206, wave: 20, name: "陨石术", info: "召唤陨石范围攻击敌人,有概率击晕", is_inst: false, t_times: 999, t_inv: 5, keep_waves: -1, trigger_type: CardTriggerType.Interval },
];
SkillCardData.forEach(data => {
CardPoolList.push({
uuid: data.uuid,
skill: data.skill || undefined,
type: CardType.Skill,
cost: 0,
weight: 10,
pool_lv: waveToPoolLv[data.wave] as CardLV,
wave: data.wave,
kind: CKind.Skill,
card_lv: 1,
name: data.name,
info: data.info,
is_inst: data.is_inst,
t_times: data.t_times || (data.is_inst ? 1 : 999),
t_inv: data.t_inv || 0,
keep_waves: data.keep_waves,
field: data.field,
overrides: data.overrides, // 【修复】原遗漏
trigger_type: data.trigger_type, // 【新增】显式触发类型
trigger_limit: data.trigger_limit, // 【新增】事件型触发次数上限
});
});
export enum SpecialRefreshHeroType {
Any = 0,
Melee = 1,
Ranged = 2,
}
/** 升级功能卡完整配置 */
export interface SpecialUpgradeCardConfig extends CardConfig {
name: string
info: string
currentLv: number
targetLv: number
}
/** 刷新功能卡完整配置 */
export interface SpecialRefreshCardConfig extends CardConfig {
name: string
info: string
refreshLv: number
refreshHeroType: SpecialRefreshHeroType
}
/** 功能卡定义表 */
export const SpecialUpgradeCardList: Record<number, SpecialUpgradeCardConfig> = {
7001: {
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"),
currentLv: 1, targetLv: 2,
},
7002: {
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"),
currentLv: 2, targetLv: 3,
},
}
export const SpecialRefreshCardList: Record<number, SpecialRefreshCardConfig> = {
7101: {
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"),
refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Melee,
},
7102: {
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"),
refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Ranged,
},
7103: {
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"),
refreshLv: 3, refreshHeroType: SpecialRefreshHeroType.Any,
},
}
/** 规范等级到合法区间 [LV1, LV6] */
const clampCardLv = (lv: number): CardLV => {
const value = Math.floor(lv)
if (value < CARD_POOL_INIT_LEVEL) return CARD_POOL_INIT_LEVEL
if (value > CARD_POOL_MAX_LEVEL) return CARD_POOL_MAX_LEVEL
return value as CardLV
}
/** 单次按权重抽取一张卡 */
const weightedPick = (cards: CardConfig[]): CardConfig | null => {
if (cards.length === 0) return null
const totalWeight = cards.reduce((total, card) => total + card.weight, 0)
let random = Math.random() * totalWeight
for (const card of cards) {
random -= card.weight
if (random <= 0) return card
}
return cards[cards.length - 1]
}
/** 连续抽取 count 张卡,允许重复或通过 unique 剔除重复 */
const pickCards = (cards: CardConfig[], count: number, unique: boolean = false): CardConfig[] => {
if (cards.length === 0 || count <= 0) return []
const selected: CardConfig[] = []
let available = [...cards]
while (selected.length < count) {
if (available.length === 0) break
const pick = weightedPick(available)
if (!pick) break
selected.push(pick)
if (unique) {
available = available.filter(c => c.uuid !== pick.uuid)
}
}
return selected
}
/** 获取指定等级可出现的基础卡池 */
export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => {
const cardLv = clampCardLv(lv)
if (onlyCurrentLv) {
return CardPoolList.filter(card => card.pool_lv === cardLv)
}
return CardPoolList.filter(card => card.pool_lv <= cardLv)
}
const normalizeTypeFilter = (type: CardType | CardType[]): Set<CardType> => {
const list = Array.isArray(type) ? type : [type]
return new Set<CardType>(list)
}
/** 常规发牌:前 3 英雄 + 后 1 其他;支持按类型和等级模式过滤 */
export const getCardsByLv = (
lv: number,
type?: CardType | CardType[],
onlyCurrentLv: boolean = false
): CardConfig[] => {
const pool = getCardPoolByLv(lv, onlyCurrentLv)
if (type !== undefined) {
const typeSet = normalizeTypeFilter(type)
const filteredPool = pool.filter(card => typeSet.has(card.type))
return pickCards(filteredPool, 4)
}
const heroPool = pool.filter(card => card.type === CardType.Hero)
const otherPool = pool.filter(card => card.type !== CardType.Hero)
const heroes = pickCards(heroPool, 3)
const others = pickCards(otherPool, 1)
return [...heroes, ...others]
}
export const drawCardsByRule = (
lv: number,
options: {
count?: number
onlyCurrentLv?: boolean
type?: CardType | CardType[]
heroType?: HType
heroLv?: number
targetPoolLv?: number
wave?: number
unique?: boolean
} = {}
): CardConfig[] => {
const count = Math.max(0, Math.floor(options.count ?? 4))
const onlyCurrentLv = options.onlyCurrentLv ?? false
let pool = getCardPoolByLv(lv, onlyCurrentLv)
if (options.type !== undefined) {
const typeSet = normalizeTypeFilter(options.type)
pool = pool.filter(card => typeSet.has(card.type))
}
if (options.targetPoolLv !== undefined) {
// 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
pool = CardPoolList.filter(card => card.pool_lv === options.targetPoolLv)
if (options.type !== undefined) {
const typeSet = normalizeTypeFilter(options.type)
pool = pool.filter(card => typeSet.has(card.type))
}
// 如果强制筛选后池子为空(比如开启了 ONLY_SPAWN_LV1_HERO 导致没有高等级英雄卡),
// 且需要抽取英雄,则兜底降级回 pool_lv 为 1 的卡池,保证系统不会卡死
if (pool.length === 0) {
pool = CardPoolList.filter(card => card.pool_lv === 1);
if (options.type !== undefined) {
const typeSet = normalizeTypeFilter(options.type)
pool = pool.filter(card => typeSet.has(card.type))
}
}
}
if (options.heroType !== undefined || options.heroLv !== undefined) {
pool = pool.filter(card => {
if (card.type !== CardType.Hero) return false
const hero = HeroInfo[card.uuid]
if (!hero) return false
if (options.heroType !== undefined && hero.type !== options.heroType) return false
if (options.heroLv !== undefined && card.hero_lv !== options.heroLv) return false
return true
})
}
// 如果传入了波次并且是技能卡,则根据 wave 过滤
if (options.wave !== undefined) {
pool = pool.filter(card => {
if (card.type === CardType.Skill) {
// 只有 wave 值严格等于当前 wave 的技能卡才会留在池中
return card.wave === options.wave;
}
return true;
})
}
const picked = pickCards(pool, count, options.unique)
return picked
}