Files
pixelheros/assets/script/game/common/config/CardSet.ts
walkpan e8588ded76 feat(地图): 根据主角属性倾向调整任务卡牌权重
在获取任务卡牌选项时,查询主角已拥有的永久属性Buff,将对应属性的卡牌权重提高一倍,使卡牌选择更符合角色成长方向。
2026-02-04 20:41:24 +08:00

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TypeScript
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import { AttrCards, AttrInfo, CanSelectAttrs, PotionCards, CanSelectPotions } from "./AttrSet";
import { talConf, ItalConf, CanSelectTalents } from "./TalSet";
import { SkillSet, SkillConfig, CanSelectSkills } from "./SkillSet";
import { HeroInfo, heroInfo, CanSelectHeros } from "./heroSet";
import { CardType, CardKind } from "./GameSet";
/**
* 获取等级对应的奖励类型
* @param level 当前等级
* @returns 奖励类型 CardType
*/
export function getLevelRewardType(level: number): CardType {
switch (level) {
case 2: return CardType.Talent;
case 5: return CardType.Talent;
case 10: return CardType.Talent;
default:
return null
}
}
/**
* 统一卡牌信息接口 (用于UI显示和逻辑处理)
*/
export interface ICardInfo {
uuid: number;
type: CardType;
kind: CardKind;
name: string;
desc: string;
icon: string;
weight: number; // 抽取权重
tag?: string; // 标签 (如 "special" 表示特殊属性)
payload: any; // 原始配置数据
}
/**
* 具体卡牌配置项 (内部使用)
*/
export interface IPoolItem {
id: number; // 卡牌UUID
weight: number; // 该卡牌在池中的权重
}
/**
* 等级池配置项
* 仅定义类型和权重,具体卡牌内容由各模块的 CanSelectXXX 配置决定
*/
export interface IPoolConfig {
type: CardType; // 卡牌类型
poolWeight: number; // 该类型池被选中的概率权重
tag?: string; // 辅助筛选从全池中筛选带tag的如 "special"
}
// 默认单卡权重
const DEFAULT_CARD_WEIGHT = 100;
/**
* 1-20 级卡牌池配置表
* 定义每个等级可能出现的卡牌类型及其权重
*/
export const LevelPoolConfigs: Record<number, IPoolConfig[]> = {
1: [{ type: CardType.Skill, poolWeight: 100 }],
2: [{ type: CardType.Attr, poolWeight: 100 }], // 常规属性
3: [{ type: CardType.Talent, poolWeight: 50 }, { type: CardType.Attr, poolWeight: 50, tag: "special" }], // 天赋或特殊属性
4: [{ type: CardType.Attr, poolWeight: 100 }],
5: [{ type: CardType.Talent, poolWeight: 100 }],
6: [{ type: CardType.Partner, poolWeight: 100 }], // 伙伴节点
7: [{ type: CardType.Attr, poolWeight: 80 }, { type: CardType.Skill, poolWeight: 20 }],
8: [{ type: CardType.Attr, poolWeight: 80 }, { type: CardType.Skill, poolWeight: 20 }],
9: [{ type: CardType.Attr, poolWeight: 50, tag: "special" }, { type: CardType.Talent, poolWeight: 50 }],
10: [{ type: CardType.Talent, poolWeight: 100 }],
11: [{ type: CardType.Attr, poolWeight: 70 }, { type: CardType.Skill, poolWeight: 30 }],
12: [{ type: CardType.Attr, poolWeight: 70 }, { type: CardType.Skill, poolWeight: 30 }],
13: [{ type: CardType.Attr, poolWeight: 100 }],
14: [{ type: CardType.Attr, poolWeight: 50, tag: "special" }, { type: CardType.Talent, poolWeight: 50 }],
15: [{ type: CardType.Talent, poolWeight: 100 }],
16: [{ type: CardType.Attr, poolWeight: 60 }, { type: CardType.Skill, poolWeight: 40 }],
17: [{ type: CardType.Attr, poolWeight: 60 }, { type: CardType.Skill, poolWeight: 40 }],
18: [{ type: CardType.Attr, poolWeight: 50, tag: "special" }, { type: CardType.Talent, poolWeight: 50 }],
19: [{ type: CardType.Attr, poolWeight: 100 }],
20: [{ type: CardType.Talent, poolWeight: 100 }],
};
// ========== 卡牌池构建逻辑 ==========
/**
* 获取指定类型的卡牌信息(不含权重,仅基础信息)
*/
function getCardBaseInfo(type: CardType, uuid: number): ICardInfo | null {
let baseInfo: any = null;
let name = "";
let desc = "";
let icon = "";
let kind = CardKind.Attr;
let tag = undefined;
switch (type) {
case CardType.Attr:
baseInfo = AttrCards[uuid];
if (!baseInfo) return null;
name = baseInfo.name || "属性";
desc = baseInfo.desc;
icon = baseInfo.icon;
kind = CardKind.Attr;
tag = baseInfo.isSpecial ? "special" : undefined;
break;
case CardType.Talent:
baseInfo = talConf[uuid];
if (!baseInfo) return null;
name = baseInfo.name;
desc = baseInfo.desc;
icon = baseInfo.icon;
kind = baseInfo.kind;
break;
case CardType.Skill:
baseInfo = SkillSet[uuid];
if (!baseInfo) return null;
name = baseInfo.name;
desc = baseInfo.info;
icon = baseInfo.icon;
kind = CardKind.Skill;
break;
case CardType.Partner:
baseInfo = HeroInfo[uuid];
if (!baseInfo) return null;
name = baseInfo.name;
desc = baseInfo.info;
icon = baseInfo.icon;
kind = CardKind.Partner;
break;
case CardType.Potion:
baseInfo = PotionCards[uuid];
if (!baseInfo) return null;
name = baseInfo.name || "药水";
desc = baseInfo.desc;
icon = baseInfo.icon;
kind = CardKind.Buff; // 药水归类为 Buff 类型的卡片显示
break;
}
return {
uuid,
type,
kind,
name,
desc,
icon,
weight: 0, // 基础信息不包含权重,权重由配置决定
tag,
payload: baseInfo
};
}
/**
* 获取指定类型的全量池
* 自动累加所有 <= level 的配置项
* @param type 卡牌类型
* @param level 当前等级
*/
function getDefaultPool(type: CardType, level: number = 1): IPoolItem[] {
const items: IPoolItem[] = [];
let configMap: Record<number, number[]> | null = null;
let defaultWeight = 100;
switch (type) {
case CardType.Attr:
configMap = CanSelectAttrs;
defaultWeight = 100;
break;
case CardType.Talent:
configMap = CanSelectTalents;
defaultWeight = 50;
break;
case CardType.Skill:
configMap = CanSelectSkills;
defaultWeight = 80;
break;
case CardType.Partner:
configMap = CanSelectHeros;
defaultWeight = 100;
break;
case CardType.Potion:
configMap = CanSelectPotions;
defaultWeight = 100;
break;
}
if (configMap) {
// 1. 找到符合条件的最大等级 Key (<= level 且 != 99)
let targetKey = -1;
let maxLv = -1;
Object.keys(configMap).forEach(lvlStr => {
const lv = parseInt(lvlStr);
if (lv !== 99 && lv <= level) {
if (lv > maxLv) {
maxLv = lv;
targetKey = lv;
}
}
});
// 2. 如果找到了目标等级配置,则使用该配置
if (targetKey !== -1 && configMap[targetKey]) {
const ids = configMap[targetKey];
ids.forEach(id => {
items.push({ id, weight: defaultWeight });
});
}
// 3. 如果没找到(等级过低),且存在 99 号默认配置,则使用 99 号配置
else if (configMap[99]) {
configMap[99].forEach(id => {
items.push({ id, weight: defaultWeight });
});
}
} else {
// 兜底逻辑:如果该类型没有配置表 (理论上不应发生,除非新增类型未配置)
// 这里保留原有的全量兜底逻辑作为最后的防线
switch (type) {
case CardType.Attr:
Object.keys(AttrCards).forEach(key => items.push({ id: Number(key), weight: 100 }));
break;
case CardType.Talent:
Object.keys(talConf).forEach(key => items.push({ id: Number(key), weight: 50 }));
break;
case CardType.Skill:
Object.keys(SkillSet).forEach(key => items.push({ id: Number(key), weight: 80 }));
break;
case CardType.Partner:
Object.keys(HeroInfo).forEach(key => {
const id = Number(key);
if (id < 5200) items.push({ id, weight: 100 });
});
break;
case CardType.Potion:
Object.keys(PotionCards).forEach(key => items.push({ id: Number(key), weight: 100 }));
break;
}
}
return items;
}
/**
* 根据等级获取随机卡牌选项
* @param level 当前等级
* @param count 选项数量 (默认3个)
* @param excludeUuids 排除的卡牌UUID列表 (用于去重或排除已拥有)
* @param forcedType 强制指定卡牌类型 (用于特殊获取,如商店、技能书等)
* @param preferredAttrs 偏好的属性类型列表 (用于增加权重)
*/
export function getCardOptions(level: number, count: number = 3, excludeUuids: number[] = [], forcedType?: CardType, preferredAttrs: number[] = []): ICardInfo[] {
// 1. 确定类型:强制指定 > 默认为属性
const type = forcedType !== undefined ? forcedType : CardType.Attr;
const result: ICardInfo[] = [];
const excludeSet = new Set(excludeUuids);
// 2. 获取该类型的候选池
const rawItems = getDefaultPool(type, level);
// 3. 构建候选列表(包含完整信息)
const candidates: ICardInfo[] = [];
for (const item of rawItems) {
if (excludeSet.has(item.id)) continue;
const info = getCardBaseInfo(type, item.id);
if (info) {
info.weight = item.weight;
// 如果是属性卡,且该属性在偏好列表中,增加权重
if (type === CardType.Attr && preferredAttrs.length > 0) {
// AttrCards 的 payload 就是 AttrInfo包含 attr 字段
if (info.payload && preferredAttrs.includes(info.payload.attr)) {
// 增加权重,这里设置为 2 倍
info.weight *= 2;
}
}
candidates.push(info);
}
}
// 4. 抽取
for (let i = 0; i < count; i++) {
if (candidates.length === 0) break;
const card = weightedRandomCard(candidates);
if (card) {
result.push(card);
// 移除已选,防止重复
const idx = candidates.indexOf(card);
if (idx > -1) candidates.splice(idx, 1);
}
}
// 5. 兜底逻辑:如果数量不足,且当前类型不是属性,则用属性卡补齐
if (result.length < count && type !== CardType.Attr) {
const attrItems = getDefaultPool(CardType.Attr); // 兜底可以用全量属性池
for (const item of attrItems) {
if (result.length >= count) break;
// 检查是否已存在ID去重
if (excludeSet.has(item.id) || result.some(r => r.uuid === item.id)) continue;
const info = getCardBaseInfo(CardType.Attr, item.id);
if (info) {
info.weight = 100;
result.push(info);
}
}
}
shuffleArray(result);
return result;
}
// ========== 工具函数 ==========
function weightedRandomPool(configs: IPoolConfig[]): IPoolConfig | null {
if (!configs || configs.length === 0) return null;
const totalWeight = configs.reduce((sum, item) => sum + item.poolWeight, 0);
let randomVal = Math.random() * totalWeight;
for (const config of configs) {
randomVal -= config.poolWeight;
if (randomVal <= 0) {
return config;
}
}
return configs[configs.length - 1];
}
function weightedRandomCard(cards: ICardInfo[]): ICardInfo | null {
if (!cards || cards.length === 0) return null;
const totalWeight = cards.reduce((sum, item) => sum + item.weight, 0);
let randomVal = Math.random() * totalWeight;
for (const card of cards) {
randomVal -= card.weight;
if (randomVal <= 0) {
return card;
}
}
return cards[cards.length - 1];
}
function shuffleArray(array: any[]) {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
}