1. 注释说明重生技能血量百分比实际取自SkillSet运行时口径 2. 从SkillSet读取实际血量百分比数值,替代原使用upr计算的错误逻辑 3. 更新技能配置文档,修正重生技能描述和uuid编号规则
1423 lines
63 KiB
TypeScript
1423 lines
63 KiB
TypeScript
import { v3 } from "cc"
|
||
import { BoxSet, FacSet, FightSet } from "./GameSet"
|
||
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
|
||
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
|
||
import { Attrs } from "./HeroAttrs"
|
||
|
||
export enum HType {
|
||
Melee = 0,
|
||
Mid = 1,
|
||
Long = 2,
|
||
}
|
||
|
||
export const HTypeName = {
|
||
0: "近战",
|
||
1: "中程",
|
||
2: "远程",
|
||
}
|
||
|
||
export enum MonType {
|
||
Melee = 0,
|
||
Heavy = 1,
|
||
Long = 2,
|
||
Support = 3,
|
||
Summoner = 5,
|
||
Assassin = 6,
|
||
MeleeBoss = 8,
|
||
LongBoss = 9,
|
||
}
|
||
|
||
export const MonTypeName: Record<number, string> = {
|
||
[MonType.Melee]: "近战",
|
||
[MonType.Heavy]: "重型",
|
||
[MonType.Long]: "远程",
|
||
[MonType.Support]: "辅助",
|
||
[MonType.Summoner]: "召唤师",
|
||
[MonType.Assassin]: "刺客",
|
||
[MonType.MeleeBoss]: "近战Boss",
|
||
[MonType.LongBoss]: "远程Boss",
|
||
}
|
||
|
||
/**
|
||
* 英雄攻击速度分级配置 (数值为攻击间隔cd,越小越快)
|
||
* 5 档速度:最快 VeryFast 0.75s → 最慢 VerySlow 1.50s
|
||
*/
|
||
export enum AtkSpeedLv {
|
||
VeryFast = 1,
|
||
Fast = 2,
|
||
Normal = 3,
|
||
Slow = 4,
|
||
VerySlow = 5,
|
||
}
|
||
|
||
export const AtkSpeedSet = {
|
||
[AtkSpeedLv.VeryFast]: { name: "极速", cd: 0.75 },
|
||
[AtkSpeedLv.Fast]: { name: "快速", cd: 0.90 },
|
||
[AtkSpeedLv.Normal]: { name: "中速", cd: 1.05 },
|
||
[AtkSpeedLv.Slow]: { name: "慢速", cd: 1.20 },
|
||
[AtkSpeedLv.VerySlow]: { name: "极慢", cd: 1.50 },
|
||
};
|
||
|
||
export const HeroPos = {
|
||
0: { pos: v3(-320, BoxSet.GAME_LINE, 0) },
|
||
1: { pos: v3(0, BoxSet.GAME_LINE, 0) },
|
||
2: { pos: v3(0, BoxSet.GAME_LINE, 0) },
|
||
}
|
||
|
||
export const FormationPointX = {
|
||
[HType.Melee]: -20,
|
||
[HType.Mid]: 100,
|
||
[HType.Long]: 100,
|
||
} as const;
|
||
|
||
/** 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 */
|
||
export const HeroDisVal: Record<HType.Melee | HType.Mid | HType.Long, number> = {
|
||
[HType.Melee]: 100,
|
||
[HType.Mid]: 300,
|
||
[HType.Long]: 450,
|
||
}
|
||
|
||
export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
|
||
const resolvedRangeType = type as HType.Melee | HType.Mid | HType.Long;
|
||
const side = fac === FacSet.MON ? 1 : -1;
|
||
return FormationPointX[resolvedRangeType] * side;
|
||
}
|
||
|
||
|
||
export enum MonStart {
|
||
SLINE_1 = 140, //上线y
|
||
SLINE_2 = 100, //下线y
|
||
SLINE_3 = 180, //下线y
|
||
SLINE_4 = 60, //y起始点
|
||
START_X = 320, //x起始点
|
||
START_I = 90, //x轴间隔
|
||
}
|
||
|
||
/**
|
||
* 英雄成长类型(决定每级 hp/ap 标准增量系数)。
|
||
* 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。
|
||
*/
|
||
export enum HGrowType {
|
||
Tank = 0, // 坦克:高 hp 低 ap
|
||
Warrior = 1, // 战士:均衡
|
||
Assassin = 2, // 刺客:低 hp 高 ap
|
||
Mage = 3, // 法师:中 hp 高 ap
|
||
Support = 4, // 辅助:中 hp 低 ap
|
||
Archer = 5, // 射手:中低 hp 高 ap(持续物理输出)
|
||
}
|
||
|
||
/** 成长类型系数表(每级增量 = 英雄基础属性 × 对应系数) */
|
||
export const HERO_GROW_COEF: Record<HGrowType, { hp: number; ap: number }> = {
|
||
[HGrowType.Tank]: { hp: 1.5, ap: 0.6 },
|
||
[HGrowType.Warrior]: { hp: 1.0, ap: 1.0 },
|
||
[HGrowType.Assassin]: { hp: 0.7, ap: 1.4 },
|
||
[HGrowType.Mage]: { hp: 0.9, ap: 1.3 },
|
||
[HGrowType.Support]: { hp: 1.1, ap: 0.7 },
|
||
[HGrowType.Archer]: { hp: 0.8, ap: 1.3 },
|
||
};
|
||
|
||
/**
|
||
* 英雄位置类型(职业定位)。
|
||
* 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";
|
||
* role 面向 UI 展示与阵容推荐(如 HeroComboSet 的铁三角校验),与成长解耦。
|
||
*/
|
||
export enum HRole {
|
||
Tank = 0, // 坦克:前排承伤,受击发动机
|
||
Warrior = 1, // 战士:前排输出/献祭位
|
||
Assassin = 2, // 刺客:近战爆发主C
|
||
Archer = 3, // 射手:远程物理主C
|
||
Mage = 4, // 法师:远程先手增益
|
||
Support = 5, // 辅助:光环/治疗
|
||
}
|
||
|
||
export const HRoleName: Record<HRole, string> = {
|
||
[HRole.Tank]: "坦克",
|
||
[HRole.Warrior]: "战士",
|
||
[HRole.Assassin]: "刺客",
|
||
[HRole.Archer]: "射手",
|
||
[HRole.Mage]: "法师",
|
||
[HRole.Support]: "辅助",
|
||
};
|
||
|
||
/**
|
||
* 职业基础属性模板(仅英雄使用,怪物无 role 直接手写 hp/ap/def)。
|
||
* 英雄配置处的 hp/ap/def = 本模板值 + 该卡手动增量,模板保证同职业基准一致、增量表达个体差异。
|
||
* Why: 局外升级机制将在加载时(Hero.ts / Mon.ts)统一重算属性,配置表只承担"基准+增量"的静态表达。
|
||
*/
|
||
export const HERO_ROLE_BASE: Record<HRole, { hp: number; ap: number; def: number }> = {
|
||
[HRole.Tank]: { hp: 300, ap: 20, def: 50 }, // 坦克:高防高血,前排承伤
|
||
[HRole.Warrior]: { hp: 280, ap: 22, def: 30 }, // 战士:均衡
|
||
[HRole.Assassin]: { hp: 280, ap: 22, def: 10 }, // 刺客:低防,近战爆发
|
||
[HRole.Archer]: { hp: 140, ap: 32, def: 10 }, // 射手:低防,远程物理主C
|
||
[HRole.Mage]: { hp: 140, ap: 32, def: 10 }, // 法师:低防,远程增益
|
||
[HRole.Support]: { hp: 140, ap: 32, def: 15 }, // 辅助:低防,光环/治疗
|
||
};
|
||
|
||
/**
|
||
* 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")。
|
||
* 公式:累计 = 基础属性 × 类型系数 × (lv - 1)。
|
||
* 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;
|
||
* 线性曲线在无限升级下不会指数爆炸,强度平滑可控。
|
||
* @param hero 英雄配置(取 hp/ap 基础值与 grow_type)
|
||
* @param targetLv 目标等级(≥1)
|
||
* @returns 累计 hp/ap 增量(已取整)
|
||
*/
|
||
export function calcGrowBonus(hero: Pick<heroInfo, "hp" | "ap" | "grow_type">, targetLv: number): { hp: number; ap: number } {
|
||
const coef = HERO_GROW_COEF[hero.grow_type ?? HGrowType.Warrior];
|
||
const steps = Math.max(0, Math.floor(targetLv) - 1);
|
||
return {
|
||
hp: Math.floor(hero.hp * coef.hp * steps),
|
||
ap: Math.floor(hero.ap * coef.ap * steps),
|
||
};
|
||
}
|
||
|
||
|
||
|
||
/**
|
||
* 特殊触发技能类型
|
||
*/
|
||
export enum SkillTriggerType {
|
||
Call = "call", // 召唤后触发 降临
|
||
Dead = "dead", // 死亡后触发 遗志
|
||
FStart = "fstart", // 战斗开始 先手
|
||
Field = "field", // 驻场 光环
|
||
Atking = "atking", // 攻击后触发 追击
|
||
Atked = "atked", // 受击后触发 反击
|
||
Revive = "revive", // 复活触发 涅槃
|
||
}
|
||
|
||
export const SkillTriggerName = {
|
||
[SkillTriggerType.Call]: "召唤",
|
||
[SkillTriggerType.Dead]: "死亡后",
|
||
[SkillTriggerType.FStart]: "回合开始",
|
||
[SkillTriggerType.Field]: "光环",
|
||
[SkillTriggerType.Atking]: "攻击",
|
||
[SkillTriggerType.Atked]: "受伤",
|
||
[SkillTriggerType.Revive]: "复活",
|
||
}
|
||
|
||
export const SkillTriggerDesc = {
|
||
[SkillTriggerType.Call]: "召唤时",
|
||
[SkillTriggerType.Dead]: "死亡时",
|
||
[SkillTriggerType.FStart]: "战斗开始时",
|
||
[SkillTriggerType.Field]: "光环",
|
||
[SkillTriggerType.Atking]: "攻击n次",
|
||
[SkillTriggerType.Atked]: "受伤n次",
|
||
[SkillTriggerType.Revive]: "复活时",
|
||
}
|
||
|
||
/**
|
||
* 技能等级枚举(与英雄等级同标尺 1~5)。
|
||
* 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,
|
||
* 与 LvTriggerEntry.lv 并列展示,便于 UI 面板显示"技能Lv.x"。
|
||
*/
|
||
export enum SkillLv {
|
||
Lv1 = 1,
|
||
Lv2 = 2,
|
||
Lv3 = 3,
|
||
Lv4 = 4,
|
||
Lv5 = 5,
|
||
}
|
||
|
||
/**
|
||
* 触发技能标准命名表(按触发方式 → 技能ID 分组命名)。
|
||
* 同一技能在不同触发语境下使用不同名称,贴合流派语义:
|
||
* 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。
|
||
* 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)。
|
||
*/
|
||
export const TriggerSkillNameSet: Record<string, Record<number, string>> = {
|
||
[SkillTriggerType.Atked]: {
|
||
6301: "不屈壁垒", // 受击获得护盾,越挨打越硬
|
||
6302: "嗜血反击", // 受击恢复生命
|
||
6401: "愈战愈勇", // 受击永久提升攻击
|
||
6402: "钢筋铁骨", // 受击永久提升生命
|
||
6403: "复仇之心", // 受击限时提升暴击
|
||
6404: "以牙还牙", // 受击限时提升暴伤
|
||
6405: "震慑反扑", // 受击限时提升击晕
|
||
},
|
||
[SkillTriggerType.Atking]: {
|
||
6301: "攻守兼备", // 攻击为自己叠加护盾
|
||
6302: "治愈祷言", // 攻击治疗低血队友
|
||
6401: "嗜血连击", // 攻击永久提升攻击(滚雪球)
|
||
6403: "致命节奏", // 攻击限时提升暴击
|
||
6404: "猎手直觉", // 攻击提升暴伤
|
||
},
|
||
[SkillTriggerType.Dead]: {
|
||
6301: "守护遗志", // 死亡全队获得护盾
|
||
6401: "英魂永驻", // 死亡全队提升攻击
|
||
6402: "生命馈赠", // 死亡全队提升生命
|
||
6403: "致命遗产", // 死亡全队提升暴击
|
||
6404: "破灭遗产", // 死亡全队提升暴伤
|
||
6405: "震撼遗言", // 死亡全队提升击晕
|
||
},
|
||
[SkillTriggerType.FStart]: {
|
||
6301: "圣光护盾", // 开局全队护盾
|
||
6401: "破晓战吼", // 开局全队攻击提升
|
||
6402: "活力祝福", // 开局全队生命提升
|
||
},
|
||
[SkillTriggerType.Revive]: {
|
||
6501: "凤凰涅槃", // 死亡后原地复活
|
||
},
|
||
// 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
|
||
[SkillTriggerType.Field]: {
|
||
7002: "攻击光环", // 英雄攻击力提升
|
||
7003: "击晕光环", // 英雄击晕概率提升
|
||
7004: "暴击光环", // 英雄暴击率提升
|
||
7005: "暴伤光环", // 英雄暴击伤害提升
|
||
7006: "攻速光环", // 英雄攻击速度提升
|
||
7007: "生命光环", // 英雄最大生命提升
|
||
7008: "风怒光环", // 英雄风怒概率提升
|
||
7009: "穿刺光环", // 英雄穿刺概率提升
|
||
},
|
||
}
|
||
|
||
/**
|
||
* 查询触发技能在指定触发语境下的标准名称。
|
||
* @param type 触发类型(SkillTriggerType)
|
||
* @param s_uuid 技能ID
|
||
* @returns 语境专属名称;未配置时回退 SkillSet 通用名称
|
||
*/
|
||
export function getTriggerSkillName(type: SkillTriggerType, s_uuid: number): string {
|
||
const group = TriggerSkillNameSet[type];
|
||
if (group) {
|
||
const direct = group[s_uuid];
|
||
if (direct) return direct;
|
||
}
|
||
// 驻场光环 uuid 存于 FieldSkillSet,触发技能存于 SkillSet,分别兜底
|
||
if (type === SkillTriggerType.Field) {
|
||
return FieldSkillSet[s_uuid]?.name ?? "";
|
||
}
|
||
return SkillSet[s_uuid]?.name ?? "";
|
||
}
|
||
|
||
/**
|
||
* 英雄/怪物基础信息接口
|
||
*/
|
||
export interface heroInfo {
|
||
uuid: number; // 唯一标识(英雄5000段,怪物5200段)
|
||
name: string; // 显示名称
|
||
icon?: string; // 图标名称(对应美术资源名)
|
||
path: string; // 资源路径(对应美术资源名)
|
||
fac: FacSet; // 阵营(FacSet.HERO 或 FacSet.MON)
|
||
kind?: number; // 未使用
|
||
lv: number; // 英雄等级
|
||
card_lv?: number; // 卡牌等级(驱动 bg_node 颜色:1=green 2=blue 3=purple 4=red 5=yellow)
|
||
type: HType; // 攻击定位(近战/中程/远程)
|
||
grow_type?: HGrowType; // 成长类型(决定每级 hp/ap 标准增量,默认 Warrior)
|
||
role?: HRole; // 位置类型/职业定位(英雄专用,怪物用 monType 表达)
|
||
monType?: MonType; // 怪物专属类型
|
||
hp: number; // 生命值上限(英雄 = HERO_ROLE_BASE[role].hp + 手动增量)
|
||
ap: number; // 攻击力(英雄 = HERO_ROLE_BASE[role].ap + 手动增量)
|
||
def: number; // 防御(英雄 = HERO_ROLE_BASE[role].def + 手动增量;怪物手写,减伤走除法递减模型)
|
||
[SkillTriggerType.Call]?: TriggerGrouped; // 召唤后触发的技能配置(按 s_uuid 分组,每组按 lv 升序)
|
||
[SkillTriggerType.Dead]?: TriggerGrouped; // 死亡后触发的技能配置
|
||
[SkillTriggerType.FStart]?: TriggerGrouped; // 战斗开始时释放的技能配置
|
||
[SkillTriggerType.Field]?: LvFieldEntry[]; // 驻场光环(按 lv 升序,运行时取 ≤英雄等级 的最大档)
|
||
[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
|
||
[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
|
||
[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)
|
||
dis?: number; // 攻击距离(像素)
|
||
speed?: number; // 移动速度(像素/秒)
|
||
skills: Record<number, HSkillInfo>; // 携带技能ID列表
|
||
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)
|
||
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)
|
||
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(全等级生效,作为底)
|
||
lv_entries?: LvSkillEntry[]; // 按英雄等级分档(按 lv 升序,运行时取 ≤英雄等级 的最大档)
|
||
}
|
||
|
||
/**
|
||
* 普攻技能分档配置:达到 lv 级英雄时此档 overrides 生效(与基础 overrides 浅合并,档位优先)。
|
||
* s_lv 标注此档对应的技能等级(SkillLv 枚举),便于面板显示"技能Lv.x"。
|
||
*/
|
||
export interface LvSkillEntry {
|
||
lv: number; // 达到该英雄等级时此档生效
|
||
s_lv?: SkillLv; // 此档对应的技能等级(标注用)
|
||
overrides: SkillOverrides; // 此档注入的效果
|
||
}
|
||
|
||
/**
|
||
* 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================
|
||
* 几何王国复刻版 — 依据 英雄设计指引.md(A/B 级复刻英雄)配置
|
||
*
|
||
* 规则:lv2 解锁触发技能(atking/atked/fstart),lv3/5/7 大招走 lv_entries 分档成长,
|
||
* lv9 card_lv 4/5 配 field 光环,card_lv 3 配 ap_bonus/hp_bonus 基础属性+50%
|
||
* 编号:本批复刻英雄集中于 5001~5009,card_lv 按配置(不遵循段位规则)
|
||
*/
|
||
|
||
// @hero-setup:region-begin
|
||
export const HeroInfo: Record<number, heroInfo> = {
|
||
// ========== 几何王国复刻英雄(5001~5009,依据 英雄设计指引.md) ==========
|
||
|
||
// 5001 紫电魔女 — atking 击晕 + 大招 6111 群体闪电(击退/击晕)+ 攻击光环(深渊女王复刻)
|
||
5001: {
|
||
uuid: 5001, name: "紫电魔女", path: "hm1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 5, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
|
||
skills: {
|
||
6013: { uuid: 6013, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 100 } },
|
||
// 大招:群体闪电,独立 cd,按英雄等级分档成长
|
||
6111: {
|
||
uuid: 6111, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 250, bck: 30 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 250, bck: 60 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 300, bck: 90, timed_buff_id: 7005 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7004 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6013: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { timed_buff_id: 7004 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7002, value: 0.15 }] },
|
||
],
|
||
infos: [
|
||
"解锁闪电术:造成攻击力100%的伤害",
|
||
"解锁群体闪电:对敌人造成攻击力250%的伤害并击退30",
|
||
"电击精通:普攻每3次附加击晕(≈33%概率)",
|
||
"群体闪电强化:击退提升至60",
|
||
"雷暴领域:群体闪电附带中毒,伤害300%且击退90",
|
||
"—",
|
||
"雷霆万钧:群体闪电伤害400%且命中附加击晕",
|
||
"—",
|
||
"魔女威压:全队攻击光环+15%",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5002 刀刀暴击 — atking 暴击 + 大招 6103 光闪(出血/多段)+ 暴击/暴伤双光环(剑圣复刻)
|
||
5002: {
|
||
uuid: 5002, name: "刀刀暴击", path: "hk2", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 15, def: HERO_ROLE_BASE[HRole.Warrior].def,
|
||
skills: {
|
||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招:光闪,独立 cd,按英雄等级分档成长
|
||
6103: {
|
||
uuid: 6103, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 150 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7007 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, hit_count: 8, num: 1 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 360, bck: 50 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6004: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { crt: 30 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7004, value: 0.12 }, { uuid: 7005, value: 0.2 }] },
|
||
],
|
||
infos: [
|
||
"解锁攻击:造成攻击力100%的伤害",
|
||
"解锁光闪:对周围敌人造成攻击力150%的伤害",
|
||
"致命节奏:普攻每3次暴击强化(暴击+30)",
|
||
"刃之血:光闪附加出血",
|
||
"分身斩:光闪伤害180%,8命中并双发",
|
||
"—",
|
||
"剑刃风暴:光闪伤害360%并击退全体敌人50",
|
||
"—",
|
||
"剑圣之意:全队暴击光环+12%、暴伤光环+20%",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5003 格挡反杀 — fstart 剑气 + atked 护盾 + 大招 6106 闪电斩(减攻)(剑豪复刻)
|
||
5003: {
|
||
uuid: 5003, name: "格挡反杀", path: "hk4", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 10, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 5, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
|
||
skills: {
|
||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招:闪电斩,独立 cd,按英雄等级分档成长
|
||
6106: {
|
||
uuid: 6106, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 150 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7006 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, timed_buff_id: 7006, buff_value: -15 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, hit_count: 6, bck: 40 } },
|
||
],
|
||
},
|
||
},
|
||
atked: {
|
||
6301: [
|
||
{ lv: 5, s_lv: SkillLv.Lv1, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 2 } },
|
||
],
|
||
},
|
||
fstart: {
|
||
6101: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 1, overrides: { ap: 500 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7018, value: 1 }] },
|
||
],
|
||
infos: [
|
||
"解锁攻击:造成攻击力100%的伤害",
|
||
"解锁闪电斩:对周围敌人造成攻击力150%的伤害",
|
||
"三十六烦恼凤:入场释放高伤剑气(攻击力500%)",
|
||
"闪电斩强化:命中降低敌方攻击",
|
||
"罗生门:受击每4次获得2层护盾,闪电斩伤害180%且减攻强化",
|
||
"—",
|
||
"炼狱鬼斩:闪电斩伤害200%,6命中并击退40",
|
||
"—",
|
||
"攻击强化:攻击触发技能次数+1",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5004 冻住不谢 — atking 冰冻 + 大招 6107 万剑朝宗(冰冻链)+ 击晕光环(巫妖王复刻)
|
||
5004: {
|
||
uuid: 5004, name: "冻住不谢", path: "hm2", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp, ap: HERO_ROLE_BASE[HRole.Mage].ap + 5, def: HERO_ROLE_BASE[HRole.Mage].def + 5,
|
||
skills: {
|
||
6009: { uuid: 6009, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招:万剑朝宗,独立 cd,按英雄等级分档成长
|
||
6107: {
|
||
uuid: 6107, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 150 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, frz: 15 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, frz: 30, hit_count: 8 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 200, timed_buff_id: 7003 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6009: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { timed_buff_id: 7003 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7003, value: 0.1 }] },
|
||
],
|
||
infos: [
|
||
"解锁蓝魔球:造成攻击力100%的伤害",
|
||
"解锁万剑朝宗:6段冰剑伤害150%",
|
||
"霜寒之触:普攻每3次附加冰冻(≈33%概率)",
|
||
"霜冻连锁:万剑朝宗15%概率冰冻",
|
||
"连环霜冻:万剑朝宗冰冻30%,8命中且伤害180%",
|
||
"—",
|
||
"绝对零度:万剑朝宗伤害200%且命中必冰冻",
|
||
"—",
|
||
"冰霜领域:全队击晕光环+10%",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5005 叠甲骑士 — 护盾大招 + fstart 防御 + dead 治疗 + revive 回光返照(黑暗骑士复刻)
|
||
5005: {
|
||
uuid: 5005, name: "叠甲骑士", path: "hk1", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 20, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def + 10,
|
||
skills: {
|
||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招位辅助技能:护盾,按英雄等级分档成长(护盾层数)
|
||
6301: {
|
||
uuid: 6301, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { TGroup: TGroup.Self, ap: 3 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { TGroup: TGroup.Self, ap: 5 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { TGroup: TGroup.Self, ap: 6 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { TGroup: TGroup.Self, ap: 8 } },
|
||
],
|
||
},
|
||
},
|
||
atked: {
|
||
6004: [
|
||
{ lv: 5, s_lv: SkillLv.Lv1, t_num: 4, overrides: { timed_buff_id: 7006 } },
|
||
],
|
||
},
|
||
fstart: {
|
||
6412: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 50 } },
|
||
],
|
||
},
|
||
dead: {
|
||
6302: [
|
||
{ lv: 7, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Ally, ap: 200 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7007, value: 0.15 }, { uuid: 7019, value: 1 }] },
|
||
],
|
||
// 回光返照:濒死回血(6501.ap=50 即恢复50%生命,upr 为每级追加次数,非血量百分比)
|
||
revive: [
|
||
{ lv: 7, s_uuid: 6501, r_num: 1, upr: 0 },
|
||
],
|
||
infos: [
|
||
"解锁攻击与护盾:自身获得3层抵挡护盾",
|
||
"铁壁壁垒:入场全队防御+50",
|
||
"护盾强化:护盾层数提升至5",
|
||
"—",
|
||
"反击减攻:受击每4次附加减攻,护盾层数6",
|
||
"—",
|
||
"死亡缠绕+回光返照:死亡治疗最低血友军,濒死回血续命;护盾层数8",
|
||
"—",
|
||
"不朽甲胄:全队生命光环+15%、受击触发次数+1",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5006 光明奶爸 — 治疗大招 + atking 自疗 + fstart 防御 + 生命光环(光明骑士复刻)
|
||
5006: {
|
||
uuid: 5006, name: "光明奶爸", path: "hh1", fac: FacSet.HERO, card_lv: 4, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp + 15, ap: HERO_ROLE_BASE[HRole.Support].ap, def: HERO_ROLE_BASE[HRole.Support].def + 10,
|
||
skills: {
|
||
6012: { uuid: 6012, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0 },
|
||
// 大招:治疗,独立 cd,按英雄等级分档成长
|
||
6302: {
|
||
uuid: 6302, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { TGroup: TGroup.Team, ap: 300 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { TGroup: TGroup.Team, ap: 400 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { TGroup: TGroup.Team, ap: 450 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { TGroup: TGroup.Team, ap: 450, timed_buff_id: 7010 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6302: [
|
||
{ lv: 5, s_lv: SkillLv.Lv1, t_num: 3, overrides: { TGroup: TGroup.Self, ap: 100 } },
|
||
],
|
||
},
|
||
fstart: {
|
||
6412: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 1, overrides: { TGroup: TGroup.Team, ap: 30 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7007, value: 0.15 }] },
|
||
],
|
||
infos: [
|
||
"解锁红药瓶:造成攻击力100%的伤害",
|
||
"解锁治疗:恢复全队生命(攻击力300%)",
|
||
"圣光庇佑:入场全队防御+30",
|
||
"治疗强化:治疗量提升至400%",
|
||
"圣洁之锤:攻击每3次自疗(攻击力100%),治疗量450%",
|
||
"—",
|
||
"生命灌注:治疗附带再生(持续回血)",
|
||
"—",
|
||
"光明领域:全队生命光环+15%",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5007 微醺战神 — atking 击退 + 大招 6104 气斩(易伤),lv9 属性补偿(酒仙复刻)
|
||
5007: {
|
||
uuid: 5007, name: "微醺战神", path: "hk3", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 15, ap: HERO_ROLE_BASE[HRole.Tank].ap + 5, def: HERO_ROLE_BASE[HRole.Tank].def + 10,
|
||
skills: {
|
||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招:气斩,独立 cd,按英雄等级分档成长
|
||
6104: {
|
||
uuid: 6104, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 150 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 150, timed_buff_id: 7002 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 180, bck: 60, timed_buff_id: 7002, buff_value: 20 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 220, bck: 80 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6004: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { bck: 40 } },
|
||
],
|
||
},
|
||
// card_lv 3:lv9 无光环,改为基础属性+50%
|
||
ap_bonus: [{ lv: 9, value: 0.5 }],
|
||
hp_bonus: [{ lv: 9, value: 0.5 }],
|
||
infos: [
|
||
"解锁攻击:造成攻击力100%的伤害",
|
||
"解锁气斩:对周围敌人造成攻击力150%的伤害",
|
||
"雷霆一击:普攻每3次附加击退40",
|
||
"醉拳浸染:气斩附加易伤",
|
||
"酒劲上头:气斩伤害180%,击退60且易伤强化",
|
||
"—",
|
||
"醉里乾坤:气斩伤害220%,击退80",
|
||
"—",
|
||
"千杯不醉:基础攻击与生命+50%",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5008 眩晕暴击哥 — atking 暴击 + 大招 6108 开山斧(击晕)+ 暴伤光环(齐天大圣复刻)
|
||
5008: {
|
||
uuid: 5008, name: "眩晕暴击哥", path: "hk5", fac: FacSet.HERO, card_lv: 5, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def,
|
||
skills: {
|
||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招:开山斧,独立 cd,按英雄等级分档成长
|
||
6108: {
|
||
uuid: 6108, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 300 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 300, stun: 20 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 350, stun: 35, hit_count: 8 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 400, timed_buff_id: 7004 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6004: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 3, overrides: { crt: 25 } },
|
||
],
|
||
},
|
||
field: [
|
||
{ lv: 9, uuids: [{ uuid: 7005, value: 0.25 }] },
|
||
],
|
||
infos: [
|
||
"解锁攻击:造成攻击力100%的伤害",
|
||
"解锁开山斧:劈向前方敌人造成攻击力300%的伤害",
|
||
"火眼金睛:普攻每3次暴击强化(暴击+25)",
|
||
"金箍棒影:开山斧20%概率击晕",
|
||
"大圣之怒:开山斧击晕35%,8命中且伤害350%",
|
||
"—",
|
||
"定海神针:开山斧伤害400%且命中必击晕",
|
||
"—",
|
||
"斗战胜意:全队暴伤光环+25%",
|
||
],
|
||
info: "",
|
||
},
|
||
// 5009 铁壳斧弟 — atked 叠防 + atking 自疗 + 大招 6104 气斩,lv9 属性补偿(斧小王复刻)
|
||
5009: {
|
||
uuid: 5009, name: "铁壳斧弟", path: "hc1", fac: FacSet.HERO, card_lv: 3, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 10, ap: HERO_ROLE_BASE[HRole.Tank].ap + 5, def: HERO_ROLE_BASE[HRole.Tank].def + 15,
|
||
skills: {
|
||
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 },
|
||
// 大招:气斩,独立 cd,按英雄等级分档成长
|
||
6104: {
|
||
uuid: 6104, lv: 1, cd: 8, ccd: 0,
|
||
overrides: { ap: 150 },
|
||
lv_entries: [
|
||
{ lv: 3, s_lv: SkillLv.Lv2, overrides: { ap: 180 } },
|
||
{ lv: 5, s_lv: SkillLv.Lv3, overrides: { ap: 200 } },
|
||
{ lv: 7, s_lv: SkillLv.Lv4, overrides: { ap: 220, bck: 40 } },
|
||
],
|
||
},
|
||
},
|
||
atking: {
|
||
6302: [
|
||
{ lv: 5, s_lv: SkillLv.Lv1, t_num: 4, overrides: { TGroup: TGroup.Self, ap: 120 } },
|
||
],
|
||
},
|
||
atked: {
|
||
// 坚硬皮肤:借 6513 防御爆发底座注入 7023 防御强化(+50%,可无限叠层)
|
||
6513: [
|
||
{ lv: 2, s_lv: SkillLv.Lv1, t_num: 2, overrides: { TGroup: TGroup.Self, timed_buff_id: 7023, buff_duration: 10 } },
|
||
],
|
||
},
|
||
// card_lv 3:lv9 无光环,改为基础属性+50%
|
||
ap_bonus: [{ lv: 9, value: 0.5 }],
|
||
hp_bonus: [{ lv: 9, value: 0.5 }],
|
||
infos: [
|
||
"解锁攻击:造成攻击力100%的伤害",
|
||
"解锁气斩:对周围敌人造成攻击力150%的伤害",
|
||
"坚硬皮肤:受击每2次叠加防御强化(持续10秒,可叠层)",
|
||
"气斩强化:伤害180%",
|
||
"嗜血战斧:攻击每4次自疗(攻击力120%),气斩伤害200%",
|
||
"—",
|
||
"奋力一掷:气斩伤害220%并击退40",
|
||
"—",
|
||
"铁壳觉醒:基础攻击与生命+50%",
|
||
],
|
||
info: "",
|
||
},
|
||
|
||
|
||
/*
|
||
*=============怪物配置列表================
|
||
* 性能基准:1 级怪物与 1 级英雄单体性能持平 ——
|
||
* 近战怪基准 hp300/ap22/cd1.20,远程怪基准 hp160/ap28/cd1.20,
|
||
* 重型/Boss 以更高 hp 换取更低 DPS,承担"墙"与"压场"定位。
|
||
* 运行时最终属性 = 本表基础值 × RogueConfig.MON_HP_MUL / MON_AP_MUL
|
||
* (Boss 额外 × BOSS_HP_BONUS_MUL),校准目标:整场战斗双方对砍 ≈ 30s。
|
||
*/
|
||
|
||
|
||
// 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 — 近战镜像 1 级英雄基准(hp300/ap22/cd1.20),变体微分定位
|
||
6001: {
|
||
uuid: 6001, name: "兽人战士", path: "m1", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 300, ap: 22, def: 20, speed: 70,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "基础前排怪, 与1级近战英雄持平"
|
||
},
|
||
6002: {
|
||
uuid: 6002, name: "兽人精锐战士", path: "m2", fac: FacSet.MON, lv: 1, type: HType.Melee, monType: MonType.Melee, hp: 340, ap: 26, def: 25, speed: 110,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].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: 800, ap: 14, def: 60, speed: 50,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0 } }, info: "重型坦克怪, 高HP低攻承伤位"
|
||
},
|
||
// 后排怪物 — 远程镜像 1 级法师基准(hp160/ap28/cd1.20),变体微分定位
|
||
6004: {
|
||
uuid: 6004, name: "兽人射手", path: "m4", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Long, hp: 160, ap: 28, def: 8, speed: 70,
|
||
skills: { 6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排输出怪, 与1级远程英雄持平"
|
||
},
|
||
6005: {
|
||
uuid: 6005, name: "兽人刺客", path: "m5", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Assassin, hp: 130, ap: 26, def: 5, speed: 130,
|
||
skills: { 6102: { uuid: 6102, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0 } }, info: "高攻速低HP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: 900, ap: 20, def: 40, speed: 60,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].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: 240, ap: 18, def: 10, speed: 70,
|
||
skills: { 6102: { uuid: 6102, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排辅助法师怪"
|
||
},
|
||
6008: {
|
||
uuid: 6008, name: "兽人火法", path: "m8", fac: FacSet.MON, lv: 1, type: HType.Long, monType: MonType.Summoner, hp: 220, ap: 24, def: 10, speed: 70,
|
||
skills: { 6014: { uuid: 6014, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排召唤系法师怪"
|
||
},
|
||
|
||
// BOSS怪物 — 本表 hp/ap 仅作外观/技能档位参考,运行时面板由 RogueConfig 的
|
||
// BOSS_BASE_HP / BOSS_BASE_AP(初始英雄 2 倍强度)统一决定,不读取本表数值
|
||
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: 1200, ap: 24, def: 45, speed: 120,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "前排Boss, 攻速型"
|
||
},
|
||
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: 1500, ap: 18, def: 55, speed: 60,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].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: 1000, ap: 28, def: 25, speed: 110,
|
||
skills: { 6102: { uuid: 6102, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0 } }, info: "后排法系Boss"
|
||
},
|
||
6104: {
|
||
uuid: 6104, name: "兽人首领-射手", path: "mb4", fac: FacSet.MON, lv: 6, type: HType.Long, monType: MonType.LongBoss, hp: 1100, ap: 24, def: 25, speed: 70,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].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: 1000, ap: 30, def: 20, speed: 110,
|
||
skills: { 6014: { uuid: 6014, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { ap: 80, timed_buff_id: 7002 } } }, 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: 1800, ap: 20, def: 60, speed: 130,
|
||
skills: { 6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.VerySlow].cd, ccd: 0 } }, info: "前排终极Boss, 最高HP+高速"
|
||
},
|
||
|
||
|
||
};
|
||
|
||
export const HeroList: number[] = [
|
||
// 几何王国复刻英雄(5001~5009)
|
||
5001, 5002, 5003, 5004, 5005, 5006, 5007, 5008, 5009,
|
||
];
|
||
// @hero-setup:region-end
|
||
|
||
// ==================== 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(几何王国复刻版 5001~5009)。
|
||
* 设计原则:
|
||
* 1. 铁三角结构:1 前排(坦克)+ 1 增益(光环/先手)+ 1 主C
|
||
* 2. 乘区分散:攻击/暴击/暴伤各占独立乘区,组合优先覆盖不同乘区避免稀释
|
||
* 3. 发动机冗余:前排挨打/死亡触发增益,叠甲骑士(5005)回光返照负责续命重复点火
|
||
*/
|
||
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: [5005, 5008, 5002],
|
||
desc: "叠甲骑士前排抗伤叠甲续命,刀刀暴击的暴击光环与眩晕暴击哥的暴伤光环组成双乘区,双近战暴击爆发收割。",
|
||
},
|
||
// 8002 冰雷控制流 — 冰冻+击晕双控场,敌人出不了手
|
||
8002: {
|
||
uuid: 8002, name: "冰雷控制流",
|
||
heroes: [5007, 5004, 5001],
|
||
desc: "微醺战神前排击退压场,冻住不谢冰冻链配合紫电魔女群体闪电击退击晕,击晕光环叠加,全场控制。",
|
||
},
|
||
// 8003 铁桶续航流 — 双防御前排+双治疗保血,最稳
|
||
8003: {
|
||
uuid: 8003, name: "铁桶续航流",
|
||
heroes: [5005, 5009, 5006],
|
||
desc: "叠甲骑士与铁壳斧弟双前排叠甲叠防,光明奶爸治疗+生命光环抬全队血线,专打持久消耗战。",
|
||
},
|
||
// 8004 先手爆发流 — 入场剑气先手+群体闪电跟进,短回合最强
|
||
8004: {
|
||
uuid: 8004, name: "先手爆发流",
|
||
heroes: [5003, 5001, 5008],
|
||
desc: "格挡反杀入场500%剑气先手压血线,紫电魔女群体闪电击退跟进,眩晕暴击哥开山斧收割残局。",
|
||
},
|
||
// 8005 破甲推进流 — 易伤放大全队伤害,克制高血Boss
|
||
8005: {
|
||
uuid: 8005, name: "破甲推进流",
|
||
heroes: [5007, 5006, 5002],
|
||
desc: "微醺战神气斩易伤放大全队伤害,光明奶爸治疗保前排,刀刀暴击吃满易伤与自身暴击完成推进。",
|
||
},
|
||
// 8006 光环覆盖流 — 攻击/暴击/暴伤/生命光环全覆盖
|
||
8006: {
|
||
uuid: 8006, name: "光环覆盖流",
|
||
heroes: [5002, 5006, 5001],
|
||
desc: "刀刀暴击暴击+暴伤双光环、紫电魔女攻击光环、光明奶爸生命光环,四光环全覆盖持续放大全队输出。",
|
||
},
|
||
};
|
||
|
||
/** 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/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_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;
|
||
}
|
||
|
||
/**
|
||
* 解析普攻技能在目标英雄等级下的有效 overrides。
|
||
* 取 lv_entries 中 ≤hero_lv 的最大档,与基础 overrides 浅合并(档位字段优先)。
|
||
* Why: 普攻技能与触发技能对齐"英雄等级驱动成长"语义,且下游读取 skills[uuid].overrides 无需感知分档。
|
||
*/
|
||
export function resolveSkillOverrides(skill: HSkillInfo, hero_lv: number): SkillOverrides | undefined {
|
||
if (!skill.lv_entries || skill.lv_entries.length === 0) return skill.overrides;
|
||
let pick: LvSkillEntry | undefined;
|
||
for (const e of skill.lv_entries) {
|
||
if (e.lv <= hero_lv && (!pick || e.lv > pick.lv)) pick = e;
|
||
}
|
||
if (!pick) return skill.overrides;
|
||
return { ...skill.overrides, ...pick.overrides };
|
||
}
|
||
|
||
/** 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:
|
||
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, hpEff: number, 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:
|
||
// 永久 buff 已改为百分比口径:value 是百分比,需先换算为基础 ap 的绝对增量
|
||
return ((value / 100) * apEff / cd) * weights.W_DPS_PER_SEC * seconds;
|
||
case Attrs.hp_max:
|
||
case Attrs.hp:
|
||
// 永久 buff 已改为百分比口径:value 是百分比,需先换算为基础 hp 的绝对增量
|
||
return (value / 100) * hpEff * 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 { hp: hpEff, 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:
|
||
// 护盾为数值减免型:1 点护盾 ≈ 1 点预期伤害减免
|
||
return (config.ap || 0) * weights.W_shield;
|
||
case SkillKind.Support:
|
||
return calcSupportEffectValue(config, hpEff, 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;
|
||
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/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.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 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 + dead.total + field.total + reviveValue;
|
||
|
||
return {
|
||
total,
|
||
breakdown: {
|
||
hp: hpValue,
|
||
dps: dpsValue,
|
||
atking: atking.total,
|
||
atked: atked.total,
|
||
fstart: fstart.total,
|
||
dead: dead.total,
|
||
field: field.total,
|
||
revive: reviveValue,
|
||
},
|
||
triggerSkills: [...atking.items, ...atked.items, ...fstart.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;
|
||
}
|