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/** 合成/升级所需配表(项目层实现,MX 层只依赖接口) */
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export interface IComposeConfigProvider {
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getWeapon2Type(weapon2Id: number): number;
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getWeapon1Group(weapon1Id: number): readonly number[];
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getWeapon1ByGroupSequence(sequence: readonly number[]): number | null;
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getWeapon2IdForWeapon1(weapon1Id: number): number | null;
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getMaxWeaponLevel(weapon1Id: number): number;
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isSingleCellWeapon1(weapon1Id: number): boolean;
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/** 被动 buff 是否可在未翻开格产出该 Weapon2(单字/组合字/蟠桃树等) */
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allowsPassiveDigSpawn(weapon2Id: number): boolean;
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/** 蟠桃树等:落空 Put 后转 Dig,源格保持 Dig,可拖回背包 */
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passiveSpawnKeepsDigCell(weapon2Id: number): boolean;
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/** 保持 Dig 格的字块(蟠桃树)可合成等级上限 */
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getKeepDigTileMaxLevel(weapon2Id: number): number;
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/** 五行显示等级上限:同 herotype 的 Hero.level 最大值 */
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getElementMaxLevel(textType: number): number;
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/**
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* 五行 Hero.id:herotype=Text.type 且 level=显示等级。
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* @param textType Text.type(1–5)
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* @param level 显示等级
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*/
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getElementHeroId(textType: number, level: number): number | null;
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}
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