/** 合成/升级所需配表(项目层实现,MX 层只依赖接口) */ export interface IComposeConfigProvider { getWeapon2Type(weapon2Id: number): number; getWeapon1Group(weapon1Id: number): readonly number[]; getWeapon1ByGroupSequence(sequence: readonly number[]): number | null; getWeapon2IdForWeapon1(weapon1Id: number): number | null; getMaxWeaponLevel(weapon1Id: number): number; isSingleCellWeapon1(weapon1Id: number): boolean; /** 被动 buff 是否可在未翻开格产出该 Weapon2(单字/组合字/蟠桃树等) */ allowsPassiveDigSpawn(weapon2Id: number): boolean; /** 蟠桃树等:落空 Put 后转 Dig,源格保持 Dig,可拖回背包 */ passiveSpawnKeepsDigCell(weapon2Id: number): boolean; /** 保持 Dig 格的字块(蟠桃树)可合成等级上限 */ getKeepDigTileMaxLevel(weapon2Id: number): number; }