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AdLike2048/assets/script/manager/battleBuff/BattleBuffParamParse.ts

231 lines
8.1 KiB

/**
* 解析 Battlebuff.functionpar 中带符号整数。
* 支持 `+10`、`-5`、`10`、数值 10。
* @returns 整数;无法解析时 null
*/
export function parseSignedIntFromFunctionPar(raw: string | number | null | undefined): number | null {
if (raw == null || raw === '') return null;
if (typeof raw === 'number') {
return Number.isFinite(raw) ? Math.trunc(raw) : null;
}
const text = String(raw).trim();
if (!text) return null;
const m = /^([+-]?)(\d+(?:\.\d+)?)$/.exec(text);
if (!m) return null;
const sign = m[1] === '-' ? -1 : 1;
const n = Number(m[2]);
if (!Number.isFinite(n)) return null;
return sign * Math.trunc(n);
}
/**
* 解析 functionpar 为逗号分隔数字列表。
* @param raw 表字段
*/
export function parseFunctionParNums(raw: string | number | null | undefined): number[] {
if (raw == null || raw === '') return [];
if (typeof raw === 'number') {
return Number.isFinite(raw) ? [Math.trunc(raw)] : [];
}
const text = String(raw).trim();
if (!text) return [];
const parts = text.split(',');
const out: number[] = [];
for (let i = 0; i < parts.length; i++) {
const n = parseSignedIntFromFunctionPar(parts[i].trim());
if (n != null) out.push(n);
}
return out;
}
/** 万分比满值 */
const WAN_DENOM = 10000;
/**
* 解析体力 buff 增量(functiontype=15)。
* @returns 正整数增量;无效时 0
*/
export function parseBattleBuffVigourDelta(raw: string | number | null | undefined): number {
const n = parseSignedIntFromFunctionPar(raw);
if (n == null || n <= 0) return 0;
return n;
}
/** 灾厄盒:Boss 出现几率加成万分比 */
export function parseBattleBuffBossSpawnBonusWan(raw: string | number | null | undefined): number {
const nums = parseFunctionParNums(raw);
if (nums.length < 1) {
console.log('[BattleBuff] 灾厄盒 functionpar 缺少万分比');
return 0;
}
return Math.max(0, Math.floor(nums[0]));
}
/** 倍率卡配置 */
export type BattleBuffMultiplierCardConfig = {
/** 召唤时产卡概率万分比 */
spawnWan: number;
/** +1 级权重 */
plus1Weight: number;
/** +2 级权重 */
plus2Weight: number;
};
/** 解析倍率卡 functionpar:产卡万分比,+1权重,+2权重 */
export function parseBattleBuffMultiplierCardConfig(raw: string | number | null | undefined): BattleBuffMultiplierCardConfig | null {
const nums = parseFunctionParNums(raw);
if (nums.length < 3) {
console.log('[BattleBuff] 倍率卡 functionpar 需 3 段');
return null;
}
const spawnWan = Math.max(0, Math.floor(nums[0]));
const plus1Weight = Math.max(0, Math.floor(nums[1]));
const plus2Weight = Math.max(0, Math.floor(nums[2]));
if (spawnWan <= 0 || plus1Weight + plus2Weight <= 0) return null;
return { spawnWan, plus1Weight, plus2Weight };
}
/** 攻速万分比(单值) */
export function parseBattleBuffAspdWan(raw: string | number | null | undefined): number {
const nums = parseFunctionParNums(raw);
if (nums.length < 1) {
console.log('[BattleBuff] 攻速 functionpar 缺少万分比');
return 0;
}
return Math.max(0, Math.floor(nums[0]));
}
/** 鏖战册:我方/对方攻速 */
export type BattleBuffBothAttackSpeedConfig = {
/** 我方攻速万分比 */
selfWan: number;
/** 对方攻速万分比 */
enemyWan: number;
};
/** 解析鏖战册 functionpar:我方,对方 */
export function parseBattleBuffBothAttackSpeedConfig(raw: string | number | null | undefined): BattleBuffBothAttackSpeedConfig | null {
const nums = parseFunctionParNums(raw);
if (nums.length < 2) {
console.log('[BattleBuff] 鏖战册 functionpar 需 2 段');
return null;
}
const selfWan = Math.max(0, Math.floor(nums[0]));
const enemyWan = Math.max(0, Math.floor(nums[1]));
if (selfWan <= 0 && enemyWan <= 0) return null;
return { selfWan, enemyWan };
}
/** 击杀额外金币:概率万分比(成功固定 +1) */
export function parseBattleBuffKillCoinProbWan(raw: string | number | null | undefined): number {
const nums = parseFunctionParNums(raw);
if (nums.length < 1) {
console.log('[BattleBuff] 赏金令 functionpar 缺少万分比');
return 0;
}
return Math.max(0, Math.min(WAN_DENOM, Math.floor(nums[0])));
}
/** 倍增卡 / 属性卡产卡 / 宝石掉落 / 省金 / 滞行:单段万分比 */
export function parseBattleBuffWan(raw: string | number | null | undefined, label: string): number {
const nums = parseFunctionParNums(raw);
if (nums.length < 1) {
console.log(`[BattleBuff] ${label} functionpar 缺少万分比`);
return 0;
}
return Math.max(0, Math.floor(nums[0]));
}
/** 基地加血整数 */
export function parseBattleBuffBaseHpBonus(raw: string | number | null | undefined): number {
const nums = parseFunctionParNums(raw);
if (nums.length < 1) {
console.log('[BattleBuff] 基地加血 functionpar 缺少数值');
return 0;
}
return Math.max(0, Math.floor(nums[0]));
}
/** 双生盾:我方/对方基地血 */
export type BattleBuffBothBaseHpConfig = {
/** 我方加血 */
selfHp: number;
/** 对方加血 */
enemyHp: number;
};
/** 解析双生盾 functionpar:我方,对方 */
export function parseBattleBuffBothBaseHpConfig(raw: string | number | null | undefined): BattleBuffBothBaseHpConfig | null {
const nums = parseFunctionParNums(raw);
if (nums.length < 2) {
console.log('[BattleBuff] 双生盾 functionpar 需 2 段');
return null;
}
const selfHp = Math.max(0, Math.floor(nums[0]));
const enemyHp = Math.max(0, Math.floor(nums[1]));
if (selfHp <= 0 && enemyHp <= 0) return null;
return { selfHp, enemyHp };
}
/** 寻金尺:解锁金币区间 */
export type BattleBuffUnlockCoinConfig = {
/** 最小金币(含) */
minCoin: number;
/** 最大金币(含) */
maxCoin: number;
};
/** 解析寻金尺 functionpar:min,max */
export function parseBattleBuffUnlockCoinConfig(raw: string | number | null | undefined): BattleBuffUnlockCoinConfig | null {
const nums = parseFunctionParNums(raw);
if (nums.length < 2) {
console.log('[BattleBuff] 寻金尺 functionpar 需 2 段');
return null;
}
const a = Math.max(0, Math.floor(nums[0]));
const b = Math.max(0, Math.floor(nums[1]));
if (a <= 0 && b <= 0) return null;
return { minCoin: Math.min(a, b), maxCoin: Math.max(a, b) };
}
/** 御雷珠(同旧九霄神雷 5 段) */
export type BattleBuffBaseThunderConfig = {
/** 单局最多触发次数 */
maxTriggers: number;
/** 小怪伤害比例万分比 */
smallDmgWan: number;
/** Boss 伤害比例万分比 */
bossDmgWan: number;
/** 触发距离(距终点格数) */
triggerCells: number;
/** 生效距离(从锚点格沿进路向出怪口后退格数,含锚点格) */
effectCells: number;
};
/** 解析御雷珠 functionpar:次数,小怪伤,Boss伤,触发格,生效格 */
export function parseBattleBuffBaseThunderConfig(raw: string | number | null | undefined): BattleBuffBaseThunderConfig | null {
const nums = parseFunctionParNums(raw);
if (nums.length < 5) {
console.log('[BattleBuff] 御雷珠 functionpar 需 5 段');
return null;
}
const maxTriggers = Math.floor(nums[0]);
const smallDmgWan = Math.max(0, Math.min(WAN_DENOM, Math.floor(nums[1])));
const bossDmgWan = Math.max(0, Math.min(WAN_DENOM, Math.floor(nums[2])));
const triggerCells = Math.floor(nums[3]);
const effectCells = Math.floor(nums[4]);
if (maxTriggers <= 0 || smallDmgWan <= 0 || bossDmgWan <= 0 || triggerCells <= 0 || effectCells <= 0) {
return null;
}
return { maxTriggers, smallDmgWan, bossDmgWan, triggerCells, effectCells };
}
/** 金矿间隔秒 */
export function parseBattleBuffGoldMineIntervalSec(raw: string | number | null | undefined): number {
const nums = parseFunctionParNums(raw);
if (nums.length < 1) {
console.log('[BattleBuff] 金矿 functionpar 缺少秒数');
return 0;
}
return Math.max(0, Math.floor(nums[0]));
}