S4-07 process 3

- 组件 Tag 数量预算不再写死在 ResolveTagBudget(...) 里,而是走 RarityTagBudget.txt -> DRRarityTagBudget -> RarityTagBudgetRuleRegistry -> InventoryTagRuleService 这条表驱动链。
- TagBudget.txt:1 新增了按品质的 MinCount/MaxCount,预算缓存和加载入口分别在 RarityTagBudgetRuleRegistry.cs:7 和 ProcedurePreload.cs:18。
- 生成逻辑已经接到新规则,InventoryTagRuleService.cs:10 现在会先按 Tag.txt 过滤/加权,再按 RarityTagBudget 决定抽几个 Tag。
This commit is contained in:
SepComet 2026-03-11 13:16:33 +08:00
parent b1b68ebde5
commit 515fe95441
14 changed files with 303 additions and 39 deletions

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@ -0,0 +1,8 @@
# Id 列1 RarityType MinCount MaxCount
# int RarityType int int
# 预算编号 策划备注 稀有度 最低Tag数量 最高Tag数量
1 White 0 1
2 Green 0 2
3 Blue 1 3
4 Purple 1 3
5 Red 2 4

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@ -0,0 +1,38 @@
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
public sealed class DRRarityTagBudget : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public RarityType Rarity { get; private set; }
public int MinCount { get; private set; }
public int MaxCount { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Rarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
MinCount = int.Parse(columnStrings[index++]);
MaxCount = int.Parse(columnStrings[index++]);
return true;
}
}
}

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@ -13,7 +13,8 @@ namespace GeometryTD.Definition
InventoryTagSourceType sourceType, InventoryTagSourceType sourceType,
long itemInstanceId, long itemInstanceId,
int configId, int configId,
IReadOnlyDictionary<TagType, TagGenerationRuleData> rulesByTag = null) IReadOnlyDictionary<TagType, TagGenerationRuleData> rulesByTag = null,
IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> rarityTagBudgetRulesByRarity = null)
{ {
IReadOnlyDictionary<TagType, TagGenerationRuleData> ruleLookup = rulesByTag ?? TagGenerationRuleRegistry.Rules; IReadOnlyDictionary<TagType, TagGenerationRuleData> ruleLookup = rulesByTag ?? TagGenerationRuleRegistry.Rules;
TagType[] eligibleTags = GetEligibleTags(possibleTags, rarity, ruleLookup); TagType[] eligibleTags = GetEligibleTags(possibleTags, rarity, ruleLookup);
@ -23,7 +24,7 @@ namespace GeometryTD.Definition
} }
Random random = new Random(BuildStableSeed(rarity, sourceType, itemInstanceId, configId)); Random random = new Random(BuildStableSeed(rarity, sourceType, itemInstanceId, configId));
int tagBudget = ResolveTagBudget(rarity, random); int tagBudget = ResolveRarityTagBudget(rarity, random, rarityTagBudgetRulesByRarity);
if (tagBudget <= 0) if (tagBudget <= 0)
{ {
return Array.Empty<TagType>(); return Array.Empty<TagType>();
@ -88,26 +89,25 @@ namespace GeometryTD.Definition
return result; return result;
} }
public static int ResolveTagBudget(RarityType rarity, Random random) public static int ResolveRarityTagBudget(
RarityType rarity,
Random random,
IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> rarityTagBudgetRulesByRarity = null)
{ {
RarityType normalizedRarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity); RarityType normalizedRarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity);
random ??= new Random(0); IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> ruleLookup = rarityTagBudgetRulesByRarity ?? RarityTagBudgetRuleRegistry.Rules;
RarityTagBudgetRuleData rule = GetRarityTagBudgetRule(normalizedRarity, ruleLookup);
switch (normalizedRarity) Debug.Assert(rule.MinCount >= 0);
Debug.Assert(rule.MaxCount >= rule.MinCount);
if (rule.MinCount == rule.MaxCount)
{ {
case RarityType.White: return rule.MinCount;
return random.Next(0, 2);
case RarityType.Green:
return 1;
case RarityType.Blue:
return random.Next(1, 3);
case RarityType.Purple:
return 2;
case RarityType.Red:
return random.Next(2, 4);
default:
return 0;
} }
random ??= new Random(0);
return random.Next(rule.MinCount, rule.MaxCount + 1);
} }
private static bool IsSupportedLaunchTag(TagType tagType) private static bool IsSupportedLaunchTag(TagType tagType)
@ -131,6 +131,15 @@ namespace GeometryTD.Definition
return false; return false;
} }
private static RarityTagBudgetRuleData GetRarityTagBudgetRule(
RarityType rarity,
IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> ruleLookup)
{
Debug.Assert(ruleLookup != null);
Debug.Assert(ruleLookup.TryGetValue(rarity, out _));
return ruleLookup[rarity];
}
private static int RollWeightedIndex( private static int RollWeightedIndex(
IReadOnlyList<TagType> pool, IReadOnlyList<TagType> pool,
IReadOnlyDictionary<TagType, TagGenerationRuleData> ruleLookup, IReadOnlyDictionary<TagType, TagGenerationRuleData> ruleLookup,

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@ -0,0 +1,9 @@
namespace GeometryTD.Definition
{
public sealed class RarityTagBudgetRuleData
{
public RarityType Rarity { get; set; }
public int MinCount { get; set; }
public int MaxCount { get; set; }
}
}

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@ -0,0 +1,73 @@
using System.Collections.Generic;
using GeometryTD.DataTable;
using UnityEngine;
namespace GeometryTD.Definition
{
public static class RarityTagBudgetRuleRegistry
{
private static readonly Dictionary<RarityType, RarityTagBudgetRuleData> RulesByRarity = CreateDefaultRules();
public static IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> Rules => RulesByRarity;
public static void ResetToDefaults()
{
RulesByRarity.Clear();
foreach (KeyValuePair<RarityType, RarityTagBudgetRuleData> pair in CreateDefaultRules())
{
RulesByRarity.Add(pair.Key, pair.Value);
}
}
public static void LoadFromRows(IEnumerable<DRRarityTagBudget> rows)
{
ResetToDefaults();
foreach (DRRarityTagBudget row in rows)
{
ApplyRow(row);
}
}
public static bool TryGetRule(RarityType rarity, out RarityTagBudgetRuleData rule)
{
return RulesByRarity.TryGetValue(rarity, out rule);
}
private static Dictionary<RarityType, RarityTagBudgetRuleData> CreateDefaultRules()
{
return new Dictionary<RarityType, RarityTagBudgetRuleData>
{
[RarityType.White] = CreateRule(RarityType.White, 0, 1),
[RarityType.Green] = CreateRule(RarityType.Green, 1, 1),
[RarityType.Blue] = CreateRule(RarityType.Blue, 1, 2),
[RarityType.Purple] = CreateRule(RarityType.Purple, 2, 2),
[RarityType.Red] = CreateRule(RarityType.Red, 2, 3)
};
}
private static RarityTagBudgetRuleData CreateRule(RarityType rarity, int minCount, int maxCount)
{
Debug.Assert(rarity >= RarityType.White && rarity <= RarityType.Red);
Debug.Assert(minCount >= 0);
Debug.Assert(maxCount >= minCount);
return new RarityTagBudgetRuleData
{
Rarity = rarity,
MinCount = minCount,
MaxCount = maxCount
};
}
private static void ApplyRow(DRRarityTagBudget row)
{
Debug.Assert(row != null);
Debug.Assert(row.Id > 0);
Debug.Assert(row.Rarity >= RarityType.White && row.Rarity <= RarityType.Red);
Debug.Assert(row.MinCount >= 0);
Debug.Assert(row.MaxCount >= row.MinCount);
RulesByRarity[row.Rarity] = CreateRule(row.Rarity, row.MinCount, row.MaxCount);
}
}
}

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@ -31,6 +31,7 @@ namespace GeometryTD.Procedure
"ShopPrice", "ShopPrice",
"Sound", "Sound",
"Tag", "Tag",
"RarityTagBudget",
"TagConfig", "TagConfig",
"OutGameDropPool", "OutGameDropPool",
"UIForm", "UIForm",
@ -213,6 +214,15 @@ namespace GeometryTD.Procedure
TagGenerationRuleRegistry.LoadFromRows(tagTable.GetAllDataRows()); TagGenerationRuleRegistry.LoadFromRows(tagTable.GetAllDataRows());
} }
} }
if (ne.DataTableAssetName == AssetUtility.GetDataTableAsset("RarityTagBudget", false))
{
var tagBudgetTable = GameEntry.DataTable.GetDataTable<DRRarityTagBudget>();
if (tagBudgetTable != null)
{
RarityTagBudgetRuleRegistry.LoadFromRows(tagBudgetTable.GetAllDataRows());
}
}
} }
private void OnLoadDataTableFailure(object sender, GameEventArgs e) private void OnLoadDataTableFailure(object sender, GameEventArgs e)

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@ -20,6 +20,16 @@ namespace GeometryTD.Tests.EditMode
{ TagType.Execution, new TagGenerationRuleData { TagType = TagType.Execution, MinRarity = RarityType.Purple, Weight = 5 } }, { TagType.Execution, new TagGenerationRuleData { TagType = TagType.Execution, MinRarity = RarityType.Purple, Weight = 5 } },
}; };
private static readonly IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> RarityTagBudgetRulesByRarity =
new Dictionary<RarityType, RarityTagBudgetRuleData>
{
{ RarityType.White, new RarityTagBudgetRuleData { Rarity = RarityType.White, MinCount = 0, MaxCount = 1 } },
{ RarityType.Green, new RarityTagBudgetRuleData { Rarity = RarityType.Green, MinCount = 1, MaxCount = 1 } },
{ RarityType.Blue, new RarityTagBudgetRuleData { Rarity = RarityType.Blue, MinCount = 1, MaxCount = 2 } },
{ RarityType.Purple, new RarityTagBudgetRuleData { Rarity = RarityType.Purple, MinCount = 2, MaxCount = 2 } },
{ RarityType.Red, new RarityTagBudgetRuleData { Rarity = RarityType.Red, MinCount = 2, MaxCount = 3 } },
};
[Test] [Test]
public void GetEligibleTags_Filters_Invalid_Unsupported_And_HighRarity_Tags() public void GetEligibleTags_Filters_Invalid_Unsupported_And_HighRarity_Tags()
{ {
@ -70,7 +80,8 @@ namespace GeometryTD.Tests.EditMode
InventoryTagSourceType.Drop, InventoryTagSourceType.Drop,
9001, 9001,
4, 4,
RulesByTag); RulesByTag,
RarityTagBudgetRulesByRarity);
Assert.That(result.Length, Is.EqualTo(2)); Assert.That(result.Length, Is.EqualTo(2));
Assert.That(new HashSet<TagType>(result).Count, Is.EqualTo(result.Length)); Assert.That(new HashSet<TagType>(result).Count, Is.EqualTo(result.Length));
@ -85,7 +96,8 @@ namespace GeometryTD.Tests.EditMode
InventoryTagSourceType.Seed, InventoryTagSourceType.Seed,
42, 42,
1, 1,
RulesByTag); RulesByTag,
RarityTagBudgetRulesByRarity);
Assert.That(result, Is.EqualTo(new[] { TagType.Fire })); Assert.That(result, Is.EqualTo(new[] { TagType.Fire }));
} }
@ -107,7 +119,8 @@ namespace GeometryTD.Tests.EditMode
InventoryTagSourceType.Shop, InventoryTagSourceType.Shop,
1, 1,
1, 1,
weightedRules); weightedRules,
RarityTagBudgetRulesByRarity);
Assert.That(result, Has.Length.EqualTo(1)); Assert.That(result, Has.Length.EqualTo(1));
Assert.That(result[0], Is.EqualTo(TagType.Fire)); Assert.That(result[0], Is.EqualTo(TagType.Fire));
@ -134,7 +147,8 @@ namespace GeometryTD.Tests.EditMode
InventoryTagSourceType.Shop, InventoryTagSourceType.Shop,
1000 + i, 1000 + i,
1, 1,
weightedRules); weightedRules,
RarityTagBudgetRulesByRarity);
Assert.That(result, Has.Length.EqualTo(1)); Assert.That(result, Has.Length.EqualTo(1));
if (result[0] == TagType.Fire) if (result[0] == TagType.Fire)
@ -161,6 +175,69 @@ namespace GeometryTD.Tests.EditMode
TagGenerationRuleRegistry.ResetToDefaults(); TagGenerationRuleRegistry.ResetToDefaults();
} }
[Test]
public void ResolveRarityTagBudget_Uses_TableDriven_Range_Rules()
{
int whiteBudget = InventoryTagRuleService.ResolveRarityTagBudget(
RarityType.White,
new System.Random(0),
RarityTagBudgetRulesByRarity);
int greenBudget = InventoryTagRuleService.ResolveRarityTagBudget(
RarityType.Green,
new System.Random(0),
RarityTagBudgetRulesByRarity);
int redBudget = InventoryTagRuleService.ResolveRarityTagBudget(
RarityType.Red,
new System.Random(0),
RarityTagBudgetRulesByRarity);
Assert.That(whiteBudget, Is.InRange(0, 1));
Assert.That(greenBudget, Is.EqualTo(1));
Assert.That(redBudget, Is.InRange(2, 3));
}
[Test]
public void ResolveComponentTags_Uses_Custom_Purple_Budget_From_Rules()
{
IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> customBudgetRules =
new Dictionary<RarityType, RarityTagBudgetRuleData>(RarityTagBudgetRulesByRarity)
{
[RarityType.Purple] = new RarityTagBudgetRuleData
{
Rarity = RarityType.Purple,
MinCount = 3,
MaxCount = 3
}
};
TagType[] result = InventoryTagRuleService.ResolveComponentTags(
new[] { TagType.Fire, TagType.Ice, TagType.Crit, TagType.Shatter, TagType.Inferno, TagType.Execution },
RarityType.Purple,
InventoryTagSourceType.Drop,
99,
7,
RulesByTag,
customBudgetRules);
Assert.That(result, Has.Length.EqualTo(3));
Assert.That(new HashSet<TagType>(result).Count, Is.EqualTo(3));
}
[Test]
public void RarityTagBudgetRuleRegistry_LoadFromRows_Overrides_Purple_Budget()
{
DRRarityTagBudget purpleRow = new DRRarityTagBudget();
Assert.That(purpleRow.ParseDataRow("\t4\t\tPurple\t3\t3", null), Is.True);
RarityTagBudgetRuleRegistry.LoadFromRows(new[] { purpleRow });
Assert.That(RarityTagBudgetRuleRegistry.TryGetRule(RarityType.Purple, out RarityTagBudgetRuleData rule), Is.True);
Assert.That(rule.MinCount, Is.EqualTo(3));
Assert.That(rule.MaxCount, Is.EqualTo(3));
RarityTagBudgetRuleRegistry.ResetToDefaults();
}
[Test] [Test]
public void CreateSampleInventory_Generates_SeedTags_Within_Launch_Set_And_Matches_Tower_Stats() public void CreateSampleInventory_Generates_SeedTags_Within_Launch_Set_And_Matches_Tower_Stats()
{ {

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@ -188,7 +188,8 @@
- `BurnSpread`、`IgniteBurst`、`FreezeMask`、`Pierce`、`Overpenetrate` 已进入分类与配置骨架,但仍属于后续扩展,不计入当前 `S4` 的完成标准。 - `BurnSpread`、`IgniteBurst`、`FreezeMask`、`Pierce`、`Overpenetrate` 已进入分类与配置骨架,但仍属于后续扩展,不计入当前 `S4` 的完成标准。
- `S4-07` 已进入第一阶段实现。当前仓库已具备 `TagConfig.txt -> DRTagConfig -> TagConfigRegistry -> ItemDescForm` 的消费闭环,首发 7 个 Tag 的触发阶段、描述与核心参数已可由表覆盖。 - `S4-07` 已进入第一阶段实现。当前仓库已具备 `TagConfig.txt -> DRTagConfig -> TagConfigRegistry -> ItemDescForm` 的消费闭环,首发 7 个 Tag 的触发阶段、描述与核心参数已可由表覆盖。
- `S4-07` 已推进到第二阶段。当前仓库同时具备 `Tag.txt -> DRTag -> TagGenerationRuleRegistry -> InventoryTagRuleService``TagConfig.txt -> DRTagConfig -> TagConfigRegistry -> ItemDescForm` 两条消费闭环,首发 7 个 Tag 的生成规则、触发阶段、描述与核心参数都已开始由表驱动。 - `S4-07` 已推进到第二阶段。当前仓库同时具备 `Tag.txt -> DRTag -> TagGenerationRuleRegistry -> InventoryTagRuleService``TagConfig.txt -> DRTagConfig -> TagConfigRegistry -> ItemDescForm` 两条消费闭环,首发 7 个 Tag 的生成规则、触发阶段、描述与核心参数都已开始由表驱动。
- `S4-07` 仍未完成最终收口。当前采用的是 `Tag.txt + TagConfig.txt` 的分层方案,而不是文档原方案里的单独 `TagRule`;更深的规则字段与完整命名口径仍待后续决定是否继续统一。 - `S4-07` 已推进到第三阶段。当前仓库新增 `RarityTagBudget.txt -> DRRarityTagBudget -> RarityTagBudgetRuleRegistry -> InventoryTagRuleService`,组件 Tag 数量预算不再写死在 `ResolveRarityTagBudget(...)``switch` 中,而是按品质从表驱动;至此生成链的候选过滤、权重抽取、数量预算三段都已进入 DataTable 消费闭环。
- `S4-07` 仍未完成最终收口。当前采用的是 `Tag.txt + RarityTagBudget.txt + TagConfig.txt` 的分层方案,而不是文档原方案里的单独 `TagRule`;更深的元数据字段与完整命名口径仍待后续决定是否继续统一。
### S4-06 当前代码状态 ### S4-06 当前代码状态
@ -206,8 +207,8 @@
### S4 后续执行计划 ### S4 后续执行计划
1. 继续推进 `S4-07`:在现有 `Tag.txt + TagConfig.txt` 分层方案基础上,决定是否补成文档中的完整 `TagRule`,或明确当前表就是本阶段的等价收口方案。 1. 继续推进 `S4-07`:在现有 `Tag.txt + RarityTagBudget.txt + TagConfig.txt` 分层方案基础上,决定是否补成文档中的完整 `TagRule`,或明确当前表就是本阶段的等价收口方案。
2. `S4-07` 完成标准仍以“表字段被实际消费、参数可解释、运行时与文档口径一致”为准;当前已完成首发 7 个 Tag 的生成规则、参数和说明配置化,后续重点转向是否还要继续配置化更深层的规则字段。 2. `S4-07` 完成标准仍以“表字段被实际消费、参数可解释、运行时与文档口径一致”为准;当前已完成首发 7 个 Tag 的生成规则、数量预算、参数和说明配置化,后续重点转向是否还要继续配置化更深层的元数据字段。
3. `BurnSpread`、`IgniteBurst`、`FreezeMask`、`Pierce`、`Overpenetrate` 继续留在后续扩展阶段,不因为 `S4-06` 完成而提前进入当前迭代。 3. `BurnSpread`、`IgniteBurst`、`FreezeMask`、`Pierce`、`Overpenetrate` 继续留在后续扩展阶段,不因为 `S4-06` 完成而提前进入当前迭代。
## 阶段 S5 - 收口耐久规则 ## 阶段 S5 - 收口耐久规则

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@ -77,24 +77,23 @@ Tag 系统需要同时满足四个目标:
### 4.1 配置层 ### 4.1 配置层
后续配置层固定采用“`Tag.txt` 基础字典 + `TagRule` 规则表”两层结构,而不是继续把所有规则硬塞进现有 `Tag.txt` 当前实现固定采用“`Tag.txt + RarityTagBudget.txt + TagConfig.txt`”三层结构,而不是继续把所有规则硬塞进现有 `Tag.txt`
- `Tag.txt` - `Tag.txt`
- 保留 `TagType`、`Name` 等基础字典信息 - 保留 `TagType`、`Name` 等基础字典与按 Tag 的生成规则
- `TagRule` - 当前实际承载:`MinRarity`、`Weight`
- 承载运行规则字段,至少包括以下内容: - `RarityTagBudget.txt`
- `MinRarity` - 承载按品质的数量预算
- `Weight` - 当前实际承载:`Rarity`、`MinCount`、`MaxCount`
- `MaxComponentStack` - `TagConfig.txt`
- `TriggerPhase` - 承载战斗与展示相关配置
- `Description` - 当前实际承载:`TriggerPhase`、`Description`、`ParamJson`
- `ParamJson` 或等价参数字段
用途: 用途:
- `MinRarity`:该 Tag 最低可出现品质 - `MinRarity`:该 Tag 最低可出现品质
- `Weight`:同一候选池内抽取权重 - `Weight`:同一候选池内抽取权重
- `MaxComponentStack`:单组件允许的最大层数 - `MinCount / MaxCount`:该品质组件本次可抽取的 Tag 数量预算
- `TriggerPhase`:用于战斗结算路由 - `TriggerPhase`:用于战斗结算路由
- `ParamJson`:承载伤害倍率、持续时间、范围等效果参数 - `ParamJson`:承载伤害倍率、持续时间、范围等效果参数
@ -159,7 +158,7 @@ Tag 随机应发生在“组件实例创建时”,而不是组塔时。
### 5.3 Tag 数量预算 ### 5.3 Tag 数量预算
每个品质都保留独立的 Tag 数量预算,而不是按概率硬编码在代码里。 每个品质都保留独立的 Tag 数量预算,并由 `RarityTagBudget.txt` 驱动,而不是按概率硬编码在代码里。
推荐默认值: 推荐默认值:
@ -448,7 +447,7 @@ Tag 触发阶段固定拆成四段:
## 11. 后续文档与代码动作 ## 11. 后续文档与代码动作
1. 先基于本设计回写 `docs/CodeX-TODO.md``S4-03` 边界 1. 先基于本设计回写 `docs/CodeX-TODO.md``S4-03` 边界
2. 在 `S4-07`新增并消费 `TagRule` 表,保留 `Tag.txt` 作为基础字典 2. 在 `S4-07`补齐并消费 `Tag.txt + RarityTagBudget.txt + TagConfig.txt` 三层表结构
3. 新增 `TagGenerationService`,先收口实例生成 3. 新增 `TagGenerationService`,先收口实例生成
4. 新增 `TowerTagAggregationService`,替换当前简单并集逻辑 4. 新增 `TowerTagAggregationService`,替换当前简单并集逻辑
5. 评估 `AttackPayload` 是否并入现有 `BulletData`,还是单独引入 5. 评估 `AttackPayload` 是否并入现有 `BulletData`,还是单独引入
@ -461,7 +460,7 @@ Tag 触发阶段固定拆成四段:
- Tag 在组件实例创建时随机,不在组塔时随机 - Tag 在组件实例创建时随机,不在组塔时随机
- `PossibleTag` 是候选池,不是最终实例值 - `PossibleTag` 是候选池,不是最终实例值
- 塔级 Tag 汇总保留 `Stack` - 塔级 Tag 汇总保留 `Stack`
- 配置层采用 `Tag.txt + TagRule` 双表结构 - 配置层采用 `Tag.txt + RarityTagBudget.txt + TagConfig.txt` 分层结构
- 第一批战斗效果优先做状态类与数值修正类,不优先做穿透 / 爆炸 / 传播 - 第一批战斗效果优先做状态类与数值修正类,不优先做穿透 / 爆炸 / 传播
- MVP 正式首发集合固定为 `Fire`、`Ice`、`Crit`、`Execution`、`Shatter`、`Inferno`、`AbsoluteZero` - MVP 正式首发集合固定为 `Fire`、`Ice`、`Crit`、`Execution`、`Shatter`、`Inferno`、`AbsoluteZero`
- `BurnSpread` 明确后移,不作为当前首发集合成员 - `BurnSpread` 明确后移,不作为当前首发集合成员
@ -666,4 +665,4 @@ Execution 斩杀强化
BurnSpread 最多传播 3 次。 BurnSpread 最多传播 3 次。
否则后期怪物多时会帧率爆炸。 否则后期怪物多时会帧率爆炸。

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