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。
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@ -0,0 +1,8 @@
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# Id 列1 RarityType MinCount MaxCount
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# int RarityType int int
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# 预算编号 策划备注 稀有度 最低Tag数量 最高Tag数量
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1 White 0 1
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2 Green 0 2
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3 Blue 1 3
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4 Purple 1 3
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5 Red 2 4
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 6b4b5ba2b4cd50e48ae0ef4ea3e6cecf
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,38 @@
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using GeometryTD.CustomUtility;
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using GeometryTD.Definition;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.DataTable
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{
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public sealed class DRRarityTagBudget : DataRowBase
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{
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private int m_Id;
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public override int Id => m_Id;
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public RarityType Rarity { get; private set; }
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public int MinCount { get; private set; }
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public int MaxCount { get; private set; }
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public override bool ParseDataRow(string dataRowString, object userData)
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{
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string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
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for (int i = 0; i < columnStrings.Length; i++)
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{
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columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
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}
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int index = 0;
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index++;
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m_Id = int.Parse(columnStrings[index++]);
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index++;
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Rarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
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MinCount = int.Parse(columnStrings[index++]);
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MaxCount = int.Parse(columnStrings[index++]);
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return true;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d5e6052cd3fe424d8b6ac53c33c063c5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -13,7 +13,8 @@ namespace GeometryTD.Definition
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InventoryTagSourceType sourceType,
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long itemInstanceId,
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int configId,
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IReadOnlyDictionary<TagType, TagGenerationRuleData> rulesByTag = null)
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IReadOnlyDictionary<TagType, TagGenerationRuleData> rulesByTag = null,
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IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> rarityTagBudgetRulesByRarity = null)
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{
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IReadOnlyDictionary<TagType, TagGenerationRuleData> ruleLookup = rulesByTag ?? TagGenerationRuleRegistry.Rules;
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TagType[] eligibleTags = GetEligibleTags(possibleTags, rarity, ruleLookup);
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@ -23,7 +24,7 @@ namespace GeometryTD.Definition
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}
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Random random = new Random(BuildStableSeed(rarity, sourceType, itemInstanceId, configId));
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int tagBudget = ResolveTagBudget(rarity, random);
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int tagBudget = ResolveRarityTagBudget(rarity, random, rarityTagBudgetRulesByRarity);
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if (tagBudget <= 0)
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{
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return Array.Empty<TagType>();
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@ -88,26 +89,25 @@ namespace GeometryTD.Definition
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return result;
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}
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public static int ResolveTagBudget(RarityType rarity, Random random)
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public static int ResolveRarityTagBudget(
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RarityType rarity,
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Random random,
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IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> rarityTagBudgetRulesByRarity = null)
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{
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RarityType normalizedRarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity);
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random ??= new Random(0);
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IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> ruleLookup = rarityTagBudgetRulesByRarity ?? RarityTagBudgetRuleRegistry.Rules;
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RarityTagBudgetRuleData rule = GetRarityTagBudgetRule(normalizedRarity, ruleLookup);
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switch (normalizedRarity)
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Debug.Assert(rule.MinCount >= 0);
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Debug.Assert(rule.MaxCount >= rule.MinCount);
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if (rule.MinCount == rule.MaxCount)
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{
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case RarityType.White:
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return random.Next(0, 2);
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case RarityType.Green:
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return 1;
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case RarityType.Blue:
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return random.Next(1, 3);
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case RarityType.Purple:
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return 2;
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case RarityType.Red:
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return random.Next(2, 4);
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default:
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return 0;
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return rule.MinCount;
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}
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random ??= new Random(0);
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return random.Next(rule.MinCount, rule.MaxCount + 1);
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}
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private static bool IsSupportedLaunchTag(TagType tagType)
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@ -131,6 +131,15 @@ namespace GeometryTD.Definition
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return false;
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}
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private static RarityTagBudgetRuleData GetRarityTagBudgetRule(
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RarityType rarity,
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IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> ruleLookup)
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{
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Debug.Assert(ruleLookup != null);
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Debug.Assert(ruleLookup.TryGetValue(rarity, out _));
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return ruleLookup[rarity];
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}
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private static int RollWeightedIndex(
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IReadOnlyList<TagType> pool,
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IReadOnlyDictionary<TagType, TagGenerationRuleData> ruleLookup,
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@ -0,0 +1,9 @@
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namespace GeometryTD.Definition
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{
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public sealed class RarityTagBudgetRuleData
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{
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public RarityType Rarity { get; set; }
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public int MinCount { get; set; }
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public int MaxCount { get; set; }
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2c0b098910eb4f8486d306ecf1812423
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,73 @@
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using System.Collections.Generic;
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using GeometryTD.DataTable;
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using UnityEngine;
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namespace GeometryTD.Definition
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{
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public static class RarityTagBudgetRuleRegistry
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{
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private static readonly Dictionary<RarityType, RarityTagBudgetRuleData> RulesByRarity = CreateDefaultRules();
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public static IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> Rules => RulesByRarity;
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public static void ResetToDefaults()
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{
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RulesByRarity.Clear();
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foreach (KeyValuePair<RarityType, RarityTagBudgetRuleData> pair in CreateDefaultRules())
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{
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RulesByRarity.Add(pair.Key, pair.Value);
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}
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}
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public static void LoadFromRows(IEnumerable<DRRarityTagBudget> rows)
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{
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ResetToDefaults();
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foreach (DRRarityTagBudget row in rows)
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{
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ApplyRow(row);
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}
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}
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public static bool TryGetRule(RarityType rarity, out RarityTagBudgetRuleData rule)
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{
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return RulesByRarity.TryGetValue(rarity, out rule);
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}
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private static Dictionary<RarityType, RarityTagBudgetRuleData> CreateDefaultRules()
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{
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return new Dictionary<RarityType, RarityTagBudgetRuleData>
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{
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[RarityType.White] = CreateRule(RarityType.White, 0, 1),
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[RarityType.Green] = CreateRule(RarityType.Green, 1, 1),
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[RarityType.Blue] = CreateRule(RarityType.Blue, 1, 2),
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[RarityType.Purple] = CreateRule(RarityType.Purple, 2, 2),
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[RarityType.Red] = CreateRule(RarityType.Red, 2, 3)
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};
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}
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private static RarityTagBudgetRuleData CreateRule(RarityType rarity, int minCount, int maxCount)
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{
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Debug.Assert(rarity >= RarityType.White && rarity <= RarityType.Red);
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Debug.Assert(minCount >= 0);
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Debug.Assert(maxCount >= minCount);
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return new RarityTagBudgetRuleData
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{
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Rarity = rarity,
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MinCount = minCount,
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MaxCount = maxCount
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};
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}
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private static void ApplyRow(DRRarityTagBudget row)
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{
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Debug.Assert(row != null);
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Debug.Assert(row.Id > 0);
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Debug.Assert(row.Rarity >= RarityType.White && row.Rarity <= RarityType.Red);
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Debug.Assert(row.MinCount >= 0);
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Debug.Assert(row.MaxCount >= row.MinCount);
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RulesByRarity[row.Rarity] = CreateRule(row.Rarity, row.MinCount, row.MaxCount);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bc43423fff7c416fa0a8396e670da212
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -31,6 +31,7 @@ namespace GeometryTD.Procedure
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"ShopPrice",
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"Sound",
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"Tag",
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"RarityTagBudget",
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"TagConfig",
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"OutGameDropPool",
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"UIForm",
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@ -213,6 +214,15 @@ namespace GeometryTD.Procedure
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TagGenerationRuleRegistry.LoadFromRows(tagTable.GetAllDataRows());
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}
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}
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if (ne.DataTableAssetName == AssetUtility.GetDataTableAsset("RarityTagBudget", false))
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{
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var tagBudgetTable = GameEntry.DataTable.GetDataTable<DRRarityTagBudget>();
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if (tagBudgetTable != null)
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{
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RarityTagBudgetRuleRegistry.LoadFromRows(tagBudgetTable.GetAllDataRows());
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}
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}
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}
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private void OnLoadDataTableFailure(object sender, GameEventArgs e)
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@ -20,6 +20,16 @@ namespace GeometryTD.Tests.EditMode
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{ TagType.Execution, new TagGenerationRuleData { TagType = TagType.Execution, MinRarity = RarityType.Purple, Weight = 5 } },
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};
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private static readonly IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> RarityTagBudgetRulesByRarity =
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new Dictionary<RarityType, RarityTagBudgetRuleData>
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{
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{ RarityType.White, new RarityTagBudgetRuleData { Rarity = RarityType.White, MinCount = 0, MaxCount = 1 } },
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{ RarityType.Green, new RarityTagBudgetRuleData { Rarity = RarityType.Green, MinCount = 1, MaxCount = 1 } },
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{ RarityType.Blue, new RarityTagBudgetRuleData { Rarity = RarityType.Blue, MinCount = 1, MaxCount = 2 } },
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{ RarityType.Purple, new RarityTagBudgetRuleData { Rarity = RarityType.Purple, MinCount = 2, MaxCount = 2 } },
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{ RarityType.Red, new RarityTagBudgetRuleData { Rarity = RarityType.Red, MinCount = 2, MaxCount = 3 } },
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};
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[Test]
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public void GetEligibleTags_Filters_Invalid_Unsupported_And_HighRarity_Tags()
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{
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InventoryTagSourceType.Drop,
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9001,
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4,
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RulesByTag);
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RulesByTag,
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RarityTagBudgetRulesByRarity);
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Assert.That(result.Length, Is.EqualTo(2));
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Assert.That(new HashSet<TagType>(result).Count, Is.EqualTo(result.Length));
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@ -85,7 +96,8 @@ namespace GeometryTD.Tests.EditMode
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InventoryTagSourceType.Seed,
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42,
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1,
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RulesByTag);
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RulesByTag,
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RarityTagBudgetRulesByRarity);
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Assert.That(result, Is.EqualTo(new[] { TagType.Fire }));
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}
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InventoryTagSourceType.Shop,
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1,
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1,
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weightedRules);
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weightedRules,
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RarityTagBudgetRulesByRarity);
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Assert.That(result, Has.Length.EqualTo(1));
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Assert.That(result[0], Is.EqualTo(TagType.Fire));
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@ -134,7 +147,8 @@ namespace GeometryTD.Tests.EditMode
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InventoryTagSourceType.Shop,
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1000 + i,
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1,
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weightedRules);
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weightedRules,
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RarityTagBudgetRulesByRarity);
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Assert.That(result, Has.Length.EqualTo(1));
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if (result[0] == TagType.Fire)
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TagGenerationRuleRegistry.ResetToDefaults();
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}
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[Test]
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public void ResolveRarityTagBudget_Uses_TableDriven_Range_Rules()
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{
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int whiteBudget = InventoryTagRuleService.ResolveRarityTagBudget(
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RarityType.White,
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new System.Random(0),
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RarityTagBudgetRulesByRarity);
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int greenBudget = InventoryTagRuleService.ResolveRarityTagBudget(
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RarityType.Green,
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new System.Random(0),
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RarityTagBudgetRulesByRarity);
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int redBudget = InventoryTagRuleService.ResolveRarityTagBudget(
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RarityType.Red,
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new System.Random(0),
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RarityTagBudgetRulesByRarity);
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Assert.That(whiteBudget, Is.InRange(0, 1));
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Assert.That(greenBudget, Is.EqualTo(1));
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Assert.That(redBudget, Is.InRange(2, 3));
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}
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[Test]
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public void ResolveComponentTags_Uses_Custom_Purple_Budget_From_Rules()
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{
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IReadOnlyDictionary<RarityType, RarityTagBudgetRuleData> customBudgetRules =
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new Dictionary<RarityType, RarityTagBudgetRuleData>(RarityTagBudgetRulesByRarity)
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{
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[RarityType.Purple] = new RarityTagBudgetRuleData
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{
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Rarity = RarityType.Purple,
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MinCount = 3,
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MaxCount = 3
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}
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};
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TagType[] result = InventoryTagRuleService.ResolveComponentTags(
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new[] { TagType.Fire, TagType.Ice, TagType.Crit, TagType.Shatter, TagType.Inferno, TagType.Execution },
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RarityType.Purple,
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InventoryTagSourceType.Drop,
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99,
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7,
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RulesByTag,
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customBudgetRules);
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Assert.That(result, Has.Length.EqualTo(3));
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Assert.That(new HashSet<TagType>(result).Count, Is.EqualTo(3));
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}
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[Test]
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public void RarityTagBudgetRuleRegistry_LoadFromRows_Overrides_Purple_Budget()
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{
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DRRarityTagBudget purpleRow = new DRRarityTagBudget();
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Assert.That(purpleRow.ParseDataRow("\t4\t\tPurple\t3\t3", null), Is.True);
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RarityTagBudgetRuleRegistry.LoadFromRows(new[] { purpleRow });
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Assert.That(RarityTagBudgetRuleRegistry.TryGetRule(RarityType.Purple, out RarityTagBudgetRuleData rule), Is.True);
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Assert.That(rule.MinCount, Is.EqualTo(3));
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Assert.That(rule.MaxCount, Is.EqualTo(3));
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RarityTagBudgetRuleRegistry.ResetToDefaults();
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}
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[Test]
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public void CreateSampleInventory_Generates_SeedTags_Within_Launch_Set_And_Matches_Tower_Stats()
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{
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@ -188,7 +188,8 @@
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- `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。
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- `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。
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- `S4-07` 已推进到第二阶段。当前仓库同时具备 `Tag.txt -> DRTag -> TagGenerationRuleRegistry -> InventoryTagRuleService` 与 `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。
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- `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。
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- `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(...)` 的 `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。
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- `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。
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||||
|
||||
### S4-06 当前代码状态
|
||||
|
||||
|
|
@ -206,8 +207,8 @@
|
|||
|
||||
### 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`,或明确当前双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。
|
||||
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`,或明确当前三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、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。
|
||||
|
||||
## 阶段 S5 - 收口耐久规则
|
||||
|
|
|
|||
|
|
@ -77,24 +77,23 @@ Tag 系统需要同时满足四个目标:
|
|||
|
||||
### 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`
|
||||
- 保留 `TagType`、`Name` 等基础字典信息
|
||||
- `TagRule`
|
||||
- 承载运行规则字段,至少包括以下内容:
|
||||
- `MinRarity`
|
||||
- `Weight`
|
||||
- `MaxComponentStack`
|
||||
- `TriggerPhase`
|
||||
- `Description`
|
||||
- `ParamJson` 或等价参数字段
|
||||
- 保留 `TagType`、`Name` 等基础字典与按 Tag 的生成规则
|
||||
- 当前实际承载:`MinRarity`、`Weight`
|
||||
- `RarityTagBudget.txt`
|
||||
- 承载按品质的数量预算
|
||||
- 当前实际承载:`Rarity`、`MinCount`、`MaxCount`
|
||||
- `TagConfig.txt`
|
||||
- 承载战斗与展示相关配置
|
||||
- 当前实际承载:`TriggerPhase`、`Description`、`ParamJson`
|
||||
|
||||
用途:
|
||||
|
||||
- `MinRarity`:该 Tag 最低可出现品质
|
||||
- `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
|
||||
- `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
|
||||
|
||||
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:
|
||||
|
||||
|
|
@ -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
|
||||
|
||||
1. 先基于本设计回写 `docs/CodeX-TODO.md` 的 `S4-03` 边界
|
||||
2. 在 `S4-07` 中新增并消费 `TagRule` 表,保留 `Tag.txt` 作为基础字典
|
||||
2. 在 `S4-07` 中补齐并消费 `Tag.txt + RarityTagBudget.txt + TagConfig.txt` 三层表结构
|
||||
3. 新增 `TagGenerationService`,先收口实例生成
|
||||
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
|
||||
|
|
@ -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
|
||||
- `PossibleTag` 是候选池,不是最终实例值
|
||||
- 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
|
||||
- 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
|
||||
|
|
|
|||
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Reference in New Issue