- S4-01 先确定 M1 需要的品质 / Tag
- S4-02 把品质计算整理成单一入口 规则边界 - S4-03 先固化 Tag 系统设计与首发范围
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+3
-3
@@ -351,7 +351,7 @@ namespace GeometryTD.CustomComponent
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InstanceId = _nextDropItemInstanceId++,
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ConfigId = config.Id,
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Name = config.Name,
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Rarity = row.Rarity,
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Rarity = InventoryRarityRuleService.NormalizeComponentRarity(row.Rarity),
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Endurance = 100f,
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Constraint = config.Constraint,
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Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
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@@ -382,7 +382,7 @@ namespace GeometryTD.CustomComponent
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InstanceId = _nextDropItemInstanceId++,
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ConfigId = config.Id,
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Name = config.Name,
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Rarity = row.Rarity,
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Rarity = InventoryRarityRuleService.NormalizeComponentRarity(row.Rarity),
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Endurance = 100f,
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Constraint = config.Constraint,
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Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
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@@ -412,7 +412,7 @@ namespace GeometryTD.CustomComponent
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InstanceId = _nextDropItemInstanceId++,
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ConfigId = config.Id,
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Name = config.Name,
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Rarity = row.Rarity,
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Rarity = InventoryRarityRuleService.NormalizeComponentRarity(row.Rarity),
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Endurance = 100f,
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Constraint = config.Constraint,
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Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
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+4
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@@ -60,7 +60,10 @@ namespace GeometryTD.CustomComponent
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{
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InstanceId = towerInstanceId,
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Name = $"组装防御塔-{towerInstanceId}",
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Rarity = ResolveAverageRarity(muzzleComp.Rarity, bearingComp.Rarity, baseComp.Rarity),
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Rarity = InventoryRarityRuleService.ResolveTowerRarity(
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muzzleComp.Rarity,
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bearingComp.Rarity,
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baseComp.Rarity),
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MuzzleComponentInstanceId = muzzleComp.InstanceId,
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BearingComponentInstanceId = bearingComp.InstanceId,
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BaseComponentInstanceId = baseComp.InstanceId,
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@@ -181,14 +184,6 @@ namespace GeometryTD.CustomComponent
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return mergedTags;
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}
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private static RarityType ResolveAverageRarity(RarityType muzzleRarity, RarityType bearingRarity, RarityType baseRarity)
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{
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float avg = ((int)muzzleRarity + (int)bearingRarity + (int)baseRarity) / 3f;
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int rounded = Mathf.RoundToInt(avg);
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int clamped = Mathf.Clamp(rounded, (int)RarityType.White, (int)RarityType.Red);
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return (RarityType)clamped;
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}
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private IDataTable<DRMuzzleComp> EnsureMuzzleTable()
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{
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_drMuzzleComp ??= GameEntry.DataTable.GetDataTable<DRMuzzleComp>();
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