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\ No newline at end of file diff --git a/src/Core/SpellDisplay.php b/src/Core/SpellDisplay.php index 8f55cbd..b825e32 100644 --- a/src/Core/SpellDisplay.php +++ b/src/Core/SpellDisplay.php @@ -25,11 +25,14 @@ class SpellDisplay 'crit_damage' => '暴击伤害系数影响伤害', 'crit_aoe' => '暴击率影响范围伤害', 'defense' => '基于防御属性', - 'low_def_bonus' => '对低防御敌人伤害加成', - 'matk_scaled' => '随敌人数量加成', + 'def_pierce' => '防御穿透伤害', + 'status_bonus' => '目标状态加成伤害', + 'enemy_count_bonus' => '敌人数量加成伤害', 'dispersed_damage' => '伤害分散到所有敌人', 'smart_heal' => '智能治疗(优先低血量)', 'hp_missing' => '基于缺失生命值', + 'low_def_bonus' => '对低防御敌人伤害加成', + 'matk_scaled' => '随敌人数量加成', 'team_sync' => '基于队伍规模', ]; @@ -122,9 +125,33 @@ class SpellDisplay $typeName = self::getTypeName($spellType); $parts[] = self::$gray . "[{$typeName}]" . self::$reset; - // 消耗和基本描述 + // 计算方式 + $calcType = $spell['calc_type'] ?? 'matk'; + $calcDesc = self::getCalcTypeDescription($calcType); + $parts[] = self::$cyan . "{$calcDesc}" . self::$reset; + + // 基础值 + if ($spellType === 'damage_single' || $spellType === 'damage_aoe') { + $base = $spell['base'] ?? [5, 12, 25, 45]; + $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); + $baseValue = $base[$qualityIndex] ?? 5; + $parts[] = self::$yellow . "基础:{$baseValue}" . self::$reset; + } elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') { + $base = $spell['base'] ?? [8, 18, 38, 65]; + $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); + $baseValue = $base[$qualityIndex] ?? 8; + $parts[] = self::$yellow . "基础:{$baseValue}" . self::$reset; + } + + // 消耗 $cost = $spell['cost'] ?? 0; - $parts[] = self::$cyan . "消耗:{$cost}" . self::$reset; + $enhanceLevel = $spell['enhanceLevel'] ?? 0; + $actualCost = max(1, $cost - ($enhanceLevel * 2)); + if ($enhanceLevel > 0) { + $parts[] = self::$cyan . "消耗:{$actualCost}(原:{$cost})" . self::$reset; + } else { + $parts[] = self::$cyan . "消耗:{$cost}" . self::$reset; + } return implode(" ", $parts); } @@ -424,9 +451,10 @@ class SpellDisplay // 第一行:槽位名 + 法术名 $lines[] = $linePrefix . self::$cyan . $slotName . self::$reset . ": " . self::formatName($spell); - // 计算方式 + // 计算方式和法术类型 $calcType = $spell['calc_type'] ?? 'matk'; $spellType = $spell['spellType'] ?? $spell['type'] ?? 'unknown'; + $typeName = self::getTypeName($spellType); // 计算方式的完整描述 $calcTypeDescMap = [ @@ -437,6 +465,9 @@ class SpellDisplay 'crit_heal' => '暴击治疗', 'crit_damage' => '暴击伤害', 'defense' => '基于防御', + 'def_pierce' => '防御穿透', + 'status_bonus' => '状态加成', + 'enemy_count_bonus' => '敌人加成', 'low_def_bonus' => '克低防', 'matk_scaled' => '群体伤害', 'dispersed_damage' => '分散伤害', @@ -447,16 +478,33 @@ class SpellDisplay ]; $calcDesc = $calcTypeDescMap[$calcType] ?? $calcType; - $lines[] = $linePrefix . " " . self::$white . "计算: " . self::$green . $calcDesc . self::$reset; + $lines[] = $linePrefix . " " . self::$white . "类型: " . self::$magenta . $typeName . self::$reset . + self::$white . " | 计算: " . self::$green . $calcDesc . self::$reset; - // 显示基础数值 + // 显示基础数值和倍数 if ($spellType === 'damage_single' || $spellType === 'damage_aoe') { $ratio = $spell['damage_ratio']; - $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset; + $base = $spell['base'] ?? [5, 12, 25, 45]; + $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); + $baseValue = $base[$qualityIndex] ?? 5; + $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset . + self::$white . " | 基础值: " . self::$yellow . "{$baseValue}" . self::$reset; } elseif ($spellType === 'heal_single' || $spellType === 'heal_aoe') { $ratio = $spell['heal_ratio']; - $base = $spell['heal_base']; - $lines[] = $linePrefix . " " . self::$white . "治疗: " . self::$yellow . "x{$ratio} + {$base}" . self::$reset; + $healBase = $spell['heal_base'] ?? null; + $base = $spell['base'] ?? [8, 18, 38, 65]; + $qualityIndex = self::getQualityIndex($spell['quality'] ?? 'common'); + $baseValue = $base[$qualityIndex] ?? 8; + + if ($healBase) { + $healBaseValue = $healBase[$qualityIndex] ?? 20; + $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset . + self::$white . " | 基数: " . self::$yellow . "{$healBaseValue}" . self::$reset . + self::$white . " | 基础: " . self::$yellow . "{$baseValue}" . self::$reset; + } else { + $lines[] = $linePrefix . " " . self::$white . "倍数: " . self::$yellow . "x{$ratio}" . self::$reset . + self::$white . " | 基础值: " . self::$yellow . "{$baseValue}" . self::$reset; + } } // 显示消耗 @@ -464,7 +512,9 @@ class SpellDisplay $enhanceLevel = $spell['enhanceLevel'] ?? 0; $actualCost = max(1, $cost - ($enhanceLevel * 2)); if ($enhanceLevel > 0) { - $lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$yellow . "{$cost}" . self::$reset . " → " . self::$green . "{$actualCost}" . self::$reset; + $lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$yellow . "{$cost}" . self::$reset . + " → " . self::$green . "{$actualCost}" . self::$reset . + self::$yellow . " +{$enhanceLevel}" . self::$reset; } else { $lines[] = $linePrefix . " " . self::$white . "消耗: " . self::$green . "{$actualCost}" . self::$reset; } diff --git a/src/Data/maps.php b/src/Data/maps.php index e917dba..f401d28 100644 --- a/src/Data/maps.php +++ b/src/Data/maps.php @@ -277,7 +277,7 @@ return [ 'spells' => [ ['id' => 10, 'name' => '炎火术', 'rate' => 20, 'quality' => 'common', 'base' => 5, 'growth' => 0.6] + $fireSpellTemplate, ['id' => 11, 'name' => '冰魄术', 'rate' => 25, 'quality' => 'rare', 'base' => 10, 'growth' => 0.7] + $iceSpellTemplate, - ['id' => 12, 'name' => '雷刹术', 'rate' => 15, 'quality' => 'rare', 'base' => 14, 'growth' => 0.9] + $thunderSpellTemplate, + ['id' => 12, 'name' => '雷刹术', 'rate' => 25, 'quality' => 'rare', 'base' => 14, 'growth' => 0.9] + $thunderSpellTemplate, ['id' => 20, 'name' => '冰暴术', 'rate' => 20, 'quality' => 'rare', 'base' => 10, 'growth' => 0.7] + $iceSpellTemplate, ], 'weight' => 15, diff --git a/src/Data/spells.php b/src/Data/spells.php index 43f6237..f931d44 100644 --- a/src/Data/spells.php +++ b/src/Data/spells.php @@ -25,15 +25,16 @@ return [ 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 ], - // 2. 及时救难 - 生命值百分比型 (恢复 = 自己最大生命值 × 百分比) + // 2. 强击疗法 - 物攻型 (恢复 = 物攻 × 倍数 + 基础值) 2 => [ - 'name' => '及时救难', + 'name' => '强击疗法', 'type' => 'heal_single', - 'calc_type' => 'hp_percent', // 计算方式:最大生命值百分比 - 'cost' => 20, - 'level_req' => 5, - 'desc' => '将自己的部分生命值转移给队友', - 'heal_ratio' => [0.3, 0.4, 0.5, 0.6], // 最大生命值百分比 + 'calc_type' => 'patk', // 计算方式:纯物攻 + 'cost' => 18, + 'level_req' => 3, + 'desc' => '通过强劲的气血运行来治疗,效果与物攻相关', + 'heal_ratio' => [0.4, 0.65, 0.95, 1.4], // 物攻倍数 + 'heal_base' => [15, 30, 55, 90], // 基础治疗值 'base' => [8, 18, 38, 65], // 基础伤害值 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 ], @@ -52,35 +53,21 @@ return [ 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 ], - // 4. 生命之泉 - 基于当前生命值缺口 (恢复 = 缺失血量 × 百分比) + // 4. 及时救难 - 生命值百分比型 (恢复 = 自己最大生命值 × 百分比) 4 => [ - 'name' => '生命之泉', + 'name' => '及时救难', 'type' => 'heal_single', - 'calc_type' => 'hp_missing', // 计算方式:缺失生命值百分比 - 'cost' => 30, - 'level_req' => 18, - 'desc' => '根据队友缺失的生命值比例进行治疗', - 'heal_ratio' => [0.4, 0.55, 0.7, 0.85], // 缺失生命值百分比 + 'calc_type' => 'hp_percent', // 计算方式:最大生命值百分比 + 'cost' => 20, + 'level_req' => 5, + 'desc' => '将自己的部分生命值转移给队友', + 'heal_ratio' => [0.3, 0.4, 0.5, 0.6], // 最大生命值百分比 'base' => [8, 18, 38, 65], // 基础伤害值 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 ], - // 5. 暴击治疗 - 与暴击率相关 (恢复 = 魔攻 × 倍数 × (1 + 暴击率×特殊系数)) + // 5. 援护术 - 基于防御属性 (恢复 = (物防+魔防) × 倍数 + 固定值) 5 => [ - 'name' => '暴击治疗', - 'type' => 'heal_single', - 'calc_type' => 'crit_heal', // 计算方式:与暴击率相关 - 'cost' => 28, - 'level_req' => 22, - 'desc' => '暴击率越高,治疗效果越强', - 'heal_ratio' => [0.4, 0.65, 0.95, 1.4], // 基础魔攻倍数 - 'crit_bonus' => [0.5, 0.7, 1.0, 1.5], // 暴击率加成系数 - 'base' => [8, 18, 38, 65], // 基础伤害值 - 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 - ], - - // 6. 援护术 - 基于防御属性 (恢复 = (物防+魔防) × 倍数 + 固定值) - 6 => [ 'name' => '援护术', 'type' => 'heal_single', 'calc_type' => 'defense', // 计算方式:基于防御属性 @@ -92,6 +79,20 @@ return [ 'base' => [8, 18, 38, 65], // 基础伤害值 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 ], + + // 6. 暴击治疗 - 与暴击率相关 (恢复 = 魔攻 × 倍数 × (1 + 暴击率×特殊系数)) + 6 => [ + 'name' => '暴击治疗', + 'type' => 'heal_single', + 'calc_type' => 'crit_heal', // 计算方式:与暴击率相关 + 'cost' => 28, + 'level_req' => 22, + 'desc' => '暴击率越高,治疗效果越强', + 'heal_ratio' => [0.4, 0.65, 0.95, 1.4], // 基础魔攻倍数 + 'crit_bonus' => [0.5, 0.7, 1.0, 1.5], // 暴击率加成系数 + 'base' => [8, 18, 38, 65], // 基础伤害值 + 'growth' => [0.8, 1.0, 1.2, 1.5], // 等级成长系数 + ], ], // ============ 单体伤害法术 (damage_single) ============ @@ -109,34 +110,21 @@ return [ 'growth' => [0.6, 0.8, 1.0, 1.2], // 等级成长系数 ], - // 11. 冰锥术 - 魔攻型 + // 11. 剑刃风暴 - 物攻型 (伤害 = 物攻 × 倍数) 11 => [ - 'name' => '冰锥术', - 'type' => 'damage_single', - 'calc_type' => 'matk', - 'cost' => 22, - 'level_req' => 6, - 'desc' => '凝聚寒冰之力,发出锐利冰锥', - 'damage_ratio' => [1.3, 1.8, 2.2, 3.0], - 'base' => [4, 10, 22, 42], // 基础伤害值 - 'growth' => [0.5, 0.7, 0.95, 1.15], // 等级成长系数 - ], - - // 12. 雷击术 - 物攻型 (伤害 = 物攻 × 倍数) - 12 => [ - 'name' => '雷击术', + 'name' => '剑刃风暴', 'type' => 'damage_single', 'calc_type' => 'patk', - 'cost' => 24, - 'level_req' => 10, - 'desc' => '召唤雷电直击单个敌人,与物攻相关', - 'damage_ratio' => [1.4, 1.9, 2.3, 3.2], + 'cost' => 20, + 'level_req' => 2, + 'desc' => '旋转剑刃造成锋利的伤害', + 'damage_ratio' => [1.1, 1.5, 1.9, 2.5], 'base' => [6, 14, 28, 48], // 基础伤害值 'growth' => [0.7, 0.9, 1.1, 1.3], // 等级成长系数 ], - // 13. 烈焰焚天 - 混合型 (伤害 = (魔攻 + 物攻) × 倍数) - 13 => [ + // 12. 烈焰焚天 - 混合型 (伤害 = (魔攻 + 物攻) × 倍数) + 12 => [ 'name' => '烈焰焚天', 'type' => 'damage_single', 'calc_type' => 'hybrid', @@ -148,7 +136,21 @@ return [ 'growth' => [0.6, 0.8, 1.0, 1.2], // 等级成长系数 ], - // 14. 诛仙剑气 - 物攻 + 暴击型 (伤害 = 物攻 × 倍数 × (1 + 暴击伤害系数)) + // 13. 冰锥术 - 防御穿透型 (伤害 = 魔攻 × 倍数 × (1 + 敌人防御缺陷系数)) + 13 => [ + 'name' => '冰锥术', + 'type' => 'damage_single', + 'calc_type' => 'def_pierce', + 'cost' => 22, + 'level_req' => 6, + 'desc' => '凝聚寒冰之力穿透敌人防御', + 'damage_ratio' => [1.3, 1.8, 2.2, 3.0], + 'pierce_bonus' => [0.2, 0.3, 0.45, 0.6], // 防御穿透系数 + 'base' => [4, 10, 22, 42], // 基础伤害值 + 'growth' => [0.5, 0.7, 0.95, 1.15], // 等级成长系数 + ], + + // 14. 诛仙剑气 - 暴击伤害型 (伤害 = 物攻 × 倍数 × (1 + 暴击伤害系数)) 14 => [ 'name' => '诛仙剑气', 'type' => 'damage_single', @@ -162,17 +164,18 @@ return [ 'growth' => [0.6, 0.8, 1.0, 1.2], // 等级成长系数 ], - // 15. 狂暴斩 - 低防御有加成 (伤害 = 物攻 × 倍数 × (1 + (100-敌人防御百分比)×系数)) + // 15. 雷击术 - 特殊型(基于目标状态) (伤害 = 物攻 × 倍数 × (1 + 特殊加成)) 15 => [ - 'name' => '狂暴斩', + 'name' => '雷击术', 'type' => 'damage_single', - 'calc_type' => 'low_def_bonus', - 'cost' => 32, - 'level_req' => 20, - 'desc' => '攻击防御低的敌人伤害更高', - 'damage_ratio' => [1.1, 1.5, 2.0, 2.7], - 'base' => [5, 12, 25, 45], // 基础伤害值 - 'growth' => [0.6, 0.8, 1.0, 1.2], // 等级成长系数 + 'calc_type' => 'status_bonus', + 'cost' => 24, + 'level_req' => 10, + 'desc' => '召唤雷电直击单个敌人,若敌人被异常状态影响伤害更高', + 'damage_ratio' => [1.4, 1.9, 2.3, 3.2], + 'status_bonus' => [0.3, 0.45, 0.6, 0.8], // 敌人异常状态加成系数 + 'base' => [6, 14, 28, 48], // 基础伤害值 + 'growth' => [0.7, 0.9, 1.1, 1.3], // 等级成长系数 ], ], @@ -191,18 +194,17 @@ return [ 'growth' => [0.5, 0.7, 0.95, 1.15], ], - // 21. 炎爆术 - 魔攻型,随敌人数量加成 + // 21. 狂风斩 - 物攻型 (每敌伤害 = 物攻 × 倍数) 21 => [ - 'name' => '炎爆术', + 'name' => '狂风斩', 'type' => 'damage_aoe', - 'calc_type' => 'matk_scaled', - 'cost' => 40, - 'level_req' => 12, - 'desc' => '引发连锁爆炸,敌人越多伤害加成越高', - 'damage_ratio' => [0.8, 1.1, 1.4, 1.9], - 'enemy_count_bonus' => [0.1, 0.15, 0.2, 0.3], // 每增加一个敌人增加的伤害百分比 - 'base' => [4, 10, 22, 42], // 基础伤害值 - 'growth' => [0.5, 0.7, 0.95, 1.15], // 等级成长系数 + 'calc_type' => 'patk', + 'cost' => 45, + 'level_req' => 16, + 'desc' => '挥出狂暴的风刃,基于物攻伤害', + 'damage_ratio' => [0.9, 1.2, 1.6, 2.1], + 'base' => [6, 14, 28, 48], + 'growth' => [0.7, 0.9, 1.1, 1.3], ], // 22. 流星雨 - 混合型 (每敌伤害 = (魔攻 + 物攻) × 倍数) @@ -218,7 +220,7 @@ return [ 'growth' => [0.6, 0.8, 1, 1.2], ], - // 23. 灭世风暴 - 基于暴击率 (每敌伤害 = 魔攻 × 倍数 × (1 + 暴击率×系数)) + // 23. 灭世风暴 - 暴击加成型 (每敌伤害 = 魔攻 × 倍数 × (1 + 暴击率×系数)) 23 => [ 'name' => '灭世风暴', 'type' => 'damage_aoe', @@ -232,8 +234,22 @@ return [ 'growth' => [0.6, 0.8, 1, 1.2], ], - // 24. 末日火雨 - 敌人越多伤害越低,但每个敌人都会受伤 + // 24. 炎爆术 - 敌人数量加成型 (每敌伤害 = 魔攻 × 倍数 × (1 + 敌人数-1 × 加成系数)) 24 => [ + 'name' => '炎爆术', + 'type' => 'damage_aoe', + 'calc_type' => 'enemy_count_bonus', + 'cost' => 40, + 'level_req' => 12, + 'desc' => '引发连锁爆炸,敌人越多伤害加成越高', + 'damage_ratio' => [0.8, 1.1, 1.4, 1.9], + 'enemy_count_bonus' => [0.1, 0.15, 0.2, 0.3], // 每增加一个敌人增加的伤害百分比 + 'base' => [4, 10, 22, 42], // 基础伤害值 + 'growth' => [0.5, 0.7, 0.95, 1.15], // 等级成长系数 + ], + + // 25. 末日火雨 - 伤害分散型 (总伤害 = 魔攻 × 倍数,按敌人数分散,敌人越多每个敌人伤害越低) + 25 => [ 'name' => '末日火雨', 'type' => 'damage_aoe', 'calc_type' => 'dispersed_damage', @@ -245,19 +261,6 @@ return [ 'base' => [5, 12, 25, 45], // 基础伤害值 'growth' => [0.6, 0.8, 1.0, 1.2], // 等级成长系数 ], - - // 25. 狂风斩 - 基于物攻 (每敌伤害 = 物攻 × 倍数) - 25 => [ - 'name' => '狂风斩', - 'type' => 'damage_aoe', - 'calc_type' => 'patk', - 'cost' => 45, - 'level_req' => 16, - 'desc' => '挥出狂暴的风刃,基于物攻伤害', - 'damage_ratio' => [0.9, 1.2, 1.6, 2.1], - 'base' => [6, 14, 28, 48], - 'growth' => [0.7, 0.9, 1.1, 1.3], - ], ], // ============ 群体治疗法术 (heal_aoe) ============ @@ -276,15 +279,16 @@ return [ 'growth' => [0.8, 1, 1.2, 1.5], ], - // 31. 恢复光环 - 生命值百分比型 (每人恢复 = 自己最大生命值 × 百分比) + // 31. 强势守护 - 物攻型 (每人恢复 = 物攻 × 倍数 + 基础值) 31 => [ - 'name' => '恢复光环', + 'name' => '强势守护', 'type' => 'heal_aoe', - 'calc_type' => 'hp_percent', - 'cost' => 35, - 'level_req' => 14, - 'desc' => '释放温暖的光芒,基于自己的最大生命值恢复队员', - 'heal_ratio' => [0.2, 0.3, 0.4, 0.5], + 'calc_type' => 'patk', + 'cost' => 32, + 'level_req' => 10, + 'desc' => '以强大的力量保护队友,基于物攻进行治疗', + 'heal_ratio' => [0.25, 0.4, 0.6, 0.85], + 'heal_base' => [12, 25, 42, 65], 'base' => [8, 18, 38, 65], 'growth' => [0.8, 1, 1.2, 1.5], ], @@ -303,17 +307,15 @@ return [ 'growth' => [0.8, 1, 1.2, 1.5], ], - // 33. 仙界救赎 - 智能治疗(优先治疗血量少的队员) + // 33. 恢复光环 - 生命值百分比型 (每人恢复 = 自己最大生命值 × 百分比) 33 => [ - 'name' => '仙界救赎', + 'name' => '恢复光环', 'type' => 'heal_aoe', - 'calc_type' => 'smart_heal', - 'cost' => 55, - 'level_req' => 32, - 'desc' => '至高的救赎之力,优先治疗血量较低的队员', - 'heal_ratio' => [0.4, 0.6, 0.9, 1.3], - 'heal_base' => [25, 45, 70, 110], - 'priority_bonus' => [0.2, 0.3, 0.4, 0.5], // 血量越少加成越多 + 'calc_type' => 'hp_percent', + 'cost' => 35, + 'level_req' => 14, + 'desc' => '释放温暖的光芒,基于自己的最大生命值恢复队员', + 'heal_ratio' => [0.2, 0.3, 0.4, 0.5], 'base' => [8, 18, 38, 65], 'growth' => [0.8, 1, 1.2, 1.5], ], @@ -332,16 +334,17 @@ return [ 'growth' => [0.8, 1, 1.2, 1.5], ], - // 35. 团队共鸣 - 基于队伍状态 (每人恢复 = 魔攻 × 倍数 × (队员数量系数)) + // 35. 仙界救赎 - 智能治疗(优先治疗血量少的队员) 35 => [ - 'name' => '团队共鸣', + 'name' => '仙界救赎', 'type' => 'heal_aoe', - 'calc_type' => 'team_sync', - 'cost' => 38, - 'level_req' => 20, - 'desc' => '队员越多,治疗效果越强', - 'heal_ratio' => [0.35, 0.55, 0.8, 1.1], - 'team_bonus' => [0.2, 0.3, 0.45, 0.6], // 每增加一个队员增加的治疗百分比 + 'calc_type' => 'smart_heal', + 'cost' => 55, + 'level_req' => 32, + 'desc' => '至高的救赎之力,优先治疗血量较低的队员', + 'heal_ratio' => [0.4, 0.6, 0.9, 1.3], + 'heal_base' => [25, 45, 70, 110], + 'priority_bonus' => [0.2, 0.3, 0.4, 0.5], // 血量越少加成越多 'base' => [8, 18, 38, 65], 'growth' => [0.8, 1, 1.2, 1.5], ], @@ -376,46 +379,5 @@ return [ 8 => ['cost' => 10, 'bonus' => 70, 'cost_reduction' => 14], 9 => ['cost' => 12, 'bonus' => 80, 'cost_reduction' => 16], 10 => ['cost' => 15, 'bonus' => 100, 'cost_reduction' => 20], - ], - - // ============ 地牢法术掉落映射 ============ - 'dungeon_spell_drops' => [ - 1 => ['heal_single', 'damage_single', 'damage_aoe'], // 七玄门 (Lv.1-5) - 2 => ['damage_single', 'damage_aoe', 'heal_aoe'], // 太南谷 (Lv.5-10) - 3 => ['heal_single', 'heal_aoe'], // 血色禁地 (Lv.10-15) - 4 => ['damage_single', 'damage_aoe'], // 黄枫谷 (Lv.15-20) - 5 => ['damage_single', 'heal_aoe'], // 燕翎堡 (Lv.20-30) - 6 => ['damage_single', 'heal_aoe'], // 越京皇宫 (Lv.30-40) - 7 => ['damage_aoe'], // 乱星海-魁星岛 (Lv.40-50) - 8 => ['damage_aoe', 'heal_single', 'heal_aoe'], // 虚天殿 (Lv.50-60) - 9 => ['damage_single', 'damage_aoe', 'heal_single'], // 外星海 (Lv.60+) - ], - - // ============ 按法术类型和品质分类 ============ - 'spells_by_quality' => [ - 'common' => [ - 'heal_single' => [1], - 'damage_single' => [10], - 'damage_aoe' => [20], - 'heal_aoe' => [30], - ], - 'rare' => [ - 'heal_single' => [2, 3], - 'damage_single' => [11, 12], - 'damage_aoe' => [21, 22], - 'heal_aoe' => [31, 32], - ], - 'epic' => [ - 'heal_single' => [4, 5], - 'damage_single' => [13, 14], - 'damage_aoe' => [23, 24], - 'heal_aoe' => [33, 34], - ], - 'legendary' => [ - 'heal_single' => [6], - 'damage_single' => [15], - 'damage_aoe' => [25], - 'heal_aoe' => [35], - ], - ], + ] ]; diff --git a/src/Modules/Battle.php b/src/Modules/Battle.php index 7f271fe..723acc2 100644 --- a/src/Modules/Battle.php +++ b/src/Modules/Battle.php @@ -144,7 +144,7 @@ class Battle $this->round = 0; // 显示遭遇界面 - $this->showEncounter($out); +// $this->showEncounter($out); $playerFirst = $this->determineFirstStrike(); @@ -408,12 +408,12 @@ class Battle $lowHpAllies = []; foreach ($allies as $ally) { - if ($ally->hp < $ally->maxHp * 0.5) { + $status = $ally->getStats(); + if ($status['hp'] < $status['maxHp'] * 0.5) { $lowHpAllies[] = $ally; } } $lowHpCount = count($lowHpAllies); - // 2. 筛选可用法术并分类 $availableSpells = [ 'heal_aoe' => [], @@ -505,9 +505,8 @@ class Battle if (!$target) return true; // 显示法术基础信息 - $calcType = $spellInfo['calc_type'] ?? 'matk'; - $calcDesc = SpellDisplay::getCalcTypeDescription($calcType); - $actualCost = SpellCalculator::calculateCost($spellInfo); + + $quality = $spellInfo['quality'] ?? 'common'; $qualityColor = SpellDisplay::getQualityColor($quality); @@ -515,16 +514,12 @@ class Battle $damageResult = SpellCalculator::calculateDamage($spellInfo, $stats, $target->getStats(), $damageBonus); $damage = $damageResult['damage']; $isCrit = $damageResult['isCrit']; - $baseDamageMultiplier = $damageResult['multiplier']; // 显示法术施放信息 $casterName = ($caster instanceof Player) ? "你" : $caster->name; $actionVerb = ($caster instanceof Player) ? "施放" : "施放了"; $out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} {$casterName} {$actionVerb} {$qualityColor}{$name}{$this->reset}"); - if ($caster instanceof Player) { - $out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost} | 倍数: {$baseDamageMultiplier}x{$this->reset}"); - } if ($isCrit) { $out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ {$this->red}{$this->bold}暴击!{$this->reset} 对 {$target->name} 造成 {$this->red}{$damage}{$this->reset} 点魔法伤害!"); @@ -562,9 +557,6 @@ class Battle private function castDamageAoeSpell($out, Actor $caster, ?Actor $target, array $spellInfo, array $stats, int $damageBonus, string $name): bool { // 显示法术基础信息 - $calcType = $spellInfo['calc_type'] ?? 'matk'; - $calcDesc = SpellDisplay::getCalcTypeDescription($calcType); - $actualCost = SpellCalculator::calculateCost($spellInfo); $quality = $spellInfo['quality'] ?? 'common'; $qualityColor = SpellDisplay::getQualityColor($quality); @@ -572,9 +564,7 @@ class Battle $actionVerb = ($caster instanceof Player) ? "施放" : "施放了"; $out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✦{$this->reset} {$casterName} {$actionVerb} {$qualityColor}{$name}{$this->reset}"); - if ($caster instanceof Player) { - $out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost}{$this->reset}"); - } + $out->writeln("{$this->cyan}║{$this->reset} {$this->magenta}✨ 魔法在整个战场爆炸!{$this->reset}"); $opponents = $this->getOpponents($caster); @@ -642,9 +632,6 @@ class Battle } // 显示法术基础信息 - $calcType = $spellInfo['calc_type'] ?? 'matk'; - $calcDesc = SpellDisplay::getCalcTypeDescription($calcType); - $actualCost = SpellCalculator::calculateCost($spellInfo); $quality = $spellInfo['quality'] ?? 'common'; $qualityColor = SpellDisplay::getQualityColor($quality); @@ -652,9 +639,7 @@ class Battle $actionVerb = ($caster instanceof Player) ? "施放" : "施放了"; $out->writeln("{$this->cyan}║{$this->reset} {$this->green}✦{$this->reset} {$casterName} {$actionVerb} {$qualityColor}{$name}{$this->reset}"); - if ($caster instanceof Player) { - $out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost}{$this->reset}"); - } + $healAmount = SpellCalculator::calculateHeal($spellInfo, $stats, $healBonus); @@ -677,9 +662,6 @@ class Battle private function castHealAoeSpell($out, Actor $caster, ?Actor $target, array $spellInfo, array $stats, int $healBonus, string $name): bool { // 显示法术基础信息 - $calcType = $spellInfo['calc_type'] ?? 'matk'; - $calcDesc = SpellDisplay::getCalcTypeDescription($calcType); - $actualCost = SpellCalculator::calculateCost($spellInfo); $quality = $spellInfo['quality'] ?? 'common'; $qualityColor = SpellDisplay::getQualityColor($quality); @@ -687,9 +669,7 @@ class Battle $actionVerb = ($caster instanceof Player) ? "施放" : "施放了"; $out->writeln("{$this->cyan}║{$this->reset} {$this->green}✦{$this->reset} {$casterName} {$actionVerb} {$qualityColor}{$name}{$this->reset}"); - if ($caster instanceof Player) { - $out->writeln("{$this->cyan}║{$this->reset} {$this->white}计算方式: {$calcDesc} | 消耗: {$actualCost}{$this->reset}"); - } + $healAmount = SpellCalculator::calculateHeal($spellInfo, $stats, $healBonus); @@ -726,15 +706,11 @@ class Battle // 显示法术基础信息 $quality = $spellInfo['quality'] ?? 'common'; $qualityColor = SpellDisplay::getQualityColor($quality); - $actualCost = SpellCalculator::calculateCost($spellInfo); $casterName = ($caster instanceof Player) ? "你" : $caster->name; $actionVerb = ($caster instanceof Player) ? "施放" : "施放了"; $out->writeln("{$this->cyan}║{$this->reset} {$this->cyan}✦{$this->reset} {$casterName} {$actionVerb} {$qualityColor}{$name}{$this->reset}"); - if ($caster instanceof Player) { - $out->writeln("{$this->cyan}║{$this->reset} {$this->white}消耗: {$actualCost}{$this->reset}"); - } $subtype = $spellInfo['subtype'] ?? ''; diff --git a/src/Modules/InventoryPanel.php b/src/Modules/InventoryPanel.php index 6aa84bd..608a0b9 100644 --- a/src/Modules/InventoryPanel.php +++ b/src/Modules/InventoryPanel.php @@ -264,7 +264,9 @@ class InventoryPanel $slot = $item['type']; // 获取新装备原有的强化等级 - $newItemEnhanceLevel = $item['enhanceLevel'] ?? 0; +// $newItemEnhanceLevel = $item['enhanceLevel'] ?? 0; + // 调整为不能继承强化等级 + $newItemEnhanceLevel = 0; // If there's already an item in the slot, swap enhance levels if (isset($player->equip[$slot]) && !empty($player->equip[$slot])) { diff --git a/src/Modules/NpcPanel.php b/src/Modules/NpcPanel.php index 7444748..9c9b6bd 100644 --- a/src/Modules/NpcPanel.php +++ b/src/Modules/NpcPanel.php @@ -277,6 +277,7 @@ class NpcPanel 'exp' => 0, 'baseStats' => $npc['base_stats'], 'equip' => [], + 'talentWeights' => $npc['talent_weights'] ?? null, // 从 NPC 配置加载天赋权重 ...$npc['base_stats'] ]); diff --git a/src/Modules/StatsPanel.php b/src/Modules/StatsPanel.php index 1a613fa..771b1fd 100644 --- a/src/Modules/StatsPanel.php +++ b/src/Modules/StatsPanel.php @@ -319,17 +319,50 @@ class StatsPanel Screen::clear($this->game->output); $this->game->output->writeln("{$this->cyan}========== 装备物品 =========={$this->reset}"); - // 筛选可装备物品 + // Step 1: 选择装备部位 + $slots = ['weapon' => '武器', 'armor' => '护甲', 'boots' => '鞋子', 'ring' => '戒指', 'necklace' => '项链']; + $slotIdx = 1; + $slotMap = []; + + $this->game->output->writeln("{$this->white}请先选择装备部位:{$this->reset}"); + foreach ($slots as $slotKey => $slotName) { + $currentItem = $actor->equip[$slotKey] ?? null; + if ($currentItem) { + $this->game->output->writeln("[{$slotIdx}] {$slotName}: " . ItemDisplay::formatName($currentItem)); + } else { + $this->game->output->writeln("[{$slotIdx}] {$slotName}: (空)"); + } + $slotMap[$slotIdx] = $slotKey; + $slotIdx++; + } + + $this->game->output->writeln("[0] 取消"); + + $slotChoice = Input::ask($this->game->output, "选择部位: "); + + if ($slotChoice == 0) return; + + if (!isset($slotMap[$slotChoice])) { + $this->game->output->writeln("无效选择"); + Screen::sleep(1); + return; + } + + $selectedSlot = $slotMap[$slotChoice]; + + // Step 2: 显示该部位的可装备物品 + Screen::clear($this->game->output); + $this->game->output->writeln("{$this->cyan}========== 选择物品 =========={$this->reset}"); + $equipableItems = []; foreach ($this->game->player->inventory as $idx => $item) { - $type = $item['type'] ?? ''; - if (in_array($type, ['weapon', 'armor', 'ring', 'boots', 'necklace'])) { + if (($item['type'] ?? '') === $selectedSlot) { $equipableItems[$idx] = $item; } } if (empty($equipableItems)) { - $this->game->output->writeln("{$this->white}没有可装备的物品{$this->reset}"); + $this->game->output->writeln("{$this->white}背包中没有此类型的物品{$this->reset}"); Screen::pause($this->game->output); return; } @@ -345,28 +378,27 @@ class StatsPanel $this->game->output->writeln("[0] 取消"); - $choice = Input::ask($this->game->output, "选择装备: "); + $itemChoice = Input::ask($this->game->output, "选择装备: "); - if ($choice == 0) return; + if ($itemChoice == 0) return; - if (!isset($idxMap[$choice])) { + if (!isset($idxMap[$itemChoice])) { $this->game->output->writeln("无效选择"); Screen::sleep(1); return; } - $realIdx = $idxMap[$choice]; + $realIdx = $idxMap[$itemChoice]; $item = $this->game->player->inventory[$realIdx]; - $slot = $item['type']; // 如果该槽位已有装备,先卸下 - if (!empty($actor->equip[$slot])) { - $oldItem = $actor->equip[$slot]; + if (!empty($actor->equip[$selectedSlot])) { + $oldItem = $actor->equip[$selectedSlot]; $this->game->player->addItem($oldItem); } // 装备新物品 - $actor->equip[$slot] = $item; + $actor->equip[$selectedSlot] = $item; // 从背包移除 unset($this->game->player->inventory[$realIdx]); @@ -508,6 +540,7 @@ class StatsPanel private function showEnhancePanel(string $slot, Actor $actor) { $out = $this->game->output; + $player = $this->game->player; $item = $actor->equip[$slot] ?? null; @@ -519,17 +552,8 @@ class StatsPanel Screen::clear($out); - $slotName = match ($slot) { - "weapon" => "武器", - "armor" => "护甲", - "boots" => "鞋子", - "ring" => "戒指", - "necklace" => "项链", - default => ucfirst($slot) - }; - $enhanceLevel = $item['enhanceLevel'] ?? 0; - $maxLevel = 15; + $maxLevel = 14; if ($enhanceLevel >= $maxLevel) { $out->writeln("该装备已达到最高强化等级!"); @@ -537,72 +561,58 @@ class StatsPanel return; } - $config = $this->enhanceConfig[$enhanceLevel] ?? $this->enhanceConfig[14]; - $successRate = $config['rate']; - $cost = $config['cost']; - $downgradeChance = $config['downgrade']; - - // 计算强化后的属性预览 - $currentBonus = $this->calculateEnhanceBonus($enhanceLevel); - $nextBonus = $this->calculateEnhanceBonus($enhanceLevel + 1); - - // 获取品质 - $quality = $item['quality'] ?? $item['rarity'] ?? 'common'; - - $out->writeln("╔════════════════════════════════════╗"); - $out->writeln("║ {$this->cyan}装备强化{$this->reset} ║"); - $out->writeln("╠════════════════════════════════════╣"); - - // 使用统一的装备显示 - $out->writeln("║ 位置: {$slotName}"); - $out->writeln("║ 装备: " . ItemDisplay::formatName($item)); - $out->writeln("║ 品质: " . ItemDisplay::getQualityColor($quality) . - ItemDisplay::getQualityName($quality) . $this->reset); - $out->writeln("║"); - - // 显示主属性 - $out->writeln("║ {$this->white}--- 主属性 ---{$this->reset}"); - $statLines = ItemDisplay::formatStatsDetailed($item, "║ "); - foreach ($statLines as $line) { - $out->writeln($line); - } - - // 显示词条 - $affixes = $item['affixes'] ?? []; - if (!empty($affixes)) { - $out->writeln("║"); - $out->writeln("║ {$this->white}--- 词条 ---{$this->reset}"); - $affixLines = ItemDisplay::formatAffixes($item, "║ "); - foreach ($affixLines as $line) { - $out->writeln($line); - } - } - - $out->writeln("║"); - $out->writeln("╠════════════════════════════════════╣"); - $out->writeln("║"); - $out->writeln("║ 当前强化等级: {$this->green}+{$enhanceLevel}{$this->reset}"); - $out->writeln("║ 当前属性加成: {$this->green}+{$currentBonus}%{$this->reset}"); - $out->writeln("║"); - $out->writeln("║ ➜ 强化至 {$this->yellow}+".($enhanceLevel + 1)."{$this->reset}"); - $out->writeln("║ 属性加成: {$this->yellow}+{$nextBonus}%{$this->reset}"); - $out->writeln("║"); - $out->writeln("║ 成功率: {$this->green}{$successRate}%{$this->reset}"); - if ($downgradeChance > 0) { - $out->writeln("║ 失败掉级概率: {$this->red}{$downgradeChance}%{$this->reset}"); - } - $out->writeln("║ 费用: {$this->yellow}{$cost}{$this->reset} 灵石"); - $out->writeln("║"); - $out->writeln("║ 你的灵石: {$this->green}{$this->game->player->spiritStones}{$this->reset}"); - $out->writeln("╚════════════════════════════════════╝"); + // 显示目标等级选择 + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln("{$this->cyan} 装 备 强 化 等 级 选 择{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln(""); + $out->writeln("装备: " . ItemDisplay::formatName($item)); + $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset}"); + $out->writeln(""); + $out->writeln("可选等级:"); $out->writeln(""); - $out->writeln("[1] 强化 | [0] 返回"); - $choice = Screen::input($out, "选择操作:"); - - if ($choice == 1) { - $this->doEnhance($slot, $actor); + // 显示所有可选的目标等级 + for ($target = $enhanceLevel + 1; $target <= $maxLevel; $target++) { + $totalCost = EquipmentEnhancer::getTotalCost($enhanceLevel, $target); + $canAfford = $player->spiritStones >= $totalCost ? "{$this->green}✓{$this->reset}" : "{$this->red}✗{$this->reset}"; + $out->writeln(" [{$target}] +{$target} (需要: {$totalCost} 灵石) {$canAfford}"); } + + $out->writeln(""); + $out->writeln(" [0] 手动强化 (一次一级)"); + $out->writeln(""); + $out->writeln("当前灵石: {$this->yellow}{$player->spiritStones}{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + + $choice = Screen::input($out, "选择目标等级:"); + + if ($choice == 0) { + // 手动强化一次 + $this->doEnhance($slot, $actor); + return; + } + + $targetLevel = (int)$choice; + + // 验证选择有效性 + if ($targetLevel <= $enhanceLevel || $targetLevel > $maxLevel) { + $out->writeln("{$this->red}无效的目标等级{$this->reset}"); + Screen::sleep(1); + return; + } + + // 检查灵石是否足够 + $totalCost = EquipmentEnhancer::getTotalCost($enhanceLevel, $targetLevel); + if ($player->spiritStones < $totalCost) { + $lack = $totalCost - $player->spiritStones; + $out->writeln("{$this->red}灵石不足!还需要 {$lack} 灵石{$this->reset}"); + Screen::sleep(1); + return; + } + + // 执行自动强化 + $this->doEnhanceToLevel($slot, $actor, $targetLevel); } private function doEnhance(string $slot, Actor $actor) @@ -642,6 +652,101 @@ class StatsPanel Screen::sleep(1); } + /** + * 自动强化装备到目标等级 + */ + private function doEnhanceToLevel(string $slot, Actor $actor, int $targetLevel) + { + $out = $this->game->output; + $player = $this->game->player; + + $item = &$actor->equip[$slot]; + if (!$item) return; + + $currentLevel = $item['enhanceLevel'] ?? 0; + $item['enhanceLevel'] = $item['enhanceLevel'] ?? 0; + + Screen::clear($out); + + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln("{$this->cyan} 自 动 强 化 中{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln(""); + $out->writeln("装备: " . ItemDisplay::formatName($item)); + $out->writeln("目标: +{$targetLevel}"); + $out->writeln(""); + + $totalAttempts = 0; + $successCount = 0; + $failureCount = 0; + $downgrades = 0; + $startingSpirits = $player->spiritStones; + + // 循环强化直到达到目标等级或灵石用完 + while ($item['enhanceLevel'] < $targetLevel && $player->spiritStones > 0) { + // 检查下一级是否可以强化(灵石足够) + $config = EquipmentEnhancer::getConfig($item['enhanceLevel']); + if (!$config || $player->spiritStones < $config['cost']) { + break; + } + + $totalAttempts++; + $oldLevel = $item['enhanceLevel']; + + // 执行强化 + $result = EquipmentEnhancer::enhance($item, $player); + + if ($result['success']) { + $successCount++; + $out->writeln("第 {$totalAttempts} 次: {$this->green}✓ 成功{$this->reset} +{$oldLevel} → +{$result['newLevel']}"); + } else { + $failureCount++; + if ($result['downgraded']) { + $downgrades++; + $out->writeln("第 {$totalAttempts} 次: {$this->red}✗ 失败并降级{$this->reset} +{$oldLevel} → +{$result['newLevel']}"); + } else { + $out->writeln("第 {$totalAttempts} 次: {$this->yellow}✗ 失败{$this->reset} 等级保持 +{$oldLevel}"); + } + } + } + + // 显示最终结果 + $out->writeln(""); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln("{$this->cyan} 强 化 完 成{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + + $finalLevel = $item['enhanceLevel']; + $spiritUsed = $startingSpirits - $player->spiritStones; + + $out->writeln("装备等级: {$this->yellow}+{$currentLevel}{$this->reset} → {$this->yellow}+{$finalLevel}{$this->reset}"); + $out->writeln("强化尝试: {$this->yellow}{$totalAttempts}{$this->reset}"); + $out->writeln("成功次数: {$this->green}{$successCount}{$this->reset}"); + $out->writeln("失败次数: {$this->red}{$failureCount}{$this->reset}"); + if ($downgrades > 0) { + $out->writeln("降级次数: {$this->red}{$downgrades}{$this->reset}"); + } + $out->writeln("灵石消耗: {$this->yellow}{$spiritUsed}{$this->reset}"); + $out->writeln("剩余灵石: {$this->yellow}{$player->spiritStones}{$this->reset}"); + + if ($finalLevel >= $targetLevel) { + $out->writeln(""); + $out->writeln("{$this->green}✓ 已达到目标等级!{$this->reset}"); + } elseif ($player->spiritStones <= 0) { + $out->writeln(""); + $out->writeln("{$this->yellow}灵石已用完{$this->reset}"); + } else { + $lack = EquipmentEnhancer::getTotalCost($finalLevel, $targetLevel); + $out->writeln(""); + $out->writeln("{$this->yellow}灵石不足,还需 {$lack} 灵石{$this->reset}"); + } + + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + + $this->game->saveState(); + Screen::pause($out); + } + /** * 计算强化等级对应的属性加成百分比 */ @@ -825,6 +930,7 @@ class StatsPanel private function showSkillEnhancePanel(string $slot, Actor $actor) { $out = $this->game->output; + $player = $this->game->player; $item = $actor->skillSlots[$slot] ?? null; if (!$item) return; @@ -832,7 +938,7 @@ class StatsPanel Screen::clear($out); $enhanceLevel = $item['enhanceLevel'] ?? 0; - $maxLevel = 15; + $maxLevel = 14; if ($enhanceLevel >= $maxLevel) { $out->writeln("该技能已达到最高强化等级!"); @@ -840,55 +946,65 @@ class StatsPanel return; } - // 使用与装备相同的强化配置 - $config = $this->enhanceConfig[$enhanceLevel] ?? $this->enhanceConfig[14]; - $successRate = $config['rate']; - $cost = $config['cost']; - $downgradeChance = $config['downgrade']; - - $out->writeln("╔════════════════════════════════════╗"); - $out->writeln("║ {$this->cyan}技能强化{$this->reset} ║"); - $out->writeln("╠════════════════════════════════════╣"); - $out->writeln("║ 技能: " . ItemDisplay::formatName($item)); - $out->writeln("║"); - - // 显示属性变化 - $out->writeln("║ {$this->white}--- 属性预览 ---{$this->reset}"); - $statLines = ItemDisplay::formatStatsDetailed($item, "║ "); - foreach ($statLines as $line) { - $out->writeln($line); - } - - $out->writeln("║"); - $out->writeln("╠════════════════════════════════════╣"); - $out->writeln("║"); - $out->writeln("║ 当前等级: {$this->green}+{$enhanceLevel}{$this->reset}"); - $out->writeln("║"); - $out->writeln("║ ➜ 强化至 {$this->yellow}+".($enhanceLevel + 1)."{$this->reset}"); - $out->writeln("║"); - $out->writeln("║ 成功率: {$this->green}{$successRate}%{$this->reset}"); - if ($downgradeChance > 0) { - $out->writeln("║ 失败掉级概率: {$this->red}{$downgradeChance}%{$this->reset}"); - } - $out->writeln("║ 费用: {$this->yellow}{$cost}{$this->reset} 灵石"); - $out->writeln("║"); - $out->writeln("║ 你的灵石: {$this->green}{$this->game->player->spiritStones}{$this->reset}"); - $out->writeln("╚════════════════════════════════════╝"); + // 显示目标等级选择 + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln("{$this->cyan} 技 能 强 化 等 级 选 择{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln(""); + $out->writeln("技能: " . ItemDisplay::formatName($item)); + $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset}"); + $out->writeln(""); + $out->writeln("可选等级:"); $out->writeln(""); - $out->writeln("[1] 强化 | [0] 返回"); - $choice = Screen::input($out, "选择操作:"); - - if ($choice == 1) { - $this->doEnhanceSkill($slot, $actor); + // 显示所有可选的目标等级 + for ($target = $enhanceLevel + 1; $target <= $maxLevel; $target++) { + $totalCost = EquipmentEnhancer::getTotalCost($enhanceLevel, $target); + $canAfford = $player->spiritStones >= $totalCost ? "{$this->green}✓{$this->reset}" : "{$this->red}✗{$this->reset}"; + $out->writeln(" [{$target}] +{$target} (需要: {$totalCost} 灵石) {$canAfford}"); } + + $out->writeln(""); + $out->writeln(" [0] 手动强化 (一次一级)"); + $out->writeln(""); + $out->writeln("当前灵石: {$this->yellow}{$player->spiritStones}{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + + $choice = Screen::input($out, "选择目标等级:"); + + if ($choice == 0) { + // 手动强化一次 + $this->doEnhanceSkill($slot, $actor); + return; + } + + $targetLevel = (int)$choice; + + // 验证选择有效性 + if ($targetLevel <= $enhanceLevel || $targetLevel > $maxLevel) { + $out->writeln("{$this->red}无效的目标等级{$this->reset}"); + Screen::sleep(1); + return; + } + + // 检查灵石是否足够 + $totalCost = EquipmentEnhancer::getTotalCost($enhanceLevel, $targetLevel); + if ($player->spiritStones < $totalCost) { + $lack = $totalCost - $player->spiritStones; + $out->writeln("{$this->red}灵石不足!还需要 {$lack} 灵石{$this->reset}"); + Screen::sleep(1); + return; + } + + // 执行自动强化 + $this->doEnhanceSkillToLevel($slot, $actor, $targetLevel); } private function doEnhanceSkill(string $slot, Actor $actor) { $out = $this->game->output; $item = &$actor->skillSlots[$slot]; - + if (!$item) return; // 使用 EquipmentEnhancer 模块执行强化 (它应该能处理任何带有 enhanceLevel 的物品) @@ -916,4 +1032,99 @@ class StatsPanel $this->game->saveState(); Screen::sleep(1); } + + /** + * 自动强化技能到目标等级 + */ + private function doEnhanceSkillToLevel(string $slot, Actor $actor, int $targetLevel) + { + $out = $this->game->output; + $player = $this->game->player; + + $item = &$actor->skillSlots[$slot]; + if (!$item) return; + + $currentLevel = $item['enhanceLevel'] ?? 0; + $item['enhanceLevel'] = $item['enhanceLevel'] ?? 0; + + Screen::clear($out); + + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln("{$this->cyan} 自 动 强 化 中{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln(""); + $out->writeln("技能: " . ItemDisplay::formatName($item)); + $out->writeln("目标: +{$targetLevel}"); + $out->writeln(""); + + $totalAttempts = 0; + $successCount = 0; + $failureCount = 0; + $downgrades = 0; + $startingSpirits = $player->spiritStones; + + // 循环强化直到达到目标等级或灵石用完 + while ($item['enhanceLevel'] < $targetLevel && $player->spiritStones > 0) { + // 检查下一级是否可以强化(灵石足够) + $config = EquipmentEnhancer::getConfig($item['enhanceLevel']); + if (!$config || $player->spiritStones < $config['cost']) { + break; + } + + $totalAttempts++; + $oldLevel = $item['enhanceLevel']; + + // 执行强化 + $result = EquipmentEnhancer::enhance($item, $player); + + if ($result['success']) { + $successCount++; + $out->writeln("第 {$totalAttempts} 次: {$this->green}✓ 成功{$this->reset} +{$oldLevel} → +{$result['newLevel']}"); + } else { + $failureCount++; + if ($result['downgraded']) { + $downgrades++; + $out->writeln("第 {$totalAttempts} 次: {$this->red}✗ 失败并降级{$this->reset} +{$oldLevel} → +{$result['newLevel']}"); + } else { + $out->writeln("第 {$totalAttempts} 次: {$this->yellow}✗ 失败{$this->reset} 等级保持 +{$oldLevel}"); + } + } + } + + // 显示最终结果 + $out->writeln(""); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + $out->writeln("{$this->cyan} 强 化 完 成{$this->reset}"); + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + + $finalLevel = $item['enhanceLevel']; + $spiritUsed = $startingSpirits - $player->spiritStones; + + $out->writeln("技能等级: {$this->yellow}+{$currentLevel}{$this->reset} → {$this->yellow}+{$finalLevel}{$this->reset}"); + $out->writeln("强化尝试: {$this->yellow}{$totalAttempts}{$this->reset}"); + $out->writeln("成功次数: {$this->green}{$successCount}{$this->reset}"); + $out->writeln("失败次数: {$this->red}{$failureCount}{$this->reset}"); + if ($downgrades > 0) { + $out->writeln("降级次数: {$this->red}{$downgrades}{$this->reset}"); + } + $out->writeln("灵石消耗: {$this->yellow}{$spiritUsed}{$this->reset}"); + $out->writeln("剩余灵石: {$this->yellow}{$player->spiritStones}{$this->reset}"); + + if ($finalLevel >= $targetLevel) { + $out->writeln(""); + $out->writeln("{$this->green}✓ 已达到目标等级!{$this->reset}"); + } elseif ($player->spiritStones <= 0) { + $out->writeln(""); + $out->writeln("{$this->yellow}灵石已用完{$this->reset}"); + } else { + $lack = EquipmentEnhancer::getTotalCost($finalLevel, $targetLevel); + $out->writeln(""); + $out->writeln("{$this->yellow}灵石不足,还需 {$lack} 灵石{$this->reset}"); + } + + $out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}"); + + $this->game->saveState(); + Screen::pause($out); + } }