全局:属性修改
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@@ -3,44 +3,47 @@ import { Channel } from 'pinus';
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import { getRandNum, getRandomArr } from '../pubUtils/util';
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import { TERAPH_RANDOM } from "../consts/consts";
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import { indexOf } from 'underscore';
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import { DicTeraph } from '../pubUtils/dictionary/DicTeraph';
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import { Teraph } from '../db/Role';
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const TERAPH_STRENGTHEN = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
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/**
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* 计算强化次数和消耗
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* @param count 强化次数
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* @param attrNames 可以强化的属性名字
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* @param attrs 可以强化的属性名字
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* @param teraphInfo 字典表对应的神像信息
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* @param teraph
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* @param teraph 数据库内单个神像信息
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*/
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export function checkTeraphMaterialEnough(count: number, attrNames:Array<any>, teraphInfo: any, teraph: any) {
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let res = {};
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export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphInfo: DicTeraph, teraph: Teraph) {
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let consumes = [];
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let times = 0;
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if (count < 10) {
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for (let i = 0; i < count; i++) {
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if (!attrNames.length) {
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if (!attrs.length) {
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break;
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}
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let num = getRandNum(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX);
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let arr = getRandomArr(attrNames, num)
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let num = getRandNum(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX); // 强化时随机增加 2-4 属性
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let arr: number[] = getRandomArr(attrs, num); // 随机出的属性id
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let critical = getRandNum(0, 100);//属性暴击率
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let criEffect = 1;
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let criEffect = 1; // 暴击效果
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if (critical <= teraphInfo.criRate)
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criEffect = teraphInfo.criEffect;
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for (let attrName of arr) {
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let attrNameMax = attrName+'Max';
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res[attrName] = teraphInfo[attrName] * criEffect;
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if (teraph[attrName] + res[attrName] > teraphInfo[attrNameMax]) {
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res[attrName] = teraphInfo[attrNameMax] - teraph[attrName];
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let attrIndex = indexOf(attrNames, attrName);
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attrNames.splice(attrIndex, 1);
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for (let attrId of arr) {
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let val = teraph.attr.get(attrId); // 已有的强化值
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val += teraphInfo.mainAttrUp.get(attrId) * criEffect;
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let max = teraphInfo.mainAttrMax.get(attrId);
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if(val > max) {
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val = max;
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let attrIndex = attrs.indexOf(attrId);
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attrs.splice(attrIndex, 1);
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}
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teraph.attr.set(attrId, val);
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}
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times++;
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}
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} else if (count == 10){
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let criticalArrTimes = getRandomArr(TERAPH_STRENGTHEN, 2);//10次中随机2次发生暴击
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for (let item of TERAPH_STRENGTHEN) {
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if (!attrNames.length) {
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if (!attrs.length) {
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break;
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}
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let criEffect = 1;
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@@ -49,24 +52,27 @@ export function checkTeraphMaterialEnough(count: number, attrNames:Array<any>, t
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criEffect = teraphInfo.criEffect;//本次是暴击 item 在 criticalArrTimes 中
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}
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let num = getRandNum(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX);
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let arr = getRandomArr(attrNames, num);
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for (let attrName of arr) {
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res[attrName] = (res[attrName]||0) + teraphInfo[attrName] * criEffect;
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let attrNameMax = attrName+'Max';
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if (teraph[attrName] + res[attrName] > teraphInfo[attrNameMax]) {
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res[attrName] = teraphInfo[attrNameMax] - teraph[attrName];
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let attrIndex = indexOf(attrNames, attrName);
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attrNames.splice(attrIndex, 1);
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let arr: number[] = getRandomArr(attrs, num);
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for (let attrId of arr) {
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let val = teraph.attr.get(attrId); // 已有的强化值
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val += teraphInfo.mainAttrUp.get(attrId) * criEffect;
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let max = teraphInfo.mainAttrMax.get(attrId);
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if(val > max) {
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val = max;
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let attrIndex = attrs.indexOf(attrId);
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attrs.splice(attrIndex, 1);
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}
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teraph.attr.set(attrId, val);
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}
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times++;
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}
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}
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//计算消耗
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for (let {id, count} of teraphInfo.upMaterial) {
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consumes.push({ id, count: count*times});
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consumes.push({ id, count: count * times});
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}
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return {attr: res, consumes};
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return { consumes};
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}
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/**
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*
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