装备:合成地玉石
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@@ -33,6 +33,7 @@ import { updateEplaces } from './equipService';
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export class CheckMeterial {
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private roleId: string;
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private itemsIndb: Map<number, number> = new Map(); // 玩家已有的东西
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private notEnoughItems: Map<number, number> = new Map(); // 缺少的数量
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private consumes: ItemInter[] = []; // 消耗,正向数
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private goldId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD);
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@@ -51,18 +52,36 @@ export class CheckMeterial {
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}
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}
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private pushToNotEnoughItems(id: number, count: number) {
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if(!this.notEnoughItems.has(id)) {
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this.notEnoughItems.set(id, 0);
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}
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this.notEnoughItems.set(id, this.notEnoughItems.get(id) + count);
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}
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private getNotEnoughItems() {
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let map = new Map<number, number>();
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for(let [ id, count ] of this.notEnoughItems) {
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map.set(id, count);
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}
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return map;
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}
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public async decrease(goods: {id: number, count: number}[]) {
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this.notEnoughItems.clear();
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let { items, gold, coin } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
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let isEnough = true;
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for(let { id, count} of items) {
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if(!this.itemsIndb.has(id)) {
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let item = await ItemModel.findbyRoleAndGidAndCount(this.roleId, id, count);
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let item = await ItemModel.findbyRoleAndGid(this.roleId, id);
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if(!item) {
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this.pushToNotEnoughItems(id, count);
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isEnough = false; break;
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}
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this.itemsIndb.set(id, item.count);
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}
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if(this.itemsIndb.get(id) < count) {
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this.pushToNotEnoughItems(id, count - this.itemsIndb.get(id));
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isEnough = false; break;
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}
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this.itemsIndb.set(id, this.itemsIndb.get(id) - count);
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@@ -75,7 +94,10 @@ export class CheckMeterial {
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this.itemsIndb.set(this.coinId, role.coin);
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}
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let goldCost = gold.reduce((pre, cur) => { return pre + cur.count }, 0);
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if(this.itemsIndb.get(this.goldId) < goldCost) isEnough = false;
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if(this.itemsIndb.get(this.goldId) < goldCost) {
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this.pushToNotEnoughItems(this.goldId, goldCost - this.itemsIndb.get(this.goldId));
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isEnough = false;
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}
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}
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if(isEnough && coin.length > 0) {
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if(!this.itemsIndb.has(this.coinId)) {
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@@ -84,13 +106,57 @@ export class CheckMeterial {
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this.itemsIndb.set(this.coinId, role.coin);
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}
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let coinCost = coin.reduce((pre, cur) => pre + cur, 0);
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if(this.itemsIndb.get(this.coinId) < coinCost) isEnough = false;
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if(this.itemsIndb.get(this.coinId) < coinCost) {
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this.pushToNotEnoughItems(this.coinId, coinCost - this.itemsIndb.get(this.coinId));
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isEnough = false;
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}
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}
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if(isEnough) this.consumes.push(...goods);
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return isEnough;
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}
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private getMaterialEnough(materials: RewardInter[], notEnoughItems: Map<number, number>) {
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let newMaterials: RewardInter[] = [];
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for(let {id, count} of materials) {
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if(notEnoughItems.has(id)) {
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newMaterials.push({ id, count: count - notEnoughItems.get(id) });
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} else {
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newMaterials.push({ id, count });
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}
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}
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return newMaterials;
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}
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// 检查地玉石是否可以合成
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public async composeStone(id: number, count: number) {
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let dicStone = gameData.stone.get(id);
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if(!dicStone || dicStone.composeMaterial.length <= 0) return false; // 1阶石头不能再从下合成返回不行
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let materials = dicStone.composeMaterial.map(cur => ({...cur, count: cur.count * count }));
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console.log('#######materials', materials)
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let isEnough = await this.decrease(materials);
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console.log('#####isEnough', isEnough, this.notEnoughItems)
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if(!isEnough) {
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let notEnoughItems = this.getNotEnoughItems();
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let newMaterials = this.getMaterialEnough(materials, notEnoughItems);
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console.log('#######newMaterials', newMaterials, this.notEnoughItems)
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let isEnough = await this.decrease(newMaterials); // 消耗掉除了不足的部分以外的其他部分
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if(!isEnough) return false;
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let isAllOK = true; // 如果有石头不足,向下补充,isAllOK标识不足的都能补充上
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for(let [id, count] of notEnoughItems) {
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let isEnough = await this.composeStone(id, count);
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console.log('####')
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if(!isEnough) {
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isAllOK = false; break;
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}
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}
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return isAllOK;
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} else {
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return true;
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}
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}
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public getConsume() {
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return this.consumes;
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}
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