创建武将

This commit is contained in:
陆莹
2022-03-25 14:14:36 +08:00
parent a394bae03e
commit 1bdace30f9
17 changed files with 747 additions and 357 deletions

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import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE, ABI_TYPE_MAIN, HERO_CE_RATIO, HERO_SYSTEM_TYPE, SEID_TYPE } from "../../consts";
import { HeroModel, HeroUpdate, CeAttrData } from "../../db/Hero";
import { CeAttrDataRole, RoleUpdate } from "../../db/Role";
import { gameData, getHeroStarByQuality, getHeroWakeByQuality } from "../../pubUtils/data";
import { DicRandomEffectPool } from "../../pubUtils/dictionary/DicRandomEffectPool";
import { DicSe } from "../../pubUtils/dictionary/DicSe";
import { deepCopy } from "../../pubUtils/util";
import { AttributeCal } from "../../domain/roleField/attribute";
export class CalRoleCe {
private roleInfo: RoleUpdate;
private roleCeWithAttr: Map<ABI_TYPE, CeAttrDataRole> = new Map();
constructor(roleInfo?: RoleUpdate) {
this.roleInfo = roleInfo;
}
public cal(type: HERO_SYSTEM_TYPE) {
switch (type) {
case HERO_SYSTEM_TYPE.INIT:
this.calTitleAbility();
this.calTeraphMainAttr();
break;
}
return this.getRoleAttr();
}
private calTitleAbility() {
let { title } = this.roleInfo;
let dicTitle = gameData.title.get(title)||{ mainAttrValue: new Map(), assiAttrValue: new Map() };
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
if (dicTitle.mainAttrValue.has(i)) {
let fixUp = dicTitle.mainAttrValue.get(i) || 0;
this.getSingleAttrObj(i).updateAttr({ inc: { fixUp } });
}
if (dicTitle.assiAttrValue.has(i)) {
let fixUp = dicTitle.assiAttrValue.get(i) || 0;
this.getSingleAttrObj(i).updateAttr({ inc: { fixUp } });
}
}
}
private calTeraphMainAttr(id?: number) {
let { teraphs = [] } = this.roleInfo;
for(let teraph of teraphs) {
if(id == undefined || teraph.id == id) {
for(let [attrId, val] of teraph.attr) {
this.getSingleAttrObj(attrId).updateAttr({ inc: { fixUp: val } });
}
}
}
}
// 获取一个CeAttrData对象没有就新建
public getSingleAttrObj(attrId: ABI_TYPE) {
if(!this.roleCeWithAttr.has(attrId)) {
let calSingleAttr = new CeAttrDataRole(attrId);
this.roleCeWithAttr.set(attrId, calSingleAttr);
}
return this.roleCeWithAttr.get(attrId);
}
private getRoleAttr() {
let attr: CeAttrDataRole[] = [];
this.roleCeWithAttr.forEach(value => {
if(value.ratioUp > 0 || value.fixUp > 0) {
attr.push(value);
}
});
return attr;
}
}
export class CalHeroCe {
private hid: number;
private heroInfo: HeroUpdate;
private heroCeWithAttr: Map<ABI_TYPE, CeAttrData> = new Map();
constructor(hid: number, heroInfo?: HeroUpdate) {
this.hid = hid;
if(heroInfo) this.heroInfo = heroInfo;
}
public async setHeroInfoByHid(roleId: string) {
let hero = await HeroModel.findByHidAndRole(this.hid, roleId);
this.heroInfo = hero;
}
// 主要接口
public cal(type: HERO_SYSTEM_TYPE) {
switch (type) {
case HERO_SYSTEM_TYPE.INIT:
case HERO_SYSTEM_TYPE.REBIRTH:
this.calBaseAbility();
this.calSkinSeid();
this.calJobAbility();
break;
}
return this.getHeroAttr()
}
// 计算基础属性
private calBaseAbility() {
let { star, starStage, quality, colorStar, colorStarStage, lv, skinId } = this.heroInfo;
const dicHero = gameData.hero.get(skinId);
if(!dicHero) {
console.error(`not found hero: ${skinId}`);
return;
}
for (let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
let attrId = ABI_STAGE_TO_TYPE.get(stage);
const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
const dicStar = isWake ? getHeroWakeByQuality(dicHero.jobClass, dicHero.quality, colorStarStage < stage? colorStar - 1: colorStar) : getHeroStarByQuality(dicHero.jobClass, quality, starStage < stage? star - 1: star); // 星级表
let heroAttr = dicHero.baseAbilityArr.get(attrId); // 武将表hp等
let heroUpAttr = dicHero.baseAbilityUpArr.get(attrId); // 武将表hp_up等
let starUp = 0; // 星级成长
if (!!dicStar && !!dicStar.ceAttr) {
starUp = dicStar.ceAttr.get(stage);
}
let base = heroAttr + lv * (heroUpAttr + starUp);
this.getSingleAttrObj(attrId).updateAttr({ set: { base } });
};
}
// 计算职业属性
private calJobAbility() {
let { job, jobStage } = this.heroInfo;
const dicJob = gameData.job.get(job);
for(let i = 1; i <= dicJob.maxStage; i++) {
if(jobStage >= i) {
let { id, attr } = dicJob.ceAttr.get(i);
this.getSingleAttrObj(id).updateAttr({ inc: { fixUp: attr } });
}
}
}
// 计算皮肤属性
private calSkinSeid() {
let { skinId, star: _star, colorStar: _colorStar } = this.heroInfo;
let seidList = new Map<number, number>(); // type => seid
let dicHero = gameData.hero.get(skinId);
let { starSeidArr, colorStarSeidArr } = gameData.heroSkill.get(dicHero.skill);
for (let { star, value, type } of starSeidArr) {
if (_star >= star) {
seidList.set(type, value);
}
}
for (let { star, value, type } of colorStarSeidArr) {
if (_colorStar >= star) {
seidList.set(type, value);
}
}
let list: number[] = [];
for(let [_type, value] of seidList) list.push(value);
addSeidEffect.bind(this, list);
}
public getHeroAttr() {
let attr: CeAttrData[] = [];
this.heroCeWithAttr.forEach(value => {
if(value.base > 0 || value.equipUp > 0 || value.fixUp > 0 || value.ratioUp > 0) {
attr.push(value);
}
});
return attr;
}
// 获取一个CeAttrData对象没有就新建
public getSingleAttrObj(attrId: ABI_TYPE) {
if(!this.heroCeWithAttr.has(attrId)) {
let calSingleAttr = new CeAttrData(attrId);
this.heroCeWithAttr.set(attrId, calSingleAttr);
}
return this.heroCeWithAttr.get(attrId);
}
public getCalculatedCe(roleAttr: CeAttrDataRole[]) {
let attrCal = new AttributeCal();
attrCal.setLv(this.heroInfo.lv);
attrCal.setByDbData(roleAttr, this.getHeroAttr());
return attrCal.calCe();
}
}
// 添加技能增加的被动属性
function addSeidEffect(this: CalRoleCe|CalHeroCe, seidList: number[]) {
// console.log('******addSeidEffect',this, seidList)
// console.log('addSeidList', addSeidList.join())
// console.log('removeSeidList', removeSeidList.join())
let effectList: DicSe[] = []; // any: dic_zyz_se表内容
for (let ii = 0; ii < seidList.length; ii += 2) {
let seid = seidList[ii];
let rand = seidList[ii + 1] || 0;
let dicSeid: DicSe | DicRandomEffectPool = gameData.se.get(seid);
if (!dicSeid) dicSeid = gameData.randomEffectPool.get(seid);
if (dicSeid && dicSeid.id > 0) {
addSeid(effectList, dicSeid.id, rand, dicSeid.gainValueArr)
}
}
// console.log('effectList', JSON.stringify(effectList));
for (let { type, gainValueArr: [ability, value] } of effectList) {
if (type == SEID_TYPE.TYPE101) { // 加值
this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value } });
} else if (type == SEID_TYPE.TYPE103) { // 主属性加百分比
if(ABI_TYPE_MAIN.includes(ability)) {
this.getSingleAttrObj(ability).updateAttr({ inc: {ratioUp: value / 1000} });
}
} else if (type == SEID_TYPE.TYPE104) { // 次级属性加百分比
if(!ABI_TYPE_MAIN.includes(ability)) {
this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value * 100 * HERO_CE_RATIO } });
}
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: (DicSe | DicRandomEffectPool)[], seidId: number, rand: number, seidValue: number[] = []) {
let curSeid: DicSe | DicRandomEffectPool = gameData.se.get(seidId);
if (!curSeid) curSeid = gameData.randomEffectPool.get(seidId);
if (!curSeid) { console.log("seidId not found:" + seidId); return; }
if (!seidValue) seidValue = curSeid.gainValueArr;
if (curSeid.type === SEID_TYPE.TYPE999) {
for (let i = 0; i < seidValue.length; i++) {
addSeid(effectList, seidValue[i], rand);
}
return;
}
let seid: DicSe | DicRandomEffectPool = deepCopy(curSeid);
if (curSeid.index > 0) {
seid.gainValueArr[curSeid.index - 1] = rand;
}
effectList.push(seid);
}