feat(玉石一键合成): 新增

This commit is contained in:
zhangxk
2023-07-14 13:22:40 +08:00
committed by luying
parent fc440afe83
commit 1d1531723b
2 changed files with 43 additions and 35 deletions

View File

@@ -739,6 +739,12 @@ export class EquipHandler {
} }
/**
* 玉石一键合成
* @param msg
* @param session
* @returns
*/
public async composeStoneByItId(msg: { itId: number }, session: BackendSession) { public async composeStoneByItId(msg: { itId: number }, session: BackendSession) {
let { itId } = msg; let { itId } = msg;
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
@@ -753,7 +759,7 @@ export class EquipHandler {
} }
let { allCostItem, allAddItem } = await getComposeStoneCostAndAdd(curItem, itId) let { allCostItem, allAddItem } = await getComposeStoneCostAndAdd(curItem, itId)
if (allCostItem.size == 0 || allAddItem.size == 0) { if (!allCostItem || allCostItem.size == 0 || !allAddItem || allAddItem.size == 0) {
// console.log("---composeStoneByItId-- allCostItem=%s, allAddItem=%s", allCostItem, allAddItem); // console.log("---composeStoneByItId-- allCostItem=%s, allAddItem=%s", allCostItem, allAddItem);
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
} }

View File

@@ -225,17 +225,14 @@ export async function getComposeStoneNeedCost(id: number) {
/** /**
* 获取当前类型6品以下玉石升级相关道具 * 获取当前类型6品以下玉石升级相关道具
* @param roleId * @param {string} roleId
* @param itId * @param {number} itId
* @returns * @returns
*/ */
export async function getCurItem(roleId: string, itId: number) { export async function getCurItem(roleId: string, itId: number) {
//记录升品所需要的当前已有道具
let curItem = new Map<number, number>(); let curItem = new Map<number, number>();
let stoneLvId = new Map<number, number>();
let stoneItId = gameData.stoneItId.get(itId); let stoneItId = gameData.stoneItId.get(itId);
for (const { good_id, lv } of stoneItId) { for (const { good_id, lv } of stoneItId) {
// stoneLvId.set(lv, good_id);
if (lv >= ITID_STONE_LIMIT) continue; if (lv >= ITID_STONE_LIMIT) continue;
let nextLvMaterial = await getComposeStoneNeedCost(good_id); let nextLvMaterial = await getComposeStoneNeedCost(good_id);
if (!nextLvMaterial) continue; if (!nextLvMaterial) continue;
@@ -246,10 +243,6 @@ export async function getCurItem(roleId: string, itId: number) {
curItem.set(material.id, item.count); curItem.set(material.id, item.count);
} }
} }
// console.log('---------------- curItem', curItem);
// console.log('---------------- stoneLvId', stoneLvId);
return curItem; return curItem;
} }
@@ -260,67 +253,76 @@ export async function getCurItem(roleId: string, itId: number) {
* @returns * @returns
*/ */
export async function getComposeStoneCostAndAdd(curItem, itId) { export async function getComposeStoneCostAndAdd(curItem, itId) {
let allAddItem = new Map<number, number>();//Array<ItemInter> = [];//总产出 let allAddItem = new Map<number, number>();
let allCostItem = new Map<number, number>();//Array<ItemInter> = [];//总消耗 let allCostItem = new Map<number, number>();
//计算升品所需消耗 //计算升品所需消耗
for (let lv = ITID_STONE_LIMIT - 1; lv >= 1; lv--) { for (let lv = ITID_STONE_LIMIT - 1; lv >= 1; lv--) {
for (let indexLv = lv; indexLv < ITID_STONE_LIMIT; indexLv++) { for (let indexLv = lv; indexLv < ITID_STONE_LIMIT; indexLv++) {
let id = gameData.stoneItIdLv.get(`${itId}_${indexLv}`); let id = gameData.stoneItIdLv.get(`${itId}_${indexLv}`);
// console.log("------- id", id);
let tempItem1 = curItem.get(id) ? curItem.get(id) : 0; let tempItem1 = curItem.get(id) ? curItem.get(id) : 0;
let tempItem2 = allAddItem.get(id) ? allAddItem.get(id) : 0 let tempItem2 = allAddItem.get(id) ? allAddItem.get(id) : 0
let count = tempItem1 + tempItem2; let count = tempItem1 + tempItem2;
if (count == 0) continue;//当前品没有,无法进行升下一品 if (count == 0) continue;//当前品没有,无法进行升下一品
let nextLvId = gameData.stoneItIdLv.get(`${itId}_${indexLv + 1}`); //stoneLvId.get(indexLv + 1); let nextLvId = gameData.stoneItIdLv.get(`${itId}_${indexLv + 1}`);
// console.log("------- nextLvId", nextLvId);
if (!nextLvId) continue; //不存在下一品 if (!nextLvId) continue; //不存在下一品
// console.log("-x-x-x-x-x-x-x--x-x- nextLvId", nextLvId)
//计算升到下一阶消耗 //计算升到下一阶消耗
let nextLvMaterial = await getComposeStoneNeedCost(nextLvId); let nextLvMaterial = await getComposeStoneNeedCost(nextLvId);
// console.log("x-x-x-x-x--x-x-x-x-x-x-- nextLvMaterial", nextLvMaterial)
if (!nextLvMaterial || nextLvMaterial.length == 0) { if (!nextLvMaterial || nextLvMaterial.length == 0) {
//升下一品不存在消耗 //升下一品不存在消耗
//产出 //产出
let addCount = allAddItem.get(nextLvId) ? allAddItem.get(nextLvId) : 0 let addCount = allAddItem.get(nextLvId) ? allAddItem.get(nextLvId) : 0
allAddItem.set(nextLvId, addCount + count); allAddItem.set(nextLvId, addCount + count);
continue; continue;
} }
// 计算能升品的下一品新增数量 // 计算能升品的下一品新增数量
let nextLvCount = nextLvMaterial[0].count ? nextLvMaterial[0].count : 0; //设置初始数量
let initial = nextLvMaterial[0];
if (!initial.count || initial.count == 0) {
console.error("dic_zyz_stone配置错误, good_id=%s", nextLvId);
continue;
}
let val1 = curItem.get(initial.id) ? curItem.get(initial.id) : 0;
let val2 = allAddItem.get(initial.id) ? allAddItem.get(initial.id) : 0;
let nextLvCount = Math.floor((val1 + val2) / initial.count);//设置初始值
for (let material of nextLvMaterial) { for (let material of nextLvMaterial) {
if (!material.count || material.count == 0) {
nextLvCount = 0;
console.error("dic_zyz_stone配置错误, good_id=%s", nextLvId);
continue;
}
let tempCount1 = curItem.get(material.id) ? curItem.get(material.id) : 0; let tempCount1 = curItem.get(material.id) ? curItem.get(material.id) : 0;
let tempCount2 = allAddItem.get(material.id) ? allAddItem.get(material.id) : 0; let tempCount2 = allAddItem.get(material.id) ? allAddItem.get(material.id) : 0;
nextLvCount = Math.min(nextLvCount, Math.floor((tempCount1 + tempCount2) / material.count)); nextLvCount = Math.min(nextLvCount, Math.floor((tempCount1 + tempCount2) / material.count));
} }
console.log("x-x--x-x-x-x-x-x-x-x- nextLvCount", nextLvCount)
if (nextLvCount == 0) continue;// 不能升品 if (nextLvCount == 0) continue;// 不能升品
// 消耗 // 消耗
for (let material of nextLvMaterial) { for (let material of nextLvMaterial) {
let costCount = nextLvCount * material.count; let needCostCount = nextLvCount * material.count; //需要消耗数量
let tempCostCount = allCostItem.get(material.id) ? allCostItem.get(material.id) : 0; let tempCount1 = curItem.get(material.id) ? curItem.get(material.id) : 0; // 当前item中已有的数量
allCostItem.set(material.id, tempCostCount + costCount); let tempCount2 = allAddItem.get(material.id) ? allAddItem.get(material.id) : 0; // 当前总产出中已有的数量
let tempCostCount = allCostItem.get(material.id) ? allCostItem.get(material.id) : 0; // 当前总消耗中已有的数量
let tempCount1 = curItem.get(material.id); let diff = tempCount1 - needCostCount;
let tempCount2 = allAddItem.get(material.id); if (diff > 0) {// 先消耗item中的
if (tempCount1) { curItem.set(material.id, diff);
if (tempCount1 > costCount) { allCostItem.set(material.id, tempCostCount + needCostCount); //记录入总消耗(仅item中allAddItem消耗会在其中减掉)
curItem.set(material.id, tempCount1 - costCount);
continue;
}
curItem.delete(material.id);
allAddItem.set(material.id, (tempCount2 - (costCount - tempCount1)));
continue; continue;
} }
allAddItem.set(material.id, tempCount2 - costCount);
curItem.delete(material.id);
if (tempCount1 != 0) allCostItem.set(material.id, tempCount1);//记录入总消耗0不记录
if (tempCount2 - Math.abs(diff) < 0) return;//异常
allAddItem.set(material.id, (tempCount2 - Math.abs(diff)));
} }
// 产出 // 产出