🐞 fix(宝物): 词条策划确认不会做战场外面板操作故删

This commit is contained in:
luying
2023-01-10 11:51:08 +08:00
parent 32b02562d5
commit 223e14a28d
2 changed files with 28 additions and 27 deletions

View File

@@ -146,7 +146,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
}
calCe.setEquipSuit(hid, skinId, ePlace);
calCe.setTalent(hid, skins);
if(artifact) calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
// if(artifact) calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
}
break;
}
@@ -365,7 +365,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
for(let [hid ] of heroUpdates) {
calCe.setPutArtifact(hid, skinId, job, artifact);
calCe.setArtifactQuality(hid, artifact.artifactId);
calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
ceChangeTxt.push(`武将 ${hid} 装备宝物 ${artifact.artifactId}`);
}
break;
@@ -394,7 +394,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
if(!artifact) break;
for(let [hid ] of heroUpdates) {
calCe.setArtifactQuality(hid, artifact.artifactId);
calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
ceChangeTxt.push(`武将 ${hid} 装备的宝物 ${artifact.seqId} 升至 ${artifact.artifactId}`);
}
break;
@@ -406,7 +406,7 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
for(let [hid ] of heroUpdates) {
calCe.setArtifactLv(hid, artifact.artifactId, artifact.lv);
calCe.setArtifactQuality(hid, artifact.artifactId);
calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
// calCe.setArtifactSeid(hid, skinId, job, artifact.artifactId);
ceChangeTxt.push(`武将 ${hid} 装备的宝物 ${artifact.seqId} 转换至 ${artifact.artifactId}`);
}
break;

View File

@@ -528,7 +528,7 @@ export class CalCe {
if(artifact) {
this.setArtifactLv(hid, artifact.artifactId, artifact.lv);
this.setArtifactQuality(hid, artifact.artifactId);
this.setArtifactSeid(hid, skinId, job, artifact.lv);
// this.setArtifactSeid(hid, skinId, job, artifact.lv);
}
}
@@ -566,31 +566,32 @@ export class CalCe {
}
}
// 宝物词条
public setArtifactSeid(hid: number, skinId: number, job: number, artifactId: number) {
this.data.clearHeroAttrByHid(hid, 'artifactSeid');
// 宝物词条不涉及战场外面板
// // 宝物词条
// public setArtifactSeid(hid: number, skinId: number, job: number, artifactId: number) {
// this.data.clearHeroAttrByHid(hid, 'artifactSeid');
let dicArtifact = gameData.artifact.get(artifactId);
if(!dicArtifact) return;
let dicJob = gameData.job.get(job);
if(!dicJob) return;
// let dicArtifact = gameData.artifact.get(artifactId);
// if(!dicArtifact) return;
// let dicJob = gameData.job.get(job);
// if(!dicJob) return;
let seids: number[] = []; // id, seids
for(let seid of dicArtifact.seids) {
let dicArtifactSeid = gameData.artifactSeid.get(seid);
if(!dicArtifactSeid) continue;
if(dicArtifactSeid.jobClass != 0 && dicArtifactSeid.jobClass != dicJob.job_class) continue;
if(dicArtifactSeid.hid != 0 && dicArtifactSeid.hid != skinId) continue;
if(dicArtifactSeid.quality > dicArtifact.quality) continue;
seids.push(dicArtifactSeid.seid);
}
// let seids: number[] = []; // id, seids
// for(let seid of dicArtifact.seids) {
// let dicArtifactSeid = gameData.artifactSeid.get(seid);
// if(!dicArtifactSeid) continue;
// if(dicArtifactSeid.jobClass != 0 && dicArtifactSeid.jobClass != dicJob.job_class) continue;
// if(dicArtifactSeid.hid != 0 && dicArtifactSeid.hid != skinId) continue;
// if(dicArtifactSeid.quality > dicArtifact.quality) continue;
// seids.push(dicArtifactSeid.seid);
// }
let { ratioUp } = this.addSeidEffect(seids);
for(let [attrId, val] of ratioUp) {
let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId);
heroAttr.artifactSeid = val;
}
}
// let { ratioUp } = this.addSeidEffect(seids);
// for(let [attrId, val] of ratioUp) {
// let heroAttr = this.data.getHeroAttrByHidAndId(hid, attrId);
// heroAttr.artifactSeid = val;
// }
// }
// 添加技能增加的被动属性
private addSeidEffect(seidList: number[]) {