军团活动:粮草先行部分计算逻辑
This commit is contained in:
@@ -174,4 +174,34 @@ export enum CITY_STATUS {
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CAN_DECLARE = 1, // 可宣战
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DECLARED = 2, // 已宣战
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GUARD = 3 // 已占领
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}
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// 粮草先行事件表
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export enum RACE_EVENT {
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LIANNU = 1, // 连弩
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GUISHOUYINFU = 2, // 鬼手阴符
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FENGCHE = 3, // 风车
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WUGUIBANYUNFU = 4, // 五鬼搬运符
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LUDUN = 5, // 橹盾
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TIANSHIDUNFU = 6, // 天师盾符
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JIASU_1 = 7, // 加速事件
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JIASU_2 = 8, // 加速事件
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HUIFU_1 = 9, // 恢复事件
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JIANSU_1 = 10, // 减速事件
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JIANSU_2 = 11, // 减速事件
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SHANGHAI_1 = 12, // 伤害事件
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ITEM = 13, // 将获得道具
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}
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// 粮草先行事件类型
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export enum RACE_EVENT_TYPE {
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DEFAULT = 0,
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ITEM = 1, // 发道具
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EVENT = 2, // 事件
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}
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// 粮草先行事件效果类型
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export enum RACE_EVENT_EFFECT_TYPE {
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GOOD = 1, // 好事件
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BAD = 2, // 坏事件
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}
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@@ -236,7 +236,7 @@ export const REDIS_KEY = {
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GATE_ACTIVITY: 'gateAct', // 蛮夷入侵军团排行
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USER_CITY_ACTIVITY: 'usrCityAct', // 诸侯混战玩家排行
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CITY_ACTIVITY: 'cityAct', // 诸侯混战军团排行
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RACE_ACTIVITY: 'raceAct', // 粮草先行军团排行
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}
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// 各排行榜对应hash的key
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@@ -247,7 +247,8 @@ export const REDIS_RANK_TO_INFO = new Map([
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[REDIS_KEY.GATE_ACTIVITY, REDIS_KEY.GUILD_INFO],
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[REDIS_KEY.USER_GATE_ACTIVITY, REDIS_KEY.USER_INFO],
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[REDIS_KEY.CITY_ACTIVITY, REDIS_KEY.GUILD_INFO],
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[REDIS_KEY.USER_CITY_ACTIVITY, REDIS_KEY.USER_INFO]
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[REDIS_KEY.USER_CITY_ACTIVITY, REDIS_KEY.USER_INFO],
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[REDIS_KEY.RACE_ACTIVITY, REDIS_KEY.GUILD_INFO]
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]);
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export const FUNC_OPT_TYPE = {
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@@ -351,7 +352,8 @@ export const FILENAME = {
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DIC_CITY_ACTIVITY: 'dic_zyz_cityActivity',
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DIC_CHAT_ACCUSE: 'dic_zyz_chat_report',
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DIC_CHAT_SYSTEM: 'dic_zyz_chat_system',
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DIC_CITY_ACTIVITY_REWARD: 'dic_zyz_cityActivityReward'
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DIC_CITY_ACTIVITY_REWARD: 'dic_zyz_cityActivityReward',
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DIC_RACE_ACTIVITY: 'dic_zyz_raceActivity'
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}
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export const WAR_RELATE_TABLES = [
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@@ -1,7 +1,13 @@
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import { GUILDACTIVITY } from "../../pubUtils/dicParam";
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import { SimpleGuildRankParam, SimpleRoleRankParam } from '../rank'
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import { SimpleGuildRankParam, SimpleRoleRankParam, GuildRankParam } from '../rank'
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import { prop } from "@typegoose/typegoose";
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import { CITY_STATUS } from "../../consts";
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import { CITY_STATUS, RACE_EVENT_TYPE, RACE_EVENT_EFFECT_TYPE, REDIS_KEY, RACE_EVENT } from "../../consts";
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import { gameData } from "../../pubUtils/data";
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import { GuildModel } from "../../db/Guild";
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import { getRandEelm, sortArrRandom } from "../../pubUtils/util";
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import { RoleType } from "../../db/Role";
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import { setRank, getMyUnionRank } from "../../services/redisService";
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import { RewardInter } from "../../pubUtils/interface";
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export class GateMembersRec {
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roleId: string;
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@@ -208,13 +214,98 @@ export class RaceActivityObject {
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private members: Map<string, Array<Member>> = new Map(); // 每个军团参与的成员 guildCode => [{roleId, job}]
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private woodenHorses: Map<string, WoodenHorse> = new Map(); // 每个军团的木牛流马 guildCode => WoodenHorse
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private events: Map<string, Event[]> = new Map(); // 每个军团遇到的事件
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private items: Map<string, RewardInter[]> = new Map(); // 每个玩家的道具 roleId => [{id, count}]
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getWoodenHorse(guildCode: string) {
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if(!this.woodenHorses.has(guildCode)) {
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// this.woodenHorses.set(guildCode, )
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hasJoin(guildCode: string, roleId: string) {
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let member = this.members.get(guildCode)||[];
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return member.findIndex(cur => cur.roleId == roleId) != -1;
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}
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pushMember(guildCode: string, roleId: string, job: number) {
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if(!this.members.has(guildCode)) {
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this.members.set(guildCode, []);
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}
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let wh = this.woodenHorses.get(guildCode);
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this.members.get(guildCode).push({roleId, job});
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}
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joinWoodenHorse(guildCode: string, roleId: string, roleName: string, job: number) {
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if(!this.woodenHorses.has(guildCode)) return false;
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let woodenHorse = this.woodenHorses.get(guildCode).joinMember(roleId, roleName);
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this.pushMember(guildCode, roleId, job);
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let events = this.events.get(guildCode)||[];
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return woodenHorse.getCurWoodenHorse(events);
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}
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async getWoodenHorse(guildCode: string, serverId: number) {
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if(!this.woodenHorses.has(guildCode)) {
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this.initEvents(guildCode);
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let guild = await GuildModel.findByCode(guildCode, serverId);
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if(!guild) return false;
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let leader = <RoleType>guild.leader;
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let guildRankParam = new GuildRankParam(guild.icon, guild.name, guild.lv, leader);
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await setRank(REDIS_KEY.RACE_ACTIVITY, serverId, guild.code, 0, Math.pow(10, 11) - guild.guildCe, guildRankParam, true);
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let { name: guildName, guildCe } = guild;
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this.woodenHorses.set(guildCode, new WoodenHorse(guildCode, guildName, guildCe))
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}
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let woodenHorse = this.woodenHorses.get(guildCode);
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let events = this.events.get(guildCode)||[];
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return woodenHorse.getCurWoodenHorse(events);
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}
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// 初始进入就随机9个灵球事件
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initEvents(guildCode: string) {
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if(!this.events.get(guildCode)) {
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this.events.set(guildCode, []);
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}
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let dicEncounter = gameData.raceActivityEncounter; // 距离=>事件类型
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let goodEventNum = Math.floor(dicEncounter.eventNum/2);
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let badEventNum = dicEncounter.eventNum - goodEventNum;
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let dicRaceTypes = gameData.raceTypes.get(RACE_EVENT_TYPE.EVENT);
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let goodEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.GOOD), goodEventNum);
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let badEvents = getRandEelm(dicRaceTypes.get(RACE_EVENT_EFFECT_TYPE.BAD), badEventNum);
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let events = sortArrRandom(goodEvents.concat(badEvents));
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let index = 0;
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for(let [distance, type] of dicEncounter.events) {
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if(type == RACE_EVENT_TYPE.ITEM) {
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let event = new Event(RACE_EVENT.ITEM, guildCode, guildCode, distance);
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this.events.get(guildCode).push(event);
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} else if (type == RACE_EVENT_TYPE.EVENT) {
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let event = new Event(events[index], guildCode, guildCode, distance);
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this.events.get(guildCode).push(event);
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index ++;
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}
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}
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}
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getEvents(guildCode: string, distance: number) {
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let events = this.events.get(guildCode)||[];
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let result = new Array<Event>();
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for(let event of events) {
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let { endTime, endDistance } = event;
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if(endTime) {
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if(Date.now() > endTime) continue;
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}
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if(endDistance) {
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if(distance > endDistance) continue;
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}
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result.push(event);
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}
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return result;
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}
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handleItem(roleId: string, id: number, inc: number) {
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let items = this.items.get(roleId)||[];
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let curItem = items.find(cur => cur.id == id);
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if(!curItem && inc < 0) return false;
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if(!curItem) {
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curItem = { id, count: 0 };
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items.push(curItem);
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}
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if(curItem.count + inc < 0 ) return false;
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curItem.count += inc;
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return items;
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}
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}
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@@ -225,15 +316,17 @@ class WoodenHorseMember {
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// 木牛流马
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export class WoodenHorse {
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guildCode: string; // 军团code 木马的唯一标识
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guildName: string; // 军团名
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guildCe: number; // 军团战力
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speed: number; // 速度
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durability: number; // 耐久度
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distance: number; // 距离
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time: number; // 到达时间
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memberCnt: number; // 成员人数
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members: WoodenHorseMember[]; // 成员
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guildCode: string = ""; // 军团code 木马的唯一标识
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guildName: string = ""; // 军团名
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guildCe: number = 0; // 军团战力
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speed: number = 0; // 速度
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durability: number = 100; // 耐久度
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distance: number = 0; // 距离
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time: number = 0; // 到达时间
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memberCnt: number = 0; // 成员人数
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members: WoodenHorseMember[] = []; // 成员
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shield: number = 0; // 护盾数量
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shieldTime: number = 0; // 天师盾符
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constructor(guildCode: string, guildName: string, guildCe: number) {
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this.guildCode = guildCode;
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@@ -241,23 +334,79 @@ export class WoodenHorse {
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this.guildCe = guildCe;
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}
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calSpeed(events: Event[]) {
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let speed = this.speed;
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getCurWoodenHorse(events: Event[]) {
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this.distance += (Date.now() - this.time) * this.speed;
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let effectiveEvents = new Array<Event>();
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for(let event of events) {
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if(!event.startTime && event.startDistance && this.distance > event.startDistance) {
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let startTime = Date.now() - Math.floor((this.distance - event.startDistance) / this.speed);
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event.setStartTime(startTime); // 距离生效的事件的实际生效时间,主要用于速度叠加顺序
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}
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let isEffective = false;
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if(event.startTime <= Date.now() && event.endTime > Date.now()) {
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isEffective = true;
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} else if (event.startDistance <= this.distance && event.endDistance > this.distance) {
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isEffective = true;
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}
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if(isEffective) {
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effectiveEvents.push(event);
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}
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}
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return speed;
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effectiveEvents.sort((a, b) => a.startTime - b.startTime);
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this.speed = this.memberCnt * 1;
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for(let { id, count, endTime } of effectiveEvents) {
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this.calEvent(id, count, endTime);
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}
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return this;
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}
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getWoodenHorse(events: Event[]) {
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let newObj = new WoodenHorse(this.guildCode, this.guildName, this.guildCe);
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newObj.speed = this.calSpeed(events);
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newObj.durability = this.durability;
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newObj.distance = this.distance;
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newObj.time = this.time;
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newObj.memberCnt = this.memberCnt;
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newObj.members = this.members;
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return newObj;
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calEvent(id: number, count: number = 1, endTime?: number) {
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let { effect } = gameData.raceActivityEvents.get(id);
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switch (id) {
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case RACE_EVENT.LIANNU:
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if (this.shieldTime > Date.now()) {
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if (this.shield >= count) {
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this.shield -= count;
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} else {
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this.durability -= (count - this.shield) * effect[0];
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}
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}
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break;
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case RACE_EVENT.GUISHOUYINFU:
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if (this.shieldTime > Date.now()) this.speed = 0;
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break;
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case RACE_EVENT.FENGCHE:
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case RACE_EVENT.WUGUIBANYUNFU:
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this.speed *= Math.pow(1 + effect[0] / 100, count); break;
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case RACE_EVENT.LUDUN:
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this.shield += count * effect[0]; break;
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case RACE_EVENT.TIANSHIDUNFU:
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this.shieldTime = endTime; break;
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case RACE_EVENT.JIANSU_1:
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this.speed *= 1 + effect[0]; break;
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case RACE_EVENT.JIANSU_2:
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this.speed += effect[0]; break;
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case RACE_EVENT.HUIFU_1:
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this.durability += effect[0]; break;
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case RACE_EVENT.JIANSU_1:
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this.speed *= Math.pow(1 - effect[0] / 100, count); break;
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case RACE_EVENT.JIANSU_2:
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this.speed -= effect[0]; break;
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case RACE_EVENT.SHANGHAI_1:
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this.durability -= effect[0]; break;
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}
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}
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joinMember(roleId: string, roleName: string) {
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if(this.members.findIndex(cur => cur.roleId == roleId) == -1) {
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this.members.push({ roleId, roleName });
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this.speed++;
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this.memberCnt++;
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}
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return this;
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}
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}
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@@ -268,9 +417,32 @@ export class Event {
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toGuild: string;
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startTime?: number;
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startDistance?: number;
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endTimestamp?: number;
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endTime?: number;
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endDistance?: number;
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effect: number[];
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count: number = 1;
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constructor(id: number, fromGuild: string, toGuild: string, distance?: number, count?: number) {
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let dicEvent = gameData.raceActivityEvents.get(id);
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this.id = id;
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this.fromGuild = fromGuild;
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this.toGuild = toGuild;
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if(distance) {
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this.startDistance = distance;
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this.endDistance = this.startDistance + dicEvent.continueDistance;
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}
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if(dicEvent.effectTime) {
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this.startTime = Date.now() + dicEvent.effectTime * 1000;
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this.endTime = this.startTime + dicEvent.continueTime * 1000;
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}
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if(count) {
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this.count = count;
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}
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}
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setStartTime(time: number) {
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this.startTime = time;
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}
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}
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export interface GuildGateRankParam {
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@@ -78,6 +78,17 @@ export class SimpleGuildRankParam {
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}
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}
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export class SimpleGuildRankWithTimeParam extends SimpleGuildRankParam {
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time: number;
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durability: number;
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constructor(rank: number, code: string, name: string, num: number, time: number, durability: number) {
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super(rank, code, name, num);
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this.time = time;
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this.durability = durability;
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}
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}
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export class SimpleRoleRankParam {
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rank: number;
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roleId: string;
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@@ -65,6 +65,10 @@ import { getCutDay } from "./timeUtil";
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import { dicCityActivity } from "./dictionary/DicCityActivity";
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import { dicChatAccuse } from "./dictionary/DicChatAccuse";
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import { dicCityActivityReward } from "./dictionary/DicCityActivityReward";
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import { dicRaceActivity, dicRaceTypes } from './dictionary/DicRaceActivity';
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import { GUILDACTIVITY } from "./dicParam";
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import { decodeIdCntArrayStr } from "./util";
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import { GUILD_SELECT, RACE_EVENT_TYPE } from "../consts";
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export const gameData = {
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blurprtCompose: dicBlueprtCompose,
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@@ -152,7 +156,10 @@ export const gameData = {
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guildAuction: dicGuildAuction,
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cityActivity: dicCityActivity,
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chatAccuse: dicChatAccuse,
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cityActivityReward: dicCityActivityReward
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cityActivityReward: dicCityActivityReward,
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raceActivityEvents: dicRaceActivity,
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raceTypes: dicRaceTypes,
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raceActivityEncounter: decodeRaceActivityEncounter(),
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};
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// 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据
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@@ -490,4 +497,16 @@ export function getCityActivityRewards(type: number, guildRank: number, rank: nu
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return cur.guildRank == guildRank && (rank >= cur.min && (rank <= cur.max || cur.max == 0));
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});
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return dic?dic.honour: 0;
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}
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function decodeRaceActivityEncounter() {
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let str = GUILDACTIVITY.RACEACTIVITY_ENCOUNTER;
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let map = decodeIdCntArrayStr(str, 1);
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let newMap = new Map<number, number>();
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let eventNum = 0;
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for(let [key, value] of map) {
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if(value == RACE_EVENT_TYPE.EVENT) eventNum ++;
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newMap.set(parseInt(key), parseInt(value));
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}
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return { events: newMap, eventNum };
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}
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@@ -98,13 +98,19 @@ export const GUILDACTIVITY = {
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GATEACTIVITY_GATEHP: 10000, // 城门血量
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GATEACTIVITY_BOSS_DIFFICULT: '1&1.2|2&1.5', // boss类型&难度系数|boss类型&难度系数(1:小boss,2:大boss)
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RACEACTIVITY_DURABILITY_REWARD: 2, // 每剩余1%耐久度给予X点功勋
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||||
RACEACTIVITY_NORMAL_ITEMS: '1&8&15|3&5&10|5&0&1', // 粮草先行普通道具
|
||||
RACEACTIVITY_EVENT_MEMBERCNT: 3, // 粮草先行随机道具获得人数
|
||||
RACEACTIVITY_EVENT_ITEMS: '2&1|4&1|6&1', // 粮草先行根据事件随机人可获得道具
|
||||
};
|
||||
export const GUILDAUCTION = {
|
||||
DIVIDENDRATE: 1, // 分红比例,1表示总金额 100% 分红
|
||||
DIVIDENDWEEKENDRATE: 0.2, // 额外分红,周末加成,0.2表示周围额外加成 20% 分红
|
||||
export const GUILD_AUCTION = {
|
||||
DIVIDEND_RATE: 1, // 总金额分红比例,1表示总金额 100% 分红
|
||||
DIVIDEND_WEEKEND_RATE: 0.2, // 额外分红,周末加成,0.2表示周围额外加成 20% 分红
|
||||
AUCTION_PRICE_RISE: 1.1, // 单次竞价价格上涨幅度,1.1表示竞拍每次价格上涨10%
|
||||
AUCTION_BOSSEXPECT_MAX: 1000, // 演武台预期分红上限
|
||||
AUCTION_BOSSEXPECT_MIN: 200, // 演武台预期分红下限
|
||||
AUCTION_ACTIVITYEXPECT_MAX: 2000, // 军团活动预期分红上限
|
||||
AUCTION_ACTIVITYEXPECT_MIN: 500, // 军团活动预期分红下限
|
||||
AUCTION_BOSS_EXPECT_MAX: 1000, // 演武台预期分红上限
|
||||
AUCTION_BOSS_EXPECT_MIN: 200, // 演武台预期分红下限
|
||||
AUCTION_ACTIVITY_EXPECT_MAX: 2000, // 军团活动预期分红上限
|
||||
AUCTION_ACTIVITY_EXPECT_MIN: 500, // 军团活动预期分红下限
|
||||
};
|
||||
export const BROWSER_DEBUG = {
|
||||
UNLIMITED_MOVEMENT: 0, // 无限行动
|
||||
};
|
||||
|
||||
46
shared/pubUtils/dictionary/DicRaceActivity.ts
Normal file
46
shared/pubUtils/dictionary/DicRaceActivity.ts
Normal file
@@ -0,0 +1,46 @@
|
||||
// 粮草先行道具
|
||||
import { readJsonFile, parseNumberList } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
const _ = require('lodash');
|
||||
|
||||
export interface DicRaceActivity {
|
||||
|
||||
// 粮草先行道具id
|
||||
readonly id: number;
|
||||
// 类型 1-道具 2-事件
|
||||
readonly type: number;
|
||||
// 事件类型 1-好事件 2-坏事件
|
||||
readonly effectType: number;
|
||||
// 效果值
|
||||
readonly effect: number[];
|
||||
// 持续时间
|
||||
readonly continueTime: number;
|
||||
// 持续距离
|
||||
readonly continueDistance: number;
|
||||
// 生效时间
|
||||
readonly effectTime: number;
|
||||
|
||||
}
|
||||
|
||||
|
||||
const str = readJsonFile(FILENAME.DIC_RACE_ACTIVITY);
|
||||
let arr = JSON.parse(str);
|
||||
|
||||
type KeysEnum<T> = { [P in keyof Required<T>]: true };
|
||||
const DicRaceKeys: KeysEnum<DicRaceActivity> = {id: true, type: true, effectType: true, effect: true, continueTime: true, continueDistance: true, effectTime: true};
|
||||
|
||||
export const dicRaceActivity = new Map<number, DicRaceActivity>();
|
||||
export const dicRaceTypes = new Map<number, Map<number, number[]>>();
|
||||
|
||||
arr.forEach(o => {
|
||||
o.effectTime = o.effecttime;
|
||||
o.effect = parseNumberList(o.effect);
|
||||
dicRaceActivity.set(o.id, _.pick(o, Object.keys(DicRaceKeys)));
|
||||
if(!dicRaceTypes.has(o.type)) {
|
||||
dicRaceTypes.set(o.type, new Map<number, number[]>());
|
||||
}
|
||||
if(!dicRaceTypes.get(o.type).has(o.effectType)) {
|
||||
dicRaceTypes.get(o.type).set(o.effectType, []);
|
||||
}
|
||||
dicRaceTypes.get(o.type).get(o.effectType).push(o.id);
|
||||
});
|
||||
@@ -3,8 +3,8 @@
|
||||
"id": 1,
|
||||
"name": "汉中",
|
||||
"type": 1,
|
||||
"preCity": 0,
|
||||
"nextCity": 7,
|
||||
"preCity": 0,
|
||||
"difficult": 90,
|
||||
"warid": 7002,
|
||||
"hp": 20000
|
||||
@@ -13,8 +13,8 @@
|
||||
"id": 2,
|
||||
"name": "南中",
|
||||
"type": 1,
|
||||
"preCity": 0,
|
||||
"nextCity": 7,
|
||||
"preCity": 0,
|
||||
"difficult": 90,
|
||||
"warid": 7002,
|
||||
"hp": 20000
|
||||
@@ -23,8 +23,8 @@
|
||||
"id": 3,
|
||||
"name": "柴桑",
|
||||
"type": 1,
|
||||
"preCity": 0,
|
||||
"nextCity": 8,
|
||||
"preCity": 0,
|
||||
"difficult": 90,
|
||||
"warid": 7002,
|
||||
"hp": 20000
|
||||
@@ -33,8 +33,8 @@
|
||||
"id": 4,
|
||||
"name": "会稽",
|
||||
"type": 1,
|
||||
"preCity": 0,
|
||||
"nextCity": 8,
|
||||
"preCity": 0,
|
||||
"difficult": 90,
|
||||
"warid": 7002,
|
||||
"hp": 20000
|
||||
@@ -43,8 +43,8 @@
|
||||
"id": 5,
|
||||
"name": "太原",
|
||||
"type": 1,
|
||||
"preCity": 0,
|
||||
"nextCity": 9,
|
||||
"preCity": 0,
|
||||
"difficult": 90,
|
||||
"warid": 7002,
|
||||
"hp": 20000
|
||||
@@ -53,8 +53,8 @@
|
||||
"id": 6,
|
||||
"name": "巨鹿",
|
||||
"type": 1,
|
||||
"preCity": 0,
|
||||
"nextCity": 9,
|
||||
"preCity": 0,
|
||||
"difficult": 90,
|
||||
"warid": 7002,
|
||||
"hp": 20000
|
||||
@@ -63,40 +63,40 @@
|
||||
"id": 7,
|
||||
"name": "成都",
|
||||
"type": 2,
|
||||
"preCity": "1&2",
|
||||
"nextCity": 10,
|
||||
"preCity": "1&2",
|
||||
"difficult": 100,
|
||||
"warid": 7002,
|
||||
"warid": 7003,
|
||||
"hp": 30000
|
||||
},
|
||||
{
|
||||
"id": 8,
|
||||
"name": "建业",
|
||||
"type": 2,
|
||||
"preCity": "3&4",
|
||||
"nextCity": 10,
|
||||
"preCity": "3&4",
|
||||
"difficult": 100,
|
||||
"warid": 7002,
|
||||
"warid": 7003,
|
||||
"hp": 30000
|
||||
},
|
||||
{
|
||||
"id": 9,
|
||||
"name": "邺城",
|
||||
"type": 2,
|
||||
"preCity": "5&6",
|
||||
"nextCity": 10,
|
||||
"preCity": "5&6",
|
||||
"difficult": 100,
|
||||
"warid": 7002,
|
||||
"warid": 7003,
|
||||
"hp": 50000
|
||||
},
|
||||
{
|
||||
"id": 10,
|
||||
"name": "洛阳",
|
||||
"type": 3,
|
||||
"preCity": "7&8&9",
|
||||
"nextCity": 0,
|
||||
"preCity": "7&8&9",
|
||||
"difficult": 110,
|
||||
"warid": 7002,
|
||||
"warid": 7004,
|
||||
"hp": 50000
|
||||
}
|
||||
]
|
||||
@@ -16,11 +16,35 @@
|
||||
"dispatchJsonId": 7002,
|
||||
"script_id": "S_7002",
|
||||
"warType": 10,
|
||||
"gk_name": "诸侯混战",
|
||||
"gk_name": "诸侯混战(小)",
|
||||
"bg_img_id": 7002,
|
||||
"lvLimted": 25,
|
||||
"turnLimted": 10,
|
||||
"victoryInfoInUI": "攻破城门",
|
||||
"loseInfoInUI": "我方全部阵亡"
|
||||
},
|
||||
{
|
||||
"war_id": 7003,
|
||||
"dispatchJsonId": 7003,
|
||||
"script_id": "S_7003",
|
||||
"warType": 10,
|
||||
"gk_name": "诸侯混战(中)",
|
||||
"bg_img_id": 7003,
|
||||
"lvLimted": 25,
|
||||
"turnLimted": 10,
|
||||
"victoryInfoInUI": "攻破城门",
|
||||
"loseInfoInUI": "我方全部阵亡"
|
||||
},
|
||||
{
|
||||
"war_id": 7004,
|
||||
"dispatchJsonId": 7004,
|
||||
"script_id": "S_7004",
|
||||
"warType": 10,
|
||||
"gk_name": "诸侯混战(大)",
|
||||
"bg_img_id": 7004,
|
||||
"lvLimted": 25,
|
||||
"turnLimted": 10,
|
||||
"victoryInfoInUI": "攻破城门",
|
||||
"loseInfoInUI": "我方全部阵亡"
|
||||
}
|
||||
]
|
||||
@@ -2,9 +2,9 @@
|
||||
{
|
||||
"id": 1,
|
||||
"name": "蛮夷入侵",
|
||||
"openDay": "4",
|
||||
"openDay": "",
|
||||
"duringTime": 900,
|
||||
"startTime": 15,
|
||||
"startTime": 16,
|
||||
"startMinute": 15,
|
||||
"countDown": 5,
|
||||
"warid": 7001,
|
||||
@@ -13,7 +13,7 @@
|
||||
{
|
||||
"id": 2,
|
||||
"name": "诸侯混战",
|
||||
"openDay": "2&6",
|
||||
"openDay": "",
|
||||
"duringTime": 900,
|
||||
"startTime": 11,
|
||||
"startMinute": 48,
|
||||
@@ -24,9 +24,9 @@
|
||||
{
|
||||
"id": 3,
|
||||
"name": "粮草先行",
|
||||
"openDay": "1&5",
|
||||
"duringTime": 600,
|
||||
"startTime": 11,
|
||||
"openDay": "1&5&6",
|
||||
"duringTime": 600000,
|
||||
"startTime": 9,
|
||||
"startMinute": 48,
|
||||
"countDown": 5,
|
||||
"warid": 0,
|
||||
|
||||
145
shared/resource/jsons/dic_zyz_raceActivity.json
Normal file
145
shared/resource/jsons/dic_zyz_raceActivity.json
Normal file
@@ -0,0 +1,145 @@
|
||||
[
|
||||
{
|
||||
"id": 1,
|
||||
"name": "连弩",
|
||||
"info": "每个造成0.2%的耐久度伤害",
|
||||
"type": 0,
|
||||
"effectType": 0,
|
||||
"effect": "0.2&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 5
|
||||
},
|
||||
{
|
||||
"id": 2,
|
||||
"name": "鬼手阴符",
|
||||
"info": "使用后敌方停止移动,持续5秒",
|
||||
"type": 0,
|
||||
"effectType": 0,
|
||||
"effect": "5&",
|
||||
"continueTime": 5,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 5
|
||||
},
|
||||
{
|
||||
"id": 3,
|
||||
"name": "风车",
|
||||
"info": "每个增加2%速度,持续5秒",
|
||||
"type": 0,
|
||||
"effectType": 0,
|
||||
"effect": "2&5",
|
||||
"continueTime": 5,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 5
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"name": "五鬼搬运符",
|
||||
"info": "使用后增加40%速度,持续5秒",
|
||||
"type": 0,
|
||||
"effectType": 0,
|
||||
"effect": "40&5",
|
||||
"continueTime": 5,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 5
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"name": "橹盾",
|
||||
"info": "使用后抵挡20次连弩攻击",
|
||||
"type": 0,
|
||||
"effectType": 0,
|
||||
"effect": "20&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 5
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"name": "天师盾符",
|
||||
"info": "使用后免疫地方攻击,持续10秒",
|
||||
"type": 0,
|
||||
"effectType": 0,
|
||||
"effect": "10&",
|
||||
"continueTime": 10,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 7,
|
||||
"name": "加速事件",
|
||||
"info": "神秘符纸,加速20%",
|
||||
"type": 2,
|
||||
"effectType": 1,
|
||||
"effect": "20&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 100,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 8,
|
||||
"name": "加速事件",
|
||||
"info": "将士饱食,士气高昂,加速1.5m/S",
|
||||
"type": 2,
|
||||
"effectType": 1,
|
||||
"effect": "1.5&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 100,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 9,
|
||||
"name": "恢复事件",
|
||||
"info": "巧匠修补,耐久度恢复15%",
|
||||
"type": 2,
|
||||
"effectType": 1,
|
||||
"effect": "15&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 10,
|
||||
"name": "减速事件",
|
||||
"info": "蜀道泥泞,降速20%",
|
||||
"type": 2,
|
||||
"effectType": 2,
|
||||
"effect": "20&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 100,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 11,
|
||||
"name": "减速事件",
|
||||
"info": "栈道被破坏,降速1.5m/s",
|
||||
"type": 2,
|
||||
"effectType": 2,
|
||||
"effect": "1.5&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 100,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 12,
|
||||
"name": "伤害事件",
|
||||
"info": "滚石袭击,耐久度降低25%",
|
||||
"type": 2,
|
||||
"effectType": 2,
|
||||
"effect": "25&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 0
|
||||
},
|
||||
{
|
||||
"id": 13,
|
||||
"name": "添加道具事件",
|
||||
"info": "增加一定的道具",
|
||||
"type": 1,
|
||||
"effectType": 0,
|
||||
"effect": "&",
|
||||
"continueTime": 0,
|
||||
"continueDistance": 0,
|
||||
"effecttime": 0
|
||||
}
|
||||
]
|
||||
Reference in New Issue
Block a user