添加技能解锁战力计算
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@@ -10,8 +10,8 @@ import { resResult } from '../pubUtils/util';
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import Hero from '../db/Hero';
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import { RoleModel } from '../db/Role';
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import { CeAttrData, CeAttr } from '../db/BaseModel';
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import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById } from '../pubUtils/gamedata';
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import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst';
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import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById, getHeroSkillById, getSeidById } from '../pubUtils/gamedata';
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import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts/abilityConst';
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const HERO_CE_RATIO = 100;
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//战力计算TODO
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export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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@@ -28,7 +28,7 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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reIncAttr = calHeroTrainIncAttr(hero);
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}
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addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值
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addSeidEffect(hero, reIncAttr, addSeidList, removeSeidList); // 处理加值
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if(!hero.ceAttr) hero.ceAttr = new CeAttr();
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for (let attrName in reIncAttr) {
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let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
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@@ -95,6 +95,24 @@ export function calHeroStarIncAttr (hero: Hero, args: Array<number>, addSeidList
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res[field] = { base: newBase, ratioUp, fixUp}; // base变动,增量为△base * ratio + 0
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}
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// 解锁技能
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if(dicHero.skill){
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let {starSeidArr, colorStarSeidArr} = getHeroSkillById(dicHero.skill);
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if(isWake) {
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for(let {star, value} of starSeidArr){
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if(hero.star == star){
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addSeidList.push(value);
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}
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}
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} else {
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for(let {star, value} of colorStarSeidArr){
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if(hero.colorStar == star){
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addSeidList.push(value);
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}
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}
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}
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}
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return res;//属性增量可以是多个
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}
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@@ -155,6 +173,41 @@ function getFieldByStage(stage: number, jobid: number) {
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}
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function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
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// 添加技能增加的被动属性
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function addSeidEffect(hero: Hero, reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
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let effectList = new Array<any>(); // any: dic_zyz_se表内容
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for(let seid of addSeidList) {
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let dicSeid = getSeidById(seid);
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if(dicSeid && dicSeid.id > 0){
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addSeid(effectList, dicSeid.id, dicSeid.gainValueArr)
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}
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}
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for(let {type, gainValueArr: [ability, value]} of effectList) {
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if(!reIncAttr[HERO_ATTR[ability]]) {
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reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
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}
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if(type == SEID_TYPE.TYPE101) { // 加值
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reIncAttr[HERO_ATTR[ability]].ratioUp += value;
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} else if (type == SEID_TYPE.TYPE102) { // 加百分比
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reIncAttr[HERO_ATTR[ability]].fixUp += value;
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}
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}
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}
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// 获取dic_zyz_se内容
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function addSeid(effectList: Array<any>, seidId:number, seidValue = new Array<number>()){
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// console.log('addSeidEffect', seidId, seidValue)
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let curSeid = getSeidById(seidId);
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if(!curSeid) {console.log("seidId not found:"+seidId);return;}
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if(!seidValue) seidValue = curSeid.gainValueArr;
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if(curSeid.type === 999){
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for(let i = 0;i < seidValue.length;i++){
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addSeid(effectList, seidValue[i]);
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}
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return;
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}
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effectList.push(curSeid);
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}
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@@ -50,18 +50,18 @@ export default class Actor {
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let dicHero = getHeroInfoById(this.hid);
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// console.log('updateSkillInfo', dicHero.skill, getHeroSkillById(dicHero.skill))
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//被动技能
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if(dicHero.skill){
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let {seidLvUpArr} = getHeroSkillById(dicHero.skill);
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for(let ii = 0;ii < seidLvUpArr.length;ii+=2){
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if(this.lv >= seidLvUpArr[ii + 1]){
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let dicSeid = getSeidById(seidLvUpArr[ii]);
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// console.log('updateSkillInfo*', seidLvUpArr[ii], dicSeid)
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if(dicSeid){
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this.seidList[Math.floor(ii/2)] = dicSeid;
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}
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}
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}
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}
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// if(dicHero.skill){
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// let {seidLvUpArr} = getHeroSkillById(dicHero.skill);
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// for(let ii = 0;ii < seidLvUpArr.length;ii+=2){
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// if(this.lv >= seidLvUpArr[ii + 1]){
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// let dicSeid = getSeidById(seidLvUpArr[ii]);
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// // console.log('updateSkillInfo*', seidLvUpArr[ii], dicSeid)
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// if(dicSeid){
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// this.seidList[Math.floor(ii/2)] = dicSeid;
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// }
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// }
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// }
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// }
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}
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addSeidEffect(seidId:number, seidValue?:Array<number>){
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@@ -170,21 +170,23 @@ function parseHeroSkill() {
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem && elem.skillid) {
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const seidLvUpArr = new Array<number>();
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let skillArr = (elem.starSeid as string).split('&');
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let lvUpArr = (elem.starSkill as string).split('&');
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let starSeidArr = new Array<{star: number, value: number}>();
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let colorStarSeidArr = new Array<{star: number, value: number}>();
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(elem.starSeid as string).split('|').forEach(cur => {
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if(cur) {
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let a = cur.split('&');
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starSeidArr.push({star: parseInt(a[0]), value: parseInt(a[1])});
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}
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});
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(elem.colorStarSeid as string).split('|').forEach(cur => {
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if(cur) {
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let a = cur.split('&');
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colorStarSeidArr.push({star: parseInt(a[0]), value: parseInt(a[1])});
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}
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});
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for(let i = 0;i < skillArr.length;i++){
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if(skillArr[i]==="") continue;
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seidLvUpArr.push(parseInt(skillArr[i]));
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if(lvUpArr[i]){
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seidLvUpArr.push(parseInt(lvUpArr[i]));
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}
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else{
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seidLvUpArr.push(1000);
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}
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}
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heroSkillInfo.set(elem.skillid, {seidLvUpArr});
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heroSkillInfo.set(elem.skillid, {starSeidArr, colorStarSeidArr});
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}
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});
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}
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