添加技能解锁战力计算

This commit is contained in:
luying
2020-12-12 19:51:36 +08:00
parent 6c8f91a316
commit 27e66ae302
3 changed files with 86 additions and 31 deletions
+58 -5
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@@ -10,8 +10,8 @@ import { resResult } from '../pubUtils/util';
import Hero from '../db/Hero'; import Hero from '../db/Hero';
import { RoleModel } from '../db/Role'; import { RoleModel } from '../db/Role';
import { CeAttrData, CeAttr } from '../db/BaseModel'; import { CeAttrData, CeAttr } from '../db/BaseModel';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById } from '../pubUtils/gamedata'; import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById, getHeroSkillById, getSeidById } from '../pubUtils/gamedata';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst'; import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts/abilityConst';
const HERO_CE_RATIO = 100; const HERO_CE_RATIO = 100;
//战力计算TODO //战力计算TODO
export function calPlayerCe(hero: any, type: number, args: Array<number>) { export function calPlayerCe(hero: any, type: number, args: Array<number>) {
@@ -28,7 +28,7 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
reIncAttr = calHeroTrainIncAttr(hero); reIncAttr = calHeroTrainIncAttr(hero);
} }
addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值 addSeidEffect(hero, reIncAttr, addSeidList, removeSeidList); // 处理加值
if(!hero.ceAttr) hero.ceAttr = new CeAttr(); if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in reIncAttr) { for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData(); let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
@@ -95,6 +95,24 @@ export function calHeroStarIncAttr (hero: Hero, args: Array<number>, addSeidList
res[field] = { base: newBase, ratioUp, fixUp}; // base变动,增量为△base * ratio + 0 res[field] = { base: newBase, ratioUp, fixUp}; // base变动,增量为△base * ratio + 0
} }
// 解锁技能
if(dicHero.skill){
let {starSeidArr, colorStarSeidArr} = getHeroSkillById(dicHero.skill);
if(isWake) {
for(let {star, value} of starSeidArr){
if(hero.star == star){
addSeidList.push(value);
}
}
} else {
for(let {star, value} of colorStarSeidArr){
if(hero.colorStar == star){
addSeidList.push(value);
}
}
}
}
return res;//属性增量可以是多个 return res;//属性增量可以是多个
} }
@@ -155,6 +173,41 @@ function getFieldByStage(stage: number, jobid: number) {
} }
function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) { // 添加技能增加的被动属性
function addSeidEffect(hero: Hero, reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
let effectList = new Array<any>(); // any: dic_zyz_se表内容
for(let seid of addSeidList) {
let dicSeid = getSeidById(seid);
if(dicSeid && dicSeid.id > 0){
addSeid(effectList, dicSeid.id, dicSeid.gainValueArr)
}
}
for(let {type, gainValueArr: [ability, value]} of effectList) {
if(!reIncAttr[HERO_ATTR[ability]]) {
reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
}
if(type == SEID_TYPE.TYPE101) { // 加值
reIncAttr[HERO_ATTR[ability]].ratioUp += value;
} else if (type == SEID_TYPE.TYPE102) { // 加百分比
reIncAttr[HERO_ATTR[ability]].fixUp += value;
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: Array<any>, seidId:number, seidValue = new Array<number>()){
// console.log('addSeidEffect', seidId, seidValue)
let curSeid = getSeidById(seidId);
if(!curSeid) {console.log("seidId not found:"+seidId);return;}
if(!seidValue) seidValue = curSeid.gainValueArr;
if(curSeid.type === 999){
for(let i = 0;i < seidValue.length;i++){
addSeid(effectList, seidValue[i]);
}
return;
}
effectList.push(curSeid);
} }
+12 -12
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@@ -50,18 +50,18 @@ export default class Actor {
let dicHero = getHeroInfoById(this.hid); let dicHero = getHeroInfoById(this.hid);
// console.log('updateSkillInfo', dicHero.skill, getHeroSkillById(dicHero.skill)) // console.log('updateSkillInfo', dicHero.skill, getHeroSkillById(dicHero.skill))
//被动技能 //被动技能
if(dicHero.skill){ // if(dicHero.skill){
let {seidLvUpArr} = getHeroSkillById(dicHero.skill); // let {seidLvUpArr} = getHeroSkillById(dicHero.skill);
for(let ii = 0;ii < seidLvUpArr.length;ii+=2){ // for(let ii = 0;ii < seidLvUpArr.length;ii+=2){
if(this.lv >= seidLvUpArr[ii + 1]){ // if(this.lv >= seidLvUpArr[ii + 1]){
let dicSeid = getSeidById(seidLvUpArr[ii]); // let dicSeid = getSeidById(seidLvUpArr[ii]);
// console.log('updateSkillInfo*', seidLvUpArr[ii], dicSeid) // // console.log('updateSkillInfo*', seidLvUpArr[ii], dicSeid)
if(dicSeid){ // if(dicSeid){
this.seidList[Math.floor(ii/2)] = dicSeid; // this.seidList[Math.floor(ii/2)] = dicSeid;
} // }
} // }
} // }
} // }
} }
addSeidEffect(seidId:number, seidValue?:Array<number>){ addSeidEffect(seidId:number, seidValue?:Array<number>){
+16 -14
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@@ -170,21 +170,23 @@ function parseHeroSkill() {
const data = gamedata['jsons'][file] || []; const data = gamedata['jsons'][file] || [];
data.forEach(elem => { data.forEach(elem => {
if (elem && elem.skillid) { if (elem && elem.skillid) {
const seidLvUpArr = new Array<number>(); let starSeidArr = new Array<{star: number, value: number}>();
let skillArr = (elem.starSeid as string).split('&'); let colorStarSeidArr = new Array<{star: number, value: number}>();
let lvUpArr = (elem.starSkill as string).split('&');
(elem.starSeid as string).split('|').forEach(cur => {
if(cur) {
let a = cur.split('&');
starSeidArr.push({star: parseInt(a[0]), value: parseInt(a[1])});
}
});
(elem.colorStarSeid as string).split('|').forEach(cur => {
if(cur) {
let a = cur.split('&');
colorStarSeidArr.push({star: parseInt(a[0]), value: parseInt(a[1])});
}
});
for(let i = 0;i < skillArr.length;i++){ heroSkillInfo.set(elem.skillid, {starSeidArr, colorStarSeidArr});
if(skillArr[i]==="") continue;
seidLvUpArr.push(parseInt(skillArr[i]));
if(lvUpArr[i]){
seidLvUpArr.push(parseInt(lvUpArr[i]));
}
else{
seidLvUpArr.push(1000);
}
}
heroSkillInfo.set(elem.skillid, {seidLvUpArr});
} }
}); });
} }