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2026-03-13 01:38:40 +00:00
parent e6e4f88257
commit 28855885cd
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import { RougelikeRecordDetailType } from '../../db/RougelikeRecordDetail';
import { COLLECTION_TYPE, PUSH_ROUTE, ROUGE_LIKE_CARD_TYPE, TASK_ROUGE_CARD_TYPE, TASK_TYPE } from '../../consts';
import { genCode } from '../../pubUtils/util';
import { Card, RougelikeCharaModel, RougelikeCharaPara, RougelikeCharaType } from '../../db/RougelikeChara';
import { RougelikeCardPara, RougelikeCardModel } from '../../db/RougelikeCard';
import { CommonCard, CommonChara } from '../../pubUtils/interface';
import { RougelikeCollectionModel } from '../../db/RougelikeCollection';
import { sendMessageToUserWithSuc } from '../pushService';
import { gameData } from '../../pubUtils/data';
import { clone } from 'underscore';
import { RougeEffect, getSlotUnlockPoint } from './rougeEffectService';
import { BackendSession } from 'pinus';
import { checkTask } from '../task/taskService';
import { RougelikeRecordModel } from '../../db/RougelikeRecord';
import { updateMaxHp } from './rougeService';
export class HandleAddCard {
roleId: string;
sid: string;
serverId: number;
gameCode: string;
getLayer: number = 0;
getWay: number = 0;
addCharas: RougelikeCharaPara[] = []; // 需要更新的角色
addPassiveCards: RougelikeCardPara[] = []; // 需要更新的特性卡
addHolyCards: RougelikeCardPara[] = []; // 需要更新的圣物
addCoin: number = 0; // 需要增加的试炼币
constructor(session: BackendSession, gameCode: string, recordDetail?: RougelikeRecordDetailType) {
this.roleId = session.get('roleId');
this.sid = session.get('sid');
this.serverId = session.get('serverId');
this.gameCode = gameCode;
if (recordDetail) {
this.getLayer = recordDetail.layer;
this.getWay = recordDetail.nodeType;
}
}
private getCommonParam() {
let { roleId, gameCode, getLayer, getWay } = this;
return { roleId, gameCode, getLayer, getWay };
}
public pushChara(id: number, maxHp: number, passiveCardIds: number[]) {
let cards: Card[] = [];
for (let index = 0; index < passiveCardIds.length; index++) {
let cardId = passiveCardIds[index];
let cardCode = this.pushPassiveCard(cardId, id);
cards.push({ index, cardCode, cardId });
}
let charaCode = genCode(8);
this.addCharas.push({ ...this.getCommonParam(), cards, charaCode, charaId: id, maxHp, hp: maxHp, ap: 0, shield: 0, others: '', roundSkill: 0, apSkill: 0 });
return charaCode;
}
public pushCard(id: number, rewardType: ROUGE_LIKE_CARD_TYPE, charaId: number = 0) {
if (rewardType == ROUGE_LIKE_CARD_TYPE.PASSIVE) {
return this.pushPassiveCard(id, charaId);
} else if (rewardType == ROUGE_LIKE_CARD_TYPE.HOLY) {
return this.pushHolyCard(id);
}
}
public pushPassiveCard(id: number, charaId: number = 0) {
let cardCode = genCode(8);
this.addPassiveCards.push({
...this.getCommonParam(), cardCode, cardId: id, type: ROUGE_LIKE_CARD_TYPE.PASSIVE, lv: gameData.rougePassiveCard.get(id)?.lv || 0, charaId
});
return cardCode
}
public pushHolyCards(ids: number[]) {
for (let id of ids) this.pushHolyCard(id);
}
public pushHolyCard(id: number) {
let cardCode = genCode(8);
this.addHolyCards.push({
...this.getCommonParam(), cardCode, cardId: id, type: ROUGE_LIKE_CARD_TYPE.HOLY, useCount: 0
});
return cardCode
}
private getHolyUseCount(holyId: number) {
const holyCardData = gameData.rougeHolyCard.get(holyId);
return holyCardData?.useCount || 0;
}
public async save() {
let result: { addCharas?: CommonChara[], addCards?: CommonCard[] } = {};
if (this.addCharas.length > 0) {
let updateParams = this.addCharas || [];
let resultArrs = await RougelikeCharaModel.createCharas(updateParams);
this.addCharas = resultArrs;
result.addCharas = resultArrs.map(param => new CommonChara(param));
}
if (this.addPassiveCards.length > 0 || this.addHolyCards.length > 0) {
let updateParams = [...(this.addPassiveCards || []), ...(this.addHolyCards || [])];
// await RougelikeCardModel.bulkWriteUpdate(updateParams);
updateParams.map(async param => {
const { gameCode, cardCode } = param;
await RougelikeCardModel.updateByCode(gameCode, cardCode, { $set: param })
});
result.addCards = updateParams.map(param => new CommonCard(param));
}
let collections: { type: number, id: number, addNum?: number }[] = [];
for (let { cardId, type } of result.addCards || []) {
if (type == ROUGE_LIKE_CARD_TYPE.PASSIVE) {
collections.push({ type: COLLECTION_TYPE.PASSIVE_CARD, id: cardId });
}
if (type == ROUGE_LIKE_CARD_TYPE.HOLY) collections.push({ type: COLLECTION_TYPE.HOLY_CARD, id: cardId });
}
if (collections.length > 0) await addCollection(this.roleId, this.sid, this.gameCode, collections);
//任务
if (this.addPassiveCards.length > 0) {
let passiveCardMap = new Map<number, number>();
for (const { cardId } of this.addPassiveCards) {
const passiveCardData = gameData.rougePassiveCard.get(cardId);
let count = passiveCardMap.get(passiveCardData.authorType) || 0;
passiveCardMap.set(passiveCardData.authorType, count + 1);
}
for (const [authorType, count] of passiveCardMap) {
await checkTask(this.serverId, this.roleId, this.sid, TASK_TYPE.ROUGE_AUTHOR_CARD_COLLECT, { authorType, cardType: TASK_ROUGE_CARD_TYPE.PASSIVE, cardIds: this.addPassiveCards.map(cur => cur.cardId) });
}
}
if (this.addHolyCards.length > 0) {
await checkTask(this.serverId, this.roleId, this.sid, TASK_TYPE.ROUGE_HOLY_COLLECT, { cardIds: this.addHolyCards.map(cur => cur.cardId) });
}
if (this.addCharas.length > 0) {
result.addCharas = await this.getCharasByHolyEffect();
}
return result;
}
// 处理获得角色卡时拥有圣物效果
public async getCharasByHolyEffect() {
let result = await getSlotUnlockPoint(this.roleId, this.gameCode, this.addCharas || []);
this.addCharas = result.dbCharas;
if (result.isUpdate) {
await RougelikeCharaModel.bulkWriteUpdate(this.addCharas || []);
}
return this.addCharas.map(param => new CommonChara(param));
}
// 处理圣物效果
public async getHolyEffect() {
let result: { addCharas?: CommonChara[], addCards?: CommonCard[] } = {};
let charasMap = (this.addCharas || []).reduce((result, cur) => { result.set(cur.charaCode, cur); return result; }, new Map<string, RougelikeCharaPara>());
let cardsMap = [...(this.addPassiveCards || []), ...(this.addHolyCards || [])].reduce((result, cur) => { result.set(cur.cardCode, cur); return result; }, new Map<string, RougelikeCardPara>());
if ((this.addHolyCards || []).length > 0) {
let rougeEffect = new RougeEffect(this.roleId, this.gameCode, this.sid);
let holyIds = clone(this.addHolyCards.map(cur => { return { cardCode: cur.cardCode, cardId: cur.cardId, useCount: cur.useCount } }));
let { charas, cards } = await rougeEffect.getEffectImmediate(holyIds);
if (charas && charas.size > 0) {
await RougelikeCharaModel.bulkWriteUpdate([...charas.values()]);
charasMap = new Map([...charasMap, ...charas])
}
if (cards && cards.size > 0) {
await RougelikeCardModel.bulkWriteUpdate([...cards.values()])
cardsMap = new Map([...cardsMap, ...cards])
}
}
result.addCharas = [...charasMap.values()].map(param => new CommonChara(param));
result.addCards = [...cardsMap.values()].map(param => new CommonCard(param));
const dbRecord = await RougelikeRecordModel.findByGameCode(this.gameCode);
result.addCharas = await updateMaxHp(this.roleId, this.gameCode, (dbRecord?.type || 0), (dbRecord?.grade || 0), charasMap)
return result;
}
}
export function formateCharasOrCards(params: RougelikeCharaPara[] | RougelikeCardPara[], type: number) {
let result: { charas?: CommonChara[], cards?: CommonCard[] } = {};
if (!params || params.length == 0) return result;
const updateParams = params || [];
if (type == ROUGE_LIKE_CARD_TYPE.CHARA) result.charas = updateParams.map(param => new CommonChara(param));
else result.cards = updateParams.map(param => new CommonCard(param)).filter(cur => cur.cardId > 0);
return result;
}
export async function addCollection(roleId: string, sid: string, gameCode: string, arr: { type: number, id: number, addNum?: number }[]) {
let collections: { type: number, id: number, num: number }[] = [], passiveCnt = 0;
for (let { type, id, addNum = 1 } of arr) {
if (type == COLLECTION_TYPE.PASSIVE_CARD_SUM || id == 0) continue;
let collection = await RougelikeCollectionModel.addRec(roleId, type, id, gameCode, addNum);
if (!collection || collection.num > 1) continue;
if (type == COLLECTION_TYPE.PASSIVE_CARD && collection.num == 1) passiveCnt++;
collections.push({ type, id, num: collection.num });
}
if (passiveCnt > 0) {
let collection = await RougelikeCollectionModel.addRec(roleId, COLLECTION_TYPE.PASSIVE_CARD_SUM, 0, gameCode, passiveCnt);
collections.push({ type: COLLECTION_TYPE.PASSIVE_CARD, id: 0, num: collection.num });
}
await sendMessageToUserWithSuc(roleId, PUSH_ROUTE.ROUGE_COLLECT_UPDATE, { collections }, sid);
return collections;
}
export async function addSingleCollect(roleId: string, sid: string, gameCode: string, type: number, id: number) {
return await addCollection(roleId, sid, gameCode, [{ type, id }]);
}
export async function addSameTypeCollect(roleId: string, sid: string, gameCode: string, type: number, ids: number[]) {
return await addCollection(roleId, sid, gameCode, ids.map(id => ({ type, id })));
}
import { RougelikeRecordDetailType } from '@db/RougelikeRecordDetail';
import { COLLECTION_TYPE, PUSH_ROUTE, ROUGE_LIKE_CARD_TYPE, TASK_ROUGE_CARD_TYPE, TASK_TYPE } from '@consts';
import { genCode } from '@pubUtils/util';
import { Card, RougelikeCharaModel, RougelikeCharaPara, RougelikeCharaType } from '@db/RougelikeChara';
import { RougelikeCardPara, RougelikeCardModel } from '@db/RougelikeCard';
import { CommonCard, CommonChara } from '@pubUtils/interface';
import { RougelikeCollectionModel } from '@db/RougelikeCollection';
import { sendMessageToUserWithSuc } from '../pushService';
import { gameData } from '@pubUtils/data';
import { clone } from 'underscore';
import { RougeEffect, getSlotUnlockPoint } from './rougeEffectService';
import { BackendSession } from 'pinus';
import { checkTask } from '../task/taskService';
import { RougelikeRecordModel } from '@db/RougelikeRecord';
import { updateMaxHp } from './rougeService';
export class HandleAddCard {
roleId: string;
sid: string;
serverId: number;
gameCode: string;
getLayer: number = 0;
getWay: number = 0;
addCharas: RougelikeCharaPara[] = []; // 需要更新的角色
addPassiveCards: RougelikeCardPara[] = []; // 需要更新的特性卡
addHolyCards: RougelikeCardPara[] = []; // 需要更新的圣物
addCoin: number = 0; // 需要增加的试炼币
constructor(session: BackendSession, gameCode: string, recordDetail?: RougelikeRecordDetailType) {
this.roleId = session.get('roleId');
this.sid = session.get('sid');
this.serverId = session.get('serverId');
this.gameCode = gameCode;
if (recordDetail) {
this.getLayer = recordDetail.layer;
this.getWay = recordDetail.nodeType;
}
}
private getCommonParam() {
let { roleId, gameCode, getLayer, getWay } = this;
return { roleId, gameCode, getLayer, getWay };
}
public pushChara(id: number, maxHp: number, passiveCardIds: number[]) {
let cards: Card[] = [];
for (let index = 0; index < passiveCardIds.length; index++) {
let cardId = passiveCardIds[index];
let cardCode = this.pushPassiveCard(cardId, id);
cards.push({ index, cardCode, cardId });
}
let charaCode = genCode(8);
this.addCharas.push({ ...this.getCommonParam(), cards, charaCode, charaId: id, maxHp, hp: maxHp, ap: 0, shield: 0, others: '', roundSkill: 0, apSkill: 0 });
return charaCode;
}
public pushCard(id: number, rewardType: ROUGE_LIKE_CARD_TYPE, charaId: number = 0) {
if (rewardType == ROUGE_LIKE_CARD_TYPE.PASSIVE) {
return this.pushPassiveCard(id, charaId);
} else if (rewardType == ROUGE_LIKE_CARD_TYPE.HOLY) {
return this.pushHolyCard(id);
}
}
public pushPassiveCard(id: number, charaId: number = 0) {
let cardCode = genCode(8);
this.addPassiveCards.push({
...this.getCommonParam(), cardCode, cardId: id, type: ROUGE_LIKE_CARD_TYPE.PASSIVE, lv: gameData.rougePassiveCard.get(id)?.lv || 0, charaId
});
return cardCode
}
public pushHolyCards(ids: number[]) {
for (let id of ids) this.pushHolyCard(id);
}
public pushHolyCard(id: number) {
let cardCode = genCode(8);
this.addHolyCards.push({
...this.getCommonParam(), cardCode, cardId: id, type: ROUGE_LIKE_CARD_TYPE.HOLY, useCount: 0
});
return cardCode
}
private getHolyUseCount(holyId: number) {
const holyCardData = gameData.rougeHolyCard.get(holyId);
return holyCardData?.useCount || 0;
}
public async save() {
let result: { addCharas?: CommonChara[], addCards?: CommonCard[] } = {};
if (this.addCharas.length > 0) {
let updateParams = this.addCharas || [];
let resultArrs = await RougelikeCharaModel.createCharas(updateParams);
this.addCharas = resultArrs;
result.addCharas = resultArrs.map(param => new CommonChara(param));
}
if (this.addPassiveCards.length > 0 || this.addHolyCards.length > 0) {
let updateParams = [...(this.addPassiveCards || []), ...(this.addHolyCards || [])];
// await RougelikeCardModel.bulkWriteUpdate(updateParams);
updateParams.map(async param => {
const { gameCode, cardCode } = param;
await RougelikeCardModel.updateByCode(gameCode, cardCode, { $set: param })
});
result.addCards = updateParams.map(param => new CommonCard(param));
}
let collections: { type: number, id: number, addNum?: number }[] = [];
for (let { cardId, type } of result.addCards || []) {
if (type == ROUGE_LIKE_CARD_TYPE.PASSIVE) {
collections.push({ type: COLLECTION_TYPE.PASSIVE_CARD, id: cardId });
}
if (type == ROUGE_LIKE_CARD_TYPE.HOLY) collections.push({ type: COLLECTION_TYPE.HOLY_CARD, id: cardId });
}
if (collections.length > 0) await addCollection(this.roleId, this.sid, this.gameCode, collections);
//任务
if (this.addPassiveCards.length > 0) {
let passiveCardMap = new Map<number, number>();
for (const { cardId } of this.addPassiveCards) {
const passiveCardData = gameData.rougePassiveCard.get(cardId);
let count = passiveCardMap.get(passiveCardData.authorType) || 0;
passiveCardMap.set(passiveCardData.authorType, count + 1);
}
for (const [authorType, count] of passiveCardMap) {
await checkTask(this.serverId, this.roleId, this.sid, TASK_TYPE.ROUGE_AUTHOR_CARD_COLLECT, { authorType, cardType: TASK_ROUGE_CARD_TYPE.PASSIVE, cardIds: this.addPassiveCards.map(cur => cur.cardId) });
}
}
if (this.addHolyCards.length > 0) {
await checkTask(this.serverId, this.roleId, this.sid, TASK_TYPE.ROUGE_HOLY_COLLECT, { cardIds: this.addHolyCards.map(cur => cur.cardId) });
}
if (this.addCharas.length > 0) {
result.addCharas = await this.getCharasByHolyEffect();
}
return result;
}
// 处理获得角色卡时拥有圣物效果
public async getCharasByHolyEffect() {
let result = await getSlotUnlockPoint(this.roleId, this.gameCode, this.addCharas || []);
this.addCharas = result.dbCharas;
if (result.isUpdate) {
await RougelikeCharaModel.bulkWriteUpdate(this.addCharas || []);
}
return this.addCharas.map(param => new CommonChara(param));
}
// 处理圣物效果
public async getHolyEffect() {
let result: { addCharas?: CommonChara[], addCards?: CommonCard[] } = {};
let charasMap = (this.addCharas || []).reduce((result, cur) => { result.set(cur.charaCode, cur); return result; }, new Map<string, RougelikeCharaPara>());
let cardsMap = [...(this.addPassiveCards || []), ...(this.addHolyCards || [])].reduce((result, cur) => { result.set(cur.cardCode, cur); return result; }, new Map<string, RougelikeCardPara>());
if ((this.addHolyCards || []).length > 0) {
let rougeEffect = new RougeEffect(this.roleId, this.gameCode, this.sid);
let holyIds = clone(this.addHolyCards.map(cur => { return { cardCode: cur.cardCode, cardId: cur.cardId, useCount: cur.useCount } }));
let { charas, cards } = await rougeEffect.getEffectImmediate(holyIds);
if (charas && charas.size > 0) {
await RougelikeCharaModel.bulkWriteUpdate([...charas.values()]);
charasMap = new Map([...charasMap, ...charas])
}
if (cards && cards.size > 0) {
await RougelikeCardModel.bulkWriteUpdate([...cards.values()])
cardsMap = new Map([...cardsMap, ...cards])
}
}
result.addCharas = [...charasMap.values()].map(param => new CommonChara(param));
result.addCards = [...cardsMap.values()].map(param => new CommonCard(param));
const dbRecord = await RougelikeRecordModel.findByGameCode(this.gameCode);
result.addCharas = await updateMaxHp(this.roleId, this.gameCode, (dbRecord?.type || 0), (dbRecord?.grade || 0), charasMap)
return result;
}
}
export function formateCharasOrCards(params: RougelikeCharaPara[] | RougelikeCardPara[], type: number) {
let result: { charas?: CommonChara[], cards?: CommonCard[] } = {};
if (!params || params.length == 0) return result;
const updateParams = params || [];
if (type == ROUGE_LIKE_CARD_TYPE.CHARA) result.charas = updateParams.map(param => new CommonChara(param));
else result.cards = updateParams.map(param => new CommonCard(param)).filter(cur => cur.cardId > 0);
return result;
}
export async function addCollection(roleId: string, sid: string, gameCode: string, arr: { type: number, id: number, addNum?: number }[]) {
let collections: { type: number, id: number, num: number }[] = [], passiveCnt = 0;
for (let { type, id, addNum = 1 } of arr) {
if (type == COLLECTION_TYPE.PASSIVE_CARD_SUM || id == 0) continue;
let collection = await RougelikeCollectionModel.addRec(roleId, type, id, gameCode, addNum);
if (!collection || collection.num > 1) continue;
if (type == COLLECTION_TYPE.PASSIVE_CARD && collection.num == 1) passiveCnt++;
collections.push({ type, id, num: collection.num });
}
if (passiveCnt > 0) {
let collection = await RougelikeCollectionModel.addRec(roleId, COLLECTION_TYPE.PASSIVE_CARD_SUM, 0, gameCode, passiveCnt);
collections.push({ type: COLLECTION_TYPE.PASSIVE_CARD, id: 0, num: collection.num });
}
await sendMessageToUserWithSuc(roleId, PUSH_ROUTE.ROUGE_COLLECT_UPDATE, { collections }, sid);
return collections;
}
export async function addSingleCollect(roleId: string, sid: string, gameCode: string, type: number, id: number) {
return await addCollection(roleId, sid, gameCode, [{ type, id }]);
}
export async function addSameTypeCollect(roleId: string, sid: string, gameCode: string, type: number, ids: number[]) {
return await addCollection(roleId, sid, gameCode, ids.map(id => ({ type, id })));
}
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import { Circle, RougelikeTechModel, RougelikeTechType } from '../../db/RougelikeTech';
import { gameData } from '../../pubUtils/data';
import { HeroModel } from '../../db/Hero';
import { compareNumberArray } from '../../pubUtils/util';
import { ROUGE_EFFECT_TYPE, ROUGE_LIKE_STATUS } from '../../consts';
import { updateMaxHp } from './rougeService';
import { RougelikeRecordModel } from '../../db/RougelikeRecord';
/**
* 首页获得的科技树数据
* @param techData
* @returns
*/
export async function getTechData(roleId: string) {
let techData = await RougelikeTechModel.findByRoleId(roleId);
if(!techData) return { techTrees: [], sumTechScore: 0 };
let { unlockedTech = [], circles = [] } = techData;
circles = await calCircleCe(roleId, unlockedTech, circles);
let techTrees = unlockedTech.map(techId => getSingleTechData(techId, circles));
return {
techTrees
}
}
/**
* 从首页重新进入,重新计算他的战力
* @param roleId
* @param circles
* @returns
*/
async function calCircleCe(roleId: string, unlockedTech: number[], circles: Circle[]) {
let hids: number[] = circles.map(circle => circle.hid).filter(hid => hid > 0);
if(hids.length <= 0) return circles
let heroes = await HeroModel.findByHidRange(hids, roleId);
let newCircle = circles.map(circle => {
if(circle.hid == 0) return circle;
let hero = heroes.find(cur => cur.hid == circle.hid);
return { ...circle, ce: hero?.ce||0 }
});
let effectIds = getTechEffectIds(unlockedTech, circles)
await RougelikeTechModel.updateCircle(roleId, newCircle, effectIds);
return newCircle;
}
export async function updateEffectId(techData: RougelikeTechType) {
let effectIds = getTechEffectIdsByData(techData);
if(!compareNumberArray(effectIds, techData.effectIds||[])) {
await RougelikeTechModel.updateEffectId(techData.roleId, effectIds);
if (hasMaxHpUpdate(effectIds, techData.effectIds||[])) {
const dbRecord = await RougelikeRecordModel.findByRoleIdAndStatus(techData.roleId, ROUGE_LIKE_STATUS.SUCCESS)
if(dbRecord) await updateMaxHp(techData.roleId, dbRecord.gameCode, dbRecord.type, dbRecord.grade)
}
}
}
function hasMaxHpUpdate(effectIds: number[], oldEffectIds: number[]) {
let newEffectIds: number[] = [];
for(let effectId of effectIds) {
if (!oldEffectIds.includes(effectId)) newEffectIds.push(effectId);
}
for(let effectId of newEffectIds) {
let dicRougeEffect = gameData.rougeEffect.get(effectId);
if(dicRougeEffect && dicRougeEffect.effectType == ROUGE_EFFECT_TYPE.TECH_CHARA_MAIN_ATTR_UP) {
return true;
}
}
return false;
}
/**
* 处理后单个科技点的数据
* @param techData
* @param techId
* @returns
*/
export function getCurTechData(techData: RougelikeTechType, techId: number) {
if(!techData || !techId) return { curTechTree: { techId, circles: [] } }
let { circles = [] } = techData;
return {
curTechTree: getSingleTechData(techId, circles)
}
}
/**
* 获取单片科技树数据
* @param techId
* @param circles
* @returns
*/
function getSingleTechData(techId: number, circles: Circle[]) {
let result: { circleId: number, hid: number, ce: number }[] = [];
for(let { techId: curTechId, hid, circleId, ce } of circles) {
if(curTechId == techId) result.push({ hid, circleId, ce });
}
return { techId, circles: result };
}
/**
* 检查前置科技点是否解锁
* @param techId
* @param unlockedTech
* @returns
*/
export function checkPreRougeTech(techId: number, unlockedTech: number[]) {
let dicTech = gameData.rougeTech.get(techId);
let preTechId = dicTech?.preTechId||[];
for(let techId of preTechId) {
if(!unlockedTech.includes(techId)) return false;
}
return true;
}
/**
* 获取科技树带来的type加成
* @param roleId
* @returns [{ type: number, param: number[] }]
*/
export function getTechEffectIdsByData(techData: RougelikeTechType) {
if(!techData) return [];
return getTechEffectIds(techData.unlockedTech, techData.circles);
}
export function getTechEffectIds(unlockedTech: number[], circles: Circle[]) {
let result: number[] = [];
let techMap = new Map<number, number>();
for(let techId of unlockedTech) {
techMap.set(techId, 0);
}
for(let { techId, ce } of circles) {
let oldCe = techMap.get(techId)||0;
techMap.set(techId, oldCe + ce);
}
for(let [techId, ce] of techMap) {
let levelDatas = gameData.rougeTechLevel.get(techId)||[];
let effectIds: number[] = [];
for(let { techEffectIds, ce: targetCe } of levelDatas) {
if(ce >= targetCe) effectIds = techEffectIds;
}
result.push(...effectIds);
}
return result;
}
import { Circle, RougelikeTechModel, RougelikeTechType } from '@db/RougelikeTech';
import { gameData } from '@pubUtils/data';
import { HeroModel } from '@db/Hero';
import { compareNumberArray } from '@pubUtils/util';
import { ROUGE_EFFECT_TYPE, ROUGE_LIKE_STATUS } from '@consts';
import { updateMaxHp } from './rougeService';
import { RougelikeRecordModel } from '@db/RougelikeRecord';
/**
* 首页获得的科技树数据
* @param techData
* @returns
*/
export async function getTechData(roleId: string) {
let techData = await RougelikeTechModel.findByRoleId(roleId);
if(!techData) return { techTrees: [], sumTechScore: 0 };
let { unlockedTech = [], circles = [] } = techData;
circles = await calCircleCe(roleId, unlockedTech, circles);
let techTrees = unlockedTech.map(techId => getSingleTechData(techId, circles));
return {
techTrees
}
}
/**
* 从首页重新进入,重新计算他的战力
* @param roleId
* @param circles
* @returns
*/
async function calCircleCe(roleId: string, unlockedTech: number[], circles: Circle[]) {
let hids: number[] = circles.map(circle => circle.hid).filter(hid => hid > 0);
if(hids.length <= 0) return circles
let heroes = await HeroModel.findByHidRange(hids, roleId);
let newCircle = circles.map(circle => {
if(circle.hid == 0) return circle;
let hero = heroes.find(cur => cur.hid == circle.hid);
return { ...circle, ce: hero?.ce||0 }
});
let effectIds = getTechEffectIds(unlockedTech, circles)
await RougelikeTechModel.updateCircle(roleId, newCircle, effectIds);
return newCircle;
}
export async function updateEffectId(techData: RougelikeTechType) {
let effectIds = getTechEffectIdsByData(techData);
if(!compareNumberArray(effectIds, techData.effectIds||[])) {
await RougelikeTechModel.updateEffectId(techData.roleId, effectIds);
if (hasMaxHpUpdate(effectIds, techData.effectIds||[])) {
const dbRecord = await RougelikeRecordModel.findByRoleIdAndStatus(techData.roleId, ROUGE_LIKE_STATUS.SUCCESS)
if(dbRecord) await updateMaxHp(techData.roleId, dbRecord.gameCode, dbRecord.type, dbRecord.grade)
}
}
}
function hasMaxHpUpdate(effectIds: number[], oldEffectIds: number[]) {
let newEffectIds: number[] = [];
for(let effectId of effectIds) {
if (!oldEffectIds.includes(effectId)) newEffectIds.push(effectId);
}
for(let effectId of newEffectIds) {
let dicRougeEffect = gameData.rougeEffect.get(effectId);
if(dicRougeEffect && dicRougeEffect.effectType == ROUGE_EFFECT_TYPE.TECH_CHARA_MAIN_ATTR_UP) {
return true;
}
}
return false;
}
/**
* 处理后单个科技点的数据
* @param techData
* @param techId
* @returns
*/
export function getCurTechData(techData: RougelikeTechType, techId: number) {
if(!techData || !techId) return { curTechTree: { techId, circles: [] } }
let { circles = [] } = techData;
return {
curTechTree: getSingleTechData(techId, circles)
}
}
/**
* 获取单片科技树数据
* @param techId
* @param circles
* @returns
*/
function getSingleTechData(techId: number, circles: Circle[]) {
let result: { circleId: number, hid: number, ce: number }[] = [];
for(let { techId: curTechId, hid, circleId, ce } of circles) {
if(curTechId == techId) result.push({ hid, circleId, ce });
}
return { techId, circles: result };
}
/**
* 检查前置科技点是否解锁
* @param techId
* @param unlockedTech
* @returns
*/
export function checkPreRougeTech(techId: number, unlockedTech: number[]) {
let dicTech = gameData.rougeTech.get(techId);
let preTechId = dicTech?.preTechId||[];
for(let techId of preTechId) {
if(!unlockedTech.includes(techId)) return false;
}
return true;
}
/**
* 获取科技树带来的type加成
* @param roleId
* @returns [{ type: number, param: number[] }]
*/
export function getTechEffectIdsByData(techData: RougelikeTechType) {
if(!techData) return [];
return getTechEffectIds(techData.unlockedTech, techData.circles);
}
export function getTechEffectIds(unlockedTech: number[], circles: Circle[]) {
let result: number[] = [];
let techMap = new Map<number, number>();
for(let techId of unlockedTech) {
techMap.set(techId, 0);
}
for(let { techId, ce } of circles) {
let oldCe = techMap.get(techId)||0;
techMap.set(techId, oldCe + ce);
}
for(let [techId, ce] of techMap) {
let levelDatas = gameData.rougeTechLevel.get(techId)||[];
let effectIds: number[] = [];
for(let { techEffectIds, ce: targetCe } of levelDatas) {
if(ce >= targetCe) effectIds = techEffectIds;
}
result.push(...effectIds);
}
return result;
}