装备:镶嵌天晶石

This commit is contained in:
luying
2022-02-16 16:51:23 +08:00
parent 862c3f4d65
commit 29e66fc844
17 changed files with 277 additions and 144 deletions
+50 -8
View File
@@ -5,20 +5,21 @@
import { HERO_SYSTEM_TYPE, ABI_TYPE, HERO_CE_RATIO, LINEUP_NUM } from '../consts';
import { cal, deepCopy, getAllAttrStage, reduceCe } from './util';
import { HeroModel, HeroType, HeroUpdate, CeAttrData, EPlace } from '../db/Hero';
import { HeroModel, HeroType, HeroUpdate, CeAttrData, EPlace, Stone } from '../db/Hero';
import { RoleModel, RoleType, RoleUpdate, CeAttrDataRole } from '../db/Role';
import { AttributeCal } from '../domain/roleField/attribute';
import { ABI_STAGE, SEID_TYPE } from '../consts';
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById, getSchoolRateByStar, getScollByStar, getTeraph, getEquipQualityIdByEquipIdAndPoint, getEquipStarIdByEquipId, getEquipSuitByHero, getEquipStarMainAttrByStage } from './data';
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById, getSchoolRateByStar, getScollByStar, getTeraph, getEquipQualityIdByEquipIdAndPoint, getEquipStarIdByEquipId, getEquipSuitByHero, getEquipStarMainAttrByStage, getJewelConditionByLvAndSeId } from './data';
import { DicSe } from './dictionary/DicSe';
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
import { SchoolModel } from '../db/School';
import { ABI_TYPE_MAIN, ABI_JOB_STAGE, ABI_STAGE_TO_TYPE } from '../consts/constModules/abilityConst'
import { PvpDefenseModel } from '../db/PvpDefense';
import { findIndex } from 'underscore';
import { findIndex, uniq } from 'underscore';
import { GuildModel } from '../db/Guild';
import { DicJob } from './dictionary/DicJob';
import { saveCeChangeLog } from './logUtil';
import { JewelModel, JewelType } from '../db/Jewel';
// 修改并下发战力
export async function calPlayerCeAndSave(type: number, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>) {
@@ -26,7 +27,7 @@ export async function calPlayerCeAndSave(type: number, roleId: string, originHer
let { attr: roleAttrs = [], serverId } = role;
let heroAttrs = calPlayerCe(originHero, update, type, args); // 根据操作计算attr的增加
let heroAttrs = await calPlayerCe(originHero, update, type, args); // 根据操作计算attr的增加
let newAttr = new AttributeCal();
newAttr.setLv(update.lv||originHero.lv);
@@ -136,7 +137,7 @@ async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleTyp
}
// 计算单个武将战力
export function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, args: Array<number> = []) {
export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, args: Array<number> = []) {
let heroAttrs: CeAttrData[] = []; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
let addSeidList = new Array<number>();
@@ -176,6 +177,9 @@ export function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, ar
case HERO_SYSTEM_TYPE.EQUIP_STAR:
heroAttrs = calEquipStarIncAttr(hero, update, args, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP_JEWEL:
heroAttrs = await calEquipPutOnOrOffJewelIncAttr(hero, update, args, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP: //
heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
break;
@@ -707,10 +711,48 @@ function calEquipSuitIncAttr(hid: number, oldEplace: EPlace[], newEplace: EPlace
for(let { star, seid } of dicEquipSuit.effect) {
if(oldStar >= star) removeSeidList.push(seid);
if(newStar >= star) addSeidList.push(seid);
if(newStar >= star) addSeidList.push(seid, 0);
}
}
export async function calEquipPutOnOrOffJewelIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
await setRandSeToSeidList(oldEquip, removeSeidList);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
await setRandSeToSeidList(newEquip, addSeidList);
}
return heroAttrs;
}
async function setRandSeToSeidList(equip: EPlace, list: number[]) {
if(equip && equip.jewel) {
let jewel = await JewelModel.findbySeqId(equip.jewel);
for(let { id, seid, rand } of jewel.randSe) {
if(isRandSeUnLock(jewel.id, id, equip.stones)) {
list.push(seid, rand);
}
}
}
}
function isRandSeUnLock(jewelId: number, randSeId: number, stones: Stone[]) {
let dicJewel = gameData.jewel.get(jewelId);
let dicJewelCondition = getJewelConditionByLvAndSeId(dicJewel.lv, randSeId);
let stoneCnt = 0, stoneLv = 0;
for(let { stone } of stones) {
let dicStone = gameData.stone.get(stone);
if(dicStone) {
stoneCnt++;
stoneLv += dicStone.lv;
}
}
return stoneCnt >= dicJewelCondition.stoneCnt && stoneLv >= dicJewelCondition.stoneLv;
}
/**
* 穿脱, removeSeidList原来身上穿着的所有装备的seid,包括套装的
* @param {HeroType} hero 武将
@@ -725,11 +767,11 @@ export function calEquipPutOnOffIncAttr(hero: HeroType, seids: Array<number>, ad
// 计算被动技能
let resultSeid = calEquipSeids(hero);
for(let seid of resultSeid) {
addSeidList.push(seid);
addSeidList.push(seid, 0);
}
for (let seid of seids) {
removeSeidList.push(seid)
removeSeidList.push(seid, 0);
}
return heroAttrs