装备:洗练

This commit is contained in:
luying
2022-02-17 12:41:40 +08:00
parent 82b15e5792
commit 2bfc27356f
10 changed files with 1295 additions and 1992 deletions

View File

@@ -19,6 +19,7 @@ import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, ch
import { QuenchLogParam } from "../../../domain/roleField/equip";
import { calEquipSeids } from "../../../pubUtils/playerCe";
import { JewelModel, JewelType } from "../../../db/Jewel";
import { getJewelRandSe } from "../../../pubUtils/itemUtils";
export default function (app: Application) {
new HandlerService(app, {});
@@ -47,7 +48,7 @@ export class EquipHandler {
if(!dicEquip) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let consumeResult = await handleCost(roleId, sid, dicEquip.composeMaterial, ITEM_CHANGE_REASON.EQUIP_COMPOSE);
if(!consumeResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newEquip = new EPlace(ePlaceId, dicEquip.id);
let newEplace = hero.ePlace? [...hero.ePlace, newEquip]: [newEquip];
@@ -449,9 +450,6 @@ export class EquipHandler {
let { id, randSe, previewRandSe } = jewel;
if(previewRandSe.length <= 0) {
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
let previewRandSe = getRandSeResult(id, randSe);
if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
@@ -497,11 +495,7 @@ export class EquipHandler {
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe, hid, ePlaceId, previewRandSe } = jewel;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
if(!previewRandSe) { // 没预览过
if(!previewRandSe || previewRandSe.length <= 0) { // 没预览过
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
}
@@ -541,66 +535,67 @@ export class EquipHandler {
}
// // 淬火
// public async quench(msg: { eid: number, type: QUENCH_TYPE }, session: BackendSession) {
// let roleId: string = session.get('roleId');
// // let roleName: string = session.get('roleName');
// let sid: string = session.get('sid');
// 选择淬炼的那一条
public async chooseQuench(msg: { seqId: number, randSeId: number }, session: BackendSession) {
let { seqId, randSeId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe } = jewel;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
let quenchedSe = randSe.find(cur => cur.quenched);
if(!!quenchedSe) return resResult(STATUS.JEWEL_HAS_CHOOSEN_QUENCH);
let curRandSe = randSe.find(cur => cur.id == randSeId);
if(!curRandSe) return resResult(STATUS.JEWEL_HAVE_NO_CUR_RANDSE);
let jewelResult = await JewelModel.chooseQuench(seqId, randSeId);
return resResult(STATUS.SUCCESS, { curJewel: pick(jewelResult, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
}
// 淬火
public async quench(msg: { seqId: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { seqId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe, hid, ePlaceId } = jewel;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
let quenchedSe = randSe.find(cur => cur.quenched);
if(!quenchedSe) return resResult(STATUS.JEWEL_NOT_CHOOSEN_QUENCH);
let dicJewel = gameData.jewel.get(jewel.id);
if(!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let consumeResult = await handleCost(roleId, sid, dicJewel.quenchConsume, ITEM_CHANGE_REASON.EQUIP_QUENCH);
if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newRandSe = getJewelRandSe(quenchedSe.id, quenchedSe.seid);
let isSuccess = newRandSe.rand >= quenchedSe.rand;
let newJewel = await JewelModel.quench(seqId, isSuccess, newRandSe.rand);
// 更新战力
if(isSuccess && hid > 0) {
const hero = await HeroModel.findByHidAndRole(hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_QUENCH, sid, roleId, hero, {}, [ePlaceId], { oldJewel: jewel, newJewel });
}
// TODO 任务
// await checkTask(roleId, sid, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
return resResult(STATUS.SUCCESS, { isSuccess, curJewel: pick(newJewel, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
// let { eid, type } = msg;
// let equip = await EquipModel.findbySeqId(eid);
// if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
// let { id, randMain, grade, hid, ePlaceId } = equip;
// let dicGoods = gameData.goods.get(id);
// if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// let dicQuench = gameData.quenchByQuality.get(dicGoods.quality)?.get(grade);
// // console.log(dicQuench, dicGoods.quality, grade)
// if (!dicQuench) return resResult(STATUS.EQUIP_QUENCH_MAX);
// let check = new CheckMeterial(roleId);
// let logs: QuenchLogParam[] = [], times = 0;
// while(
// (type == QUENCH_TYPE.ONCE && times < 1 && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, 0, randMain)) || // 淬火一次,保证不超出该品质上限
// (type == QUENCH_TYPE.ONE_GRADE && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, grade, randMain)) // 淬火一品,在品相上限内淬火
// ) {
// let result = await quenchOnce(randMain, dicQuench, dicGoods);
// if(!result) break;
// let isEnough = await check.decrease(result.consumes);
// if(!isEnough) break; // 消耗不足
// result.log.setTimes(++times);
// logs.push(result.log);
// grade = result.grade;
// randMain = result.randMain;
// }
// if (times == 0) return resResult(STATUS.EQUIP_QUENCH_ERR);
// let consumes = check.getConsume();
// let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_QUENCH);
// if (!result)
// return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
// let equipResult = await EquipModel.updateEquipInfo(eid, { randMain, grade })
// let curEquip = {
// seqId: equipResult.seqId,
// id: equipResult.id,
// randMain: equipResult.randMain,
// grade: equipResult.grade,
// }
// // 更新战力
// if(hid > 0) { // 装备中的时候
// const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
// await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { });
// }
// return resResult(STATUS.SUCCESS, { logs, curEquip });
// }
}
// //分解装备
// public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {

View File

@@ -9,6 +9,7 @@ import { QuenchLogParam } from '../domain/roleField/equip';
import { QUENCH } from '../pubUtils/dicParam';
import { DicQuenchQuality } from '../pubUtils/dictionary/DicQuenchQuality';
import { JewelType, RandSe } from '../db/Jewel';
import { getJewelRandSe } from '../pubUtils/itemUtils';
/**
* 校验前端传入的消耗数量是否准确并返回消耗的道具并加上特殊材料needConsumes
@@ -148,22 +149,29 @@ export function checkQuenchMaxByQualityAndGrade(quality: number, grade: number,
}
export function getRandSeResult(id: number, randSe: RandSe[]) {
let { randomEffect } = gameData.jewel.get(id);
let { randomEffect, effectCount } = gameData.jewel.get(id);
let chosen = randSe.filter(cur => cur.locked).map(cur => cur.seid); // 上一轮随机出来的
let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), randSe.length); // 随机出的结果
let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), effectCount); // 随机出的结果
if(randomResult.length < effectCount) { // 去上轮之后不够,把上轮加入
let chosenRandom = getRandEelm(chosen, effectCount - randomResult.length);
randomResult.push(...chosenRandom);
}
if(randomResult.length < effectCount) { // 还是不够
let allRandom = getRandEelm(randomEffect, effectCount - randomResult.length);
randomResult.push(...allRandom);
}
let newRandSe: RandSe[] = [];
for (let i = 0; i < randSe.length; i++) {
if(randSe[i].locked) {
newRandSe.push(randSe[i]);
for (let i = 0; i < effectCount; i++) {
if(randSe[i]) {
if(randSe[i] && randSe[i].locked) {
newRandSe.push(randSe[i]);
} else {
newRandSe.push(getJewelRandSe(randSe[i].id, randomResult[i]));
}
} else {
let random = gameData.randomEffectPool.get(randomResult[i]);
if (!random) break;
let rand = 0;
if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
let newSe = new RandSe(randSe[i].id, random.id, rand);
newRandSe.push(newSe)
newRandSe.push(getJewelRandSe(i + 1, randomResult[i]));
}
}

View File

@@ -28,6 +28,7 @@ export enum HERO_SYSTEM_TYPE {
EQUIP_JEWEL = 25, // 装备装上or卸下天晶石
EQUIP_STONE = 26, // 装备装上or卸下地玉石
JEWEL_RESET_RANDSE = 27, // 天晶石洗练
JEWEL_QUENCH = 28, // 天晶石淬炼
};
// 武将上限

View File

@@ -325,6 +325,9 @@ export const STATUS = {
JEWEL_HAVE_NO_RANDSE: { code: 30529, simStr: '天晶石上无随机属性' },
JEWEL_DUPLICATE_LOCK: { code: 30530, simStr: '随机属性不可重复锁定' },
JEWEL_NOT_PREVIEW: { code: 30531, simStr: '该天晶石未预览洗练值' },
JEWEL_HAS_CHOOSEN_QUENCH: { code: 30532, simStr: '每个天晶石只能选择一个词条淬炼' },
JEWEL_NOT_CHOOSEN_QUENCH: { code: 30533, simStr: '请选择一个可淬炼的词条' },
JEWEL_HAVE_NO_CUR_RANDSE: { code: 30534, simStr: '该天晶石上未找到该属性' },
//全局养成30600-30699
ROLE_REACH_MAX_TITLE_LEVEL: { code: 30600, simStr: '玩家已达到最高的爵位' },

View File

@@ -20,6 +20,8 @@ export class RandSe {
@prop({ required: false, default: false })
quenched: boolean = false; // 是否淬炼了
@prop({ required: false, default: 0 })
quenchCnt: number = 0; // 淬炼次数
constructor(id: number, seid: number, rand: number) {
this.id = id;
@@ -101,10 +103,25 @@ export default class Jewel extends BaseModel {
}
public static async lock(seqId: number, id: number, lock: boolean) {
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.id': id }, { $set: { 'randSe.$.locked': lock } }, { new: true, upsert: false }).select('seqId id randSe').lean();
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.id': id }, { $set: { 'randSe.$.locked': lock } }, { new: true }).select('seqId id randSe').lean();
return result;
}
public static async chooseQuench(seqId: number, id: number) {
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.id': id }, { $set: { 'randSe.$.quenched': true } }, { new: true }).lean();
return result;
}
public static async quench(seqId: number, isSuccess: boolean, rand: number) {
if(isSuccess) {
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.quenched': true }, { $set: { 'randSe.$.rand': rand } }, { new: true }).lean();
return result;
} else {
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.quenched': true }, { $inc: { 'randSe.$.quenchCnt': 1 } }, { new: true }).lean();
return result;
}
}
public static async updateInfo(seqId: number, update: jewelUpdate) {
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId }, { $set: update }, {new: true}).lean();
return result;

View File

@@ -1,5 +1,5 @@
// 武将特技表
import { readFileAndParse, parseNumberList } from '../util'
import { readFileAndParse, decodeArrayListStr } from '../util'
import { FILENAME } from '../../consts'
export interface DicRandomEffectPool {
@@ -16,6 +16,10 @@ export interface DicRandomEffectPool {
readonly Min: number;
// 随机最大值
readonly Max: number;
// 分割
readonly gap: number;
// 分割
readonly rate: {min: number, max: number, weight: number}[];
}
@@ -26,8 +30,22 @@ export function loadRandomEffectPool() {
let arr = readFileAndParse(FILENAME.DIC_RANDOM_EFFECT_POOL);
arr.forEach(o => {
o.gainValueArr = parseNumberList(o.gainValue)
o.rate = parseRate(o.count)
dicRandomEffectPool.set(o.id, o);
});
arr = undefined;
}
function parseRate(str: string) {
let result: {min: number, max: number, weight: number}[] = [];
if(!str) return result;
let decodeArr = decodeArrayListStr(str);
for(let [min, max, weight] of decodeArr) {
if(isNaN(parseInt(min)) || isNaN(parseInt(max)) || isNaN(parseInt(weight))) {
throw new Error('data table format wrong');
}
result.push({min: parseInt(min), max: parseInt(max), weight: parseInt(weight) });
}
return result
}

View File

@@ -4,7 +4,7 @@ import { HeroModel, HeroType, } from '../db/Hero';
import { ItemModel } from '../db/Item';
import { gameData } from './data';
import { ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, ITEM_CHANGE_REASON } from '../consts';
import { getRandValueByMinMax, getRandEelm } from './util';
import { getRandValueByMinMax, getRandEelm, getRandEelmWithWeight, getDecimalCnt } from './util';
import { findWhere } from 'underscore';
import { RoleModel, RoleType, } from '../db/Role';
@@ -111,15 +111,30 @@ export async function getAddJewelInfo(roleId: string, roleName: string, jewel: {
let randomResult: number[] = getRandEelm(randomEffect, effectCount);
let randSe: Array<RandSe> = randomResult.map((id: number, index: number) => {
let random = gameData.randomEffectPool.get(id)
let rand = 0;
if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
return new RandSe(index + 1, random.id, rand);
return getJewelRandSe(index + 1, id);
});
return { roleId, roleName, id, name, randSe };
}
/**
* 天晶石已知词条随机值
* @param id 词条位置,第几条
* @param seid 词条id
* @returns
*/
export function getJewelRandSe(id: number, seid: number) {
let dicRandom = gameData.randomEffectPool.get(seid)
let rand = 0;
if (dicRandom.id > 0) {
let randRange = getRandEelmWithWeight(dicRandom.rate);
let randResult = getRandValueByMinMax(randRange.dic.min, randRange.dic.max, getDecimalCnt(dicRandom.gap));
let n = Math.floor((randResult - dicRandom.Min)/dicRandom.gap);
rand = dicRandom.Min + n * dicRandom.gap;
}
return new RandSe(id, dicRandom.id, rand);
}
/**
* @description 获取元宝物品 { id, count }
* @param count 元宝数量

View File

@@ -184,7 +184,8 @@ export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: numb
heroAttrs = calEquipPutOnOrOffStoneIncAttr(hero, update, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE:
heroAttrs = calJewelResetRandSe(hero, args, params, addSeidList, removeSeidList);
case HERO_SYSTEM_TYPE.JEWEL_QUENCH:
heroAttrs = calJewelResetRandSeIncAttr(hero, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP: //
heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
@@ -784,7 +785,7 @@ function updateHeroAttrOfStone(heroAttrs: CeAttrData[], equip: EPlace, ratio: nu
}
export function calJewelResetRandSe(hero: HeroType, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
export function calJewelResetRandSeIncAttr(hero: HeroType, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace } = hero;
for(let eplaceId of eplaceIds) {
let equip = ePlace.find(cur => cur.id == eplaceId);

View File

@@ -180,7 +180,7 @@ export function shouldRefreshWeek(preTime: Date, now: Date, day: number = 1, hou
*/
export function getRandEelm<T>(source: Array<T> = [], cnt = 1): Array<T> {
if (cnt == 0) return [];
if (cnt >= source.length) return source;
if (cnt >= source.length) return sortArrRandom(source);
let idxs = new Set();
while (1) {
@@ -337,6 +337,11 @@ export const cal = {
}
};
export function getDecimalCnt(num: number) {
let str = num.toString();
return str.split('.')[1]? str.split('.')[1].length: 0;
}
//计算公式
// export function calculateNum(ratio: { A: number, B: number }, params: { num: number }, defaultVal = 0) {
// // result = a * num + b

File diff suppressed because it is too large Load Diff