装备:洗练
This commit is contained in:
@@ -19,6 +19,7 @@ import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, ch
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import { QuenchLogParam } from "../../../domain/roleField/equip";
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import { calEquipSeids } from "../../../pubUtils/playerCe";
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import { JewelModel, JewelType } from "../../../db/Jewel";
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import { getJewelRandSe } from "../../../pubUtils/itemUtils";
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -47,7 +48,7 @@ export class EquipHandler {
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if(!dicEquip) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let consumeResult = await handleCost(roleId, sid, dicEquip.composeMaterial, ITEM_CHANGE_REASON.EQUIP_COMPOSE);
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if(!consumeResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let newEquip = new EPlace(ePlaceId, dicEquip.id);
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let newEplace = hero.ePlace? [...hero.ePlace, newEquip]: [newEquip];
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@@ -449,9 +450,6 @@ export class EquipHandler {
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let { id, randSe, previewRandSe } = jewel;
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if(previewRandSe.length <= 0) {
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if (!randSe || randSe.length <= 0) {
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return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
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}
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let previewRandSe = getRandSeResult(id, randSe);
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if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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@@ -497,11 +495,7 @@ export class EquipHandler {
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if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
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let { randSe, hid, ePlaceId, previewRandSe } = jewel;
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if (!randSe || randSe.length <= 0) {
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return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
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}
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if(!previewRandSe) { // 没预览过
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if(!previewRandSe || previewRandSe.length <= 0) { // 没预览过
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return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
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}
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@@ -541,66 +535,67 @@ export class EquipHandler {
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}
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// // 淬火
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// public async quench(msg: { eid: number, type: QUENCH_TYPE }, session: BackendSession) {
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// let roleId: string = session.get('roleId');
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// // let roleName: string = session.get('roleName');
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// let sid: string = session.get('sid');
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// 选择淬炼的那一条
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public async chooseQuench(msg: { seqId: number, randSeId: number }, session: BackendSession) {
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let { seqId, randSeId } = msg;
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let jewel = await JewelModel.findbySeqId(seqId);
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if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
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let { randSe } = jewel;
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if (!randSe || randSe.length <= 0) {
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return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
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}
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let quenchedSe = randSe.find(cur => cur.quenched);
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if(!!quenchedSe) return resResult(STATUS.JEWEL_HAS_CHOOSEN_QUENCH);
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let curRandSe = randSe.find(cur => cur.id == randSeId);
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if(!curRandSe) return resResult(STATUS.JEWEL_HAVE_NO_CUR_RANDSE);
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let jewelResult = await JewelModel.chooseQuench(seqId, randSeId);
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return resResult(STATUS.SUCCESS, { curJewel: pick(jewelResult, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
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}
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// 淬火
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public async quench(msg: { seqId: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { seqId } = msg;
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let jewel = await JewelModel.findbySeqId(seqId);
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if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
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let { randSe, hid, ePlaceId } = jewel;
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if (!randSe || randSe.length <= 0) {
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return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
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}
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let quenchedSe = randSe.find(cur => cur.quenched);
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if(!quenchedSe) return resResult(STATUS.JEWEL_NOT_CHOOSEN_QUENCH);
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let dicJewel = gameData.jewel.get(jewel.id);
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if(!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let consumeResult = await handleCost(roleId, sid, dicJewel.quenchConsume, ITEM_CHANGE_REASON.EQUIP_QUENCH);
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if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let newRandSe = getJewelRandSe(quenchedSe.id, quenchedSe.seid);
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let isSuccess = newRandSe.rand >= quenchedSe.rand;
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let newJewel = await JewelModel.quench(seqId, isSuccess, newRandSe.rand);
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// 更新战力
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if(isSuccess && hid > 0) {
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const hero = await HeroModel.findByHidAndRole(hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_QUENCH, sid, roleId, hero, {}, [ePlaceId], { oldJewel: jewel, newJewel });
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}
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// TODO 任务
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// await checkTask(roleId, sid, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
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return resResult(STATUS.SUCCESS, { isSuccess, curJewel: pick(newJewel, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
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// let { eid, type } = msg;
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// let equip = await EquipModel.findbySeqId(eid);
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// if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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// let { id, randMain, grade, hid, ePlaceId } = equip;
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// let dicGoods = gameData.goods.get(id);
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// if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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// let dicQuench = gameData.quenchByQuality.get(dicGoods.quality)?.get(grade);
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// // console.log(dicQuench, dicGoods.quality, grade)
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// if (!dicQuench) return resResult(STATUS.EQUIP_QUENCH_MAX);
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// let check = new CheckMeterial(roleId);
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// let logs: QuenchLogParam[] = [], times = 0;
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// while(
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// (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
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// (type == QUENCH_TYPE.ONE_GRADE && !checkQuenchMaxByQualityAndGrade(dicGoods.quality, grade, randMain)) // 淬火一品,在品相上限内淬火
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// ) {
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// let result = await quenchOnce(randMain, dicQuench, dicGoods);
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// if(!result) break;
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// let isEnough = await check.decrease(result.consumes);
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// if(!isEnough) break; // 消耗不足
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// result.log.setTimes(++times);
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// logs.push(result.log);
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// grade = result.grade;
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// randMain = result.randMain;
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// }
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// if (times == 0) return resResult(STATUS.EQUIP_QUENCH_ERR);
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// let consumes = check.getConsume();
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// let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_QUENCH);
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// if (!result)
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// return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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// let equipResult = await EquipModel.updateEquipInfo(eid, { randMain, grade })
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// let curEquip = {
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// seqId: equipResult.seqId,
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// id: equipResult.id,
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// randMain: equipResult.randMain,
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// grade: equipResult.grade,
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// }
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// // 更新战力
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// if(hid > 0) { // 装备中的时候
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// const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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// await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { });
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// }
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// return resResult(STATUS.SUCCESS, { logs, curEquip });
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// }
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}
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// //分解装备
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// public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
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@@ -9,6 +9,7 @@ import { QuenchLogParam } from '../domain/roleField/equip';
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import { QUENCH } from '../pubUtils/dicParam';
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import { DicQuenchQuality } from '../pubUtils/dictionary/DicQuenchQuality';
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import { JewelType, RandSe } from '../db/Jewel';
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import { getJewelRandSe } from '../pubUtils/itemUtils';
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/**
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* 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
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@@ -148,22 +149,29 @@ export function checkQuenchMaxByQualityAndGrade(quality: number, grade: number,
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}
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export function getRandSeResult(id: number, randSe: RandSe[]) {
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let { randomEffect } = gameData.jewel.get(id);
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let { randomEffect, effectCount } = gameData.jewel.get(id);
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let chosen = randSe.filter(cur => cur.locked).map(cur => cur.seid); // 上一轮随机出来的
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let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), randSe.length); // 随机出的结果
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let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), effectCount); // 随机出的结果
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if(randomResult.length < effectCount) { // 去上轮之后不够,把上轮加入
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let chosenRandom = getRandEelm(chosen, effectCount - randomResult.length);
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randomResult.push(...chosenRandom);
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}
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if(randomResult.length < effectCount) { // 还是不够
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let allRandom = getRandEelm(randomEffect, effectCount - randomResult.length);
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randomResult.push(...allRandom);
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}
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let newRandSe: RandSe[] = [];
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for (let i = 0; i < randSe.length; i++) {
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if(randSe[i].locked) {
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newRandSe.push(randSe[i]);
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for (let i = 0; i < effectCount; i++) {
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if(randSe[i]) {
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if(randSe[i] && randSe[i].locked) {
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newRandSe.push(randSe[i]);
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} else {
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newRandSe.push(getJewelRandSe(randSe[i].id, randomResult[i]));
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}
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} else {
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let random = gameData.randomEffectPool.get(randomResult[i]);
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if (!random) break;
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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let newSe = new RandSe(randSe[i].id, random.id, rand);
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newRandSe.push(newSe)
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newRandSe.push(getJewelRandSe(i + 1, randomResult[i]));
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}
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}
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@@ -28,6 +28,7 @@ export enum HERO_SYSTEM_TYPE {
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EQUIP_JEWEL = 25, // 装备装上or卸下天晶石
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EQUIP_STONE = 26, // 装备装上or卸下地玉石
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JEWEL_RESET_RANDSE = 27, // 天晶石洗练
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JEWEL_QUENCH = 28, // 天晶石淬炼
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};
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// 武将上限
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@@ -325,6 +325,9 @@ export const STATUS = {
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JEWEL_HAVE_NO_RANDSE: { code: 30529, simStr: '天晶石上无随机属性' },
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JEWEL_DUPLICATE_LOCK: { code: 30530, simStr: '随机属性不可重复锁定' },
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JEWEL_NOT_PREVIEW: { code: 30531, simStr: '该天晶石未预览洗练值' },
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JEWEL_HAS_CHOOSEN_QUENCH: { code: 30532, simStr: '每个天晶石只能选择一个词条淬炼' },
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JEWEL_NOT_CHOOSEN_QUENCH: { code: 30533, simStr: '请选择一个可淬炼的词条' },
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JEWEL_HAVE_NO_CUR_RANDSE: { code: 30534, simStr: '该天晶石上未找到该属性' },
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//全局养成30600-30699
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ROLE_REACH_MAX_TITLE_LEVEL: { code: 30600, simStr: '玩家已达到最高的爵位' },
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@@ -20,6 +20,8 @@ export class RandSe {
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@prop({ required: false, default: false })
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quenched: boolean = false; // 是否淬炼了
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@prop({ required: false, default: 0 })
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quenchCnt: number = 0; // 淬炼次数
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constructor(id: number, seid: number, rand: number) {
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this.id = id;
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@@ -101,10 +103,25 @@ export default class Jewel extends BaseModel {
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}
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public static async lock(seqId: number, id: number, lock: boolean) {
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let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.id': id }, { $set: { 'randSe.$.locked': lock } }, { new: true, upsert: false }).select('seqId id randSe').lean();
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let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.id': id }, { $set: { 'randSe.$.locked': lock } }, { new: true }).select('seqId id randSe').lean();
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return result;
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}
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public static async chooseQuench(seqId: number, id: number) {
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let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.id': id }, { $set: { 'randSe.$.quenched': true } }, { new: true }).lean();
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return result;
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}
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public static async quench(seqId: number, isSuccess: boolean, rand: number) {
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if(isSuccess) {
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let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.quenched': true }, { $set: { 'randSe.$.rand': rand } }, { new: true }).lean();
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return result;
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} else {
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let result: JewelType = await JewelModel.findOneAndUpdate({ seqId, 'randSe.quenched': true }, { $inc: { 'randSe.$.quenchCnt': 1 } }, { new: true }).lean();
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return result;
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}
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}
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public static async updateInfo(seqId: number, update: jewelUpdate) {
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let result: JewelType = await JewelModel.findOneAndUpdate({ seqId }, { $set: update }, {new: true}).lean();
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return result;
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@@ -1,5 +1,5 @@
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// 武将特技表
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import { readFileAndParse, parseNumberList } from '../util'
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import { readFileAndParse, decodeArrayListStr } from '../util'
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import { FILENAME } from '../../consts'
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export interface DicRandomEffectPool {
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@@ -16,6 +16,10 @@ export interface DicRandomEffectPool {
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readonly Min: number;
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// 随机最大值
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readonly Max: number;
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// 分割
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readonly gap: number;
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// 分割
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readonly rate: {min: number, max: number, weight: number}[];
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}
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@@ -26,8 +30,22 @@ export function loadRandomEffectPool() {
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let arr = readFileAndParse(FILENAME.DIC_RANDOM_EFFECT_POOL);
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arr.forEach(o => {
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o.gainValueArr = parseNumberList(o.gainValue)
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o.rate = parseRate(o.count)
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dicRandomEffectPool.set(o.id, o);
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});
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arr = undefined;
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}
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function parseRate(str: string) {
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let result: {min: number, max: number, weight: number}[] = [];
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if(!str) return result;
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let decodeArr = decodeArrayListStr(str);
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for(let [min, max, weight] of decodeArr) {
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if(isNaN(parseInt(min)) || isNaN(parseInt(max)) || isNaN(parseInt(weight))) {
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throw new Error('data table format wrong');
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}
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result.push({min: parseInt(min), max: parseInt(max), weight: parseInt(weight) });
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}
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return result
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}
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@@ -4,7 +4,7 @@ import { HeroModel, HeroType, } from '../db/Hero';
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import { ItemModel } from '../db/Item';
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import { gameData } from './data';
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import { ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, ITEM_CHANGE_REASON } from '../consts';
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import { getRandValueByMinMax, getRandEelm } from './util';
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import { getRandValueByMinMax, getRandEelm, getRandEelmWithWeight, getDecimalCnt } from './util';
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import { findWhere } from 'underscore';
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import { RoleModel, RoleType, } from '../db/Role';
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@@ -111,15 +111,30 @@ export async function getAddJewelInfo(roleId: string, roleName: string, jewel: {
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let randomResult: number[] = getRandEelm(randomEffect, effectCount);
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let randSe: Array<RandSe> = randomResult.map((id: number, index: number) => {
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let random = gameData.randomEffectPool.get(id)
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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return new RandSe(index + 1, random.id, rand);
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return getJewelRandSe(index + 1, id);
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});
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return { roleId, roleName, id, name, randSe };
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}
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/**
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* 天晶石已知词条随机值
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* @param id 词条位置,第几条
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* @param seid 词条id
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* @returns
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*/
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export function getJewelRandSe(id: number, seid: number) {
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let dicRandom = gameData.randomEffectPool.get(seid)
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let rand = 0;
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if (dicRandom.id > 0) {
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let randRange = getRandEelmWithWeight(dicRandom.rate);
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let randResult = getRandValueByMinMax(randRange.dic.min, randRange.dic.max, getDecimalCnt(dicRandom.gap));
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let n = Math.floor((randResult - dicRandom.Min)/dicRandom.gap);
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rand = dicRandom.Min + n * dicRandom.gap;
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}
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return new RandSe(id, dicRandom.id, rand);
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}
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/**
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* @description 获取元宝物品 { id, count }
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* @param count 元宝数量
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@@ -184,7 +184,8 @@ export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: numb
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heroAttrs = calEquipPutOnOrOffStoneIncAttr(hero, update, args, params, addSeidList, removeSeidList);
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break;
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case HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE:
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heroAttrs = calJewelResetRandSe(hero, args, params, addSeidList, removeSeidList);
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case HERO_SYSTEM_TYPE.JEWEL_QUENCH:
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heroAttrs = calJewelResetRandSeIncAttr(hero, args, params, addSeidList, removeSeidList);
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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);
|
||||
|
||||
@@ -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
Reference in New Issue
Block a user