装备:洗练
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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;
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case HERO_SYSTEM_TYPE.EQUIP: //
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heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
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@@ -784,7 +785,7 @@ function updateHeroAttrOfStone(heroAttrs: CeAttrData[], equip: EPlace, ratio: nu
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}
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export function calJewelResetRandSe(hero: HeroType, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
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export function calJewelResetRandSeIncAttr(hero: HeroType, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
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let { attr: heroAttrs, ePlace } = hero;
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for(let eplaceId of eplaceIds) {
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let equip = ePlace.find(cur => cur.id == eplaceId);
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@@ -180,7 +180,7 @@ export function shouldRefreshWeek(preTime: Date, now: Date, day: number = 1, hou
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*/
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export function getRandEelm<T>(source: Array<T> = [], cnt = 1): Array<T> {
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if (cnt == 0) return [];
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if (cnt >= source.length) return source;
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if (cnt >= source.length) return sortArrRandom(source);
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let idxs = new Set();
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while (1) {
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@@ -337,6 +337,11 @@ export const cal = {
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}
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};
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export function getDecimalCnt(num: number) {
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let str = num.toString();
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return str.split('.')[1]? str.split('.')[1].length: 0;
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}
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//计算公式
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// export function calculateNum(ratio: { A: number, B: number }, params: { num: number }, defaultVal = 0) {
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// // result = a * num + b
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