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
@@ -19,6 +19,7 @@ import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, ch
import { QuenchLogParam } from "../../../domain/roleField/equip"; import { QuenchLogParam } from "../../../domain/roleField/equip";
import { calEquipSeids } from "../../../pubUtils/playerCe"; import { calEquipSeids } from "../../../pubUtils/playerCe";
import { JewelModel, JewelType } from "../../../db/Jewel"; import { JewelModel, JewelType } from "../../../db/Jewel";
import { getJewelRandSe } from "../../../pubUtils/itemUtils";
export default function (app: Application) { export default function (app: Application) {
new HandlerService(app, {}); new HandlerService(app, {});
@@ -47,7 +48,7 @@ export class EquipHandler {
if(!dicEquip) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(!dicEquip) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let consumeResult = await handleCost(roleId, sid, dicEquip.composeMaterial, ITEM_CHANGE_REASON.EQUIP_COMPOSE); 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 newEquip = new EPlace(ePlaceId, dicEquip.id);
let newEplace = hero.ePlace? [...hero.ePlace, newEquip]: [newEquip]; let newEplace = hero.ePlace? [...hero.ePlace, newEquip]: [newEquip];
@@ -449,9 +450,6 @@ export class EquipHandler {
let { id, randSe, previewRandSe } = jewel; let { id, randSe, previewRandSe } = jewel;
if(previewRandSe.length <= 0) { if(previewRandSe.length <= 0) {
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
let previewRandSe = getRandSeResult(id, randSe); let previewRandSe = getRandSeResult(id, randSe);
if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
@@ -497,11 +495,7 @@ export class EquipHandler {
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND); if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe, hid, ePlaceId, previewRandSe } = jewel; let { randSe, hid, ePlaceId, previewRandSe } = jewel;
if (!randSe || randSe.length <= 0) { if(!previewRandSe || previewRandSe.length <= 0) { // 没预览过
return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
if(!previewRandSe) { // 没预览过
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW); return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
} }
@@ -541,66 +535,67 @@ export class EquipHandler {
} }
// // 淬火 // 选择淬炼的那一条
// public async quench(msg: { eid: number, type: QUENCH_TYPE }, session: BackendSession) { public async chooseQuench(msg: { seqId: number, randSeId: number }, session: BackendSession) {
// let roleId: string = session.get('roleId');
// // let roleName: string = session.get('roleName');
// let sid: string = session.get('sid');
let { seqId, randSeId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
// let { eid, type } = msg; let { randSe } = jewel;
// let equip = await EquipModel.findbySeqId(eid); if (!randSe || randSe.length <= 0) {
// if (!equip) return resResult(STATUS.EQUIP_NOT_FIND); return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
// let { id, randMain, grade, hid, ePlaceId } = equip; let quenchedSe = randSe.find(cur => cur.quenched);
if(!!quenchedSe) return resResult(STATUS.JEWEL_HAS_CHOOSEN_QUENCH);
// let dicGoods = gameData.goods.get(id); let curRandSe = randSe.find(cur => cur.id == randSeId);
// if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(!curRandSe) return resResult(STATUS.JEWEL_HAVE_NO_CUR_RANDSE);
// 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 jewelResult = await JewelModel.chooseQuench(seqId, randSeId);
// 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); return resResult(STATUS.SUCCESS, { curJewel: pick(jewelResult, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
// if(!isEnough) break; // 消耗不足 }
// result.log.setTimes(++times); // 淬火
// logs.push(result.log); public async quench(msg: { seqId: number }, session: BackendSession) {
// grade = result.grade; let roleId: string = session.get('roleId');
// randMain = result.randMain; // let roleName: string = session.get('roleName');
// } let sid: string = session.get('sid');
// if (times == 0) return resResult(STATUS.EQUIP_QUENCH_ERR); let { seqId } = msg;
// let consumes = check.getConsume(); let jewel = await JewelModel.findbySeqId(seqId);
// let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_QUENCH); if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
// if (!result)
// return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
// let equipResult = await EquipModel.updateEquipInfo(eid, { randMain, grade }) let { randSe, hid, ePlaceId } = jewel;
// let curEquip = { if (!randSe || randSe.length <= 0) {
// seqId: equipResult.seqId, return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
// id: equipResult.id, }
// randMain: equipResult.randMain, let quenchedSe = randSe.find(cur => cur.quenched);
// grade: equipResult.grade, if(!quenchedSe) return resResult(STATUS.JEWEL_NOT_CHOOSEN_QUENCH);
// }
// // 更新战力 let dicJewel = gameData.jewel.get(jewel.id);
// if(hid > 0) { // 装备中的时候 if(!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
// const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
// await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { });
// }
// return resResult(STATUS.SUCCESS, { logs, curEquip }); 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']) });
}
// //分解装备 // //分解装备
// public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) { // public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
+19 -11
View File
@@ -9,6 +9,7 @@ import { QuenchLogParam } from '../domain/roleField/equip';
import { QUENCH } from '../pubUtils/dicParam'; import { QUENCH } from '../pubUtils/dicParam';
import { DicQuenchQuality } from '../pubUtils/dictionary/DicQuenchQuality'; import { DicQuenchQuality } from '../pubUtils/dictionary/DicQuenchQuality';
import { JewelType, RandSe } from '../db/Jewel'; 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 * 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[]) { 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 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[] = []; let newRandSe: RandSe[] = [];
for (let i = 0; i < randSe.length; i++) { for (let i = 0; i < effectCount; i++) {
if(randSe[i].locked) { if(randSe[i]) {
newRandSe.push(randSe[i]); if(randSe[i] && randSe[i].locked) {
newRandSe.push(randSe[i]);
} else {
newRandSe.push(getJewelRandSe(randSe[i].id, randomResult[i]));
}
} else { } else {
let random = gameData.randomEffectPool.get(randomResult[i]); newRandSe.push(getJewelRandSe(i + 1, 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)
} }
} }
+1
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_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 EQUIP_STONE = 26, // 装备装上or卸下地玉石
JEWEL_RESET_RANDSE = 27, // 天晶石洗练 JEWEL_RESET_RANDSE = 27, // 天晶石洗练
JEWEL_QUENCH = 28, // 天晶石淬炼
}; };
// 武将上限 // 武将上限
+3
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_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_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_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 //全局养成30600-30699
ROLE_REACH_MAX_TITLE_LEVEL: { code: 30600, simStr: '玩家已达到最高的爵位' }, ROLE_REACH_MAX_TITLE_LEVEL: { code: 30600, simStr: '玩家已达到最高的爵位' },
+18 -1
View File
@@ -20,6 +20,8 @@ export class RandSe {
@prop({ required: false, default: false }) @prop({ required: false, default: false })
quenched: boolean = false; // 是否淬炼了 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) { constructor(id: number, seid: number, rand: number) {
this.id = id; this.id = id;
@@ -101,10 +103,25 @@ export default class Jewel extends BaseModel {
} }
public static async lock(seqId: number, id: number, lock: boolean) { 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; 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) { public static async updateInfo(seqId: number, update: jewelUpdate) {
let result: JewelType = await JewelModel.findOneAndUpdate({ seqId }, { $set: update }, {new: true}).lean(); let result: JewelType = await JewelModel.findOneAndUpdate({ seqId }, { $set: update }, {new: true}).lean();
return result; return result;
@@ -1,5 +1,5 @@
// 武将特技表 // 武将特技表
import { readFileAndParse, parseNumberList } from '../util' import { readFileAndParse, decodeArrayListStr } from '../util'
import { FILENAME } from '../../consts' import { FILENAME } from '../../consts'
export interface DicRandomEffectPool { export interface DicRandomEffectPool {
@@ -16,6 +16,10 @@ export interface DicRandomEffectPool {
readonly Min: number; readonly Min: number;
// 随机最大值 // 随机最大值
readonly Max: number; 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); let arr = readFileAndParse(FILENAME.DIC_RANDOM_EFFECT_POOL);
arr.forEach(o => { arr.forEach(o => {
o.gainValueArr = parseNumberList(o.gainValue) o.rate = parseRate(o.count)
dicRandomEffectPool.set(o.id, o); dicRandomEffectPool.set(o.id, o);
}); });
arr = undefined; 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
}
+20 -5
View File
@@ -4,7 +4,7 @@ import { HeroModel, HeroType, } from '../db/Hero';
import { ItemModel } from '../db/Item'; import { ItemModel } from '../db/Item';
import { gameData } from './data'; 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 { 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 { findWhere } from 'underscore';
import { RoleModel, RoleType, } from '../db/Role'; 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 randomResult: number[] = getRandEelm(randomEffect, effectCount);
let randSe: Array<RandSe> = randomResult.map((id: number, index: number) => { let randSe: Array<RandSe> = randomResult.map((id: number, index: number) => {
let random = gameData.randomEffectPool.get(id) return getJewelRandSe(index + 1, id);
let rand = 0;
if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
return new RandSe(index + 1, random.id, rand);
}); });
return { roleId, roleName, id, name, randSe }; 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 } * @description 获取元宝物品 { id, count }
* @param count 元宝数量 * @param count 元宝数量
+3 -2
View File
@@ -184,7 +184,8 @@ export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: numb
heroAttrs = calEquipPutOnOrOffStoneIncAttr(hero, update, args, params, addSeidList, removeSeidList); heroAttrs = calEquipPutOnOrOffStoneIncAttr(hero, update, args, params, addSeidList, removeSeidList);
break; break;
case HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE: 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; break;
case HERO_SYSTEM_TYPE.EQUIP: // case HERO_SYSTEM_TYPE.EQUIP: //
heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList); 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; let { attr: heroAttrs, ePlace } = hero;
for(let eplaceId of eplaceIds) { for(let eplaceId of eplaceIds) {
let equip = ePlace.find(cur => cur.id == eplaceId); let equip = ePlace.find(cur => cur.id == eplaceId);
+6 -1
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> { export function getRandEelm<T>(source: Array<T> = [], cnt = 1): Array<T> {
if (cnt == 0) return []; if (cnt == 0) return [];
if (cnt >= source.length) return source; if (cnt >= source.length) return sortArrRandom(source);
let idxs = new Set(); let idxs = new Set();
while (1) { 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 //计算公式
// export function calculateNum(ratio: { A: number, B: number }, params: { num: number }, defaultVal = 0) { // export function calculateNum(ratio: { A: number, B: number }, params: { num: number }, defaultVal = 0) {
// // result = a * num + b // // result = a * num + b
File diff suppressed because it is too large Load Diff