Revert "revert 50867e88 to a1aabfdd"

This reverts commit a112732226.
This commit is contained in:
luying
2021-07-12 14:47:43 +08:00
parent c4d5bf3edd
commit 30bd43d98e
17 changed files with 6675 additions and 3876 deletions

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@@ -1,5 +1,5 @@
import { Application, BackendSession } from "pinus";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE } from "../../../consts";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE, HERO_CE_RATIO } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
@@ -10,12 +10,13 @@ import Role from "../../../db/Role";
import { calPlayerCeAndSave } from "../../../services/playerCeService";
import { getHeroJob, getGoodById, gameData, getHeroEquipByClassId } from "../../../pubUtils/data";
import { EQUIP } from "../../../pubUtils/dicParam";
import { ITID, SPEICAL_ITEM, QUALITY_TYPE } from "../../../consts/constModules/itemConst";
import { ITID, SPEICAL_ITEM, QUALITY_TYPE, equipTypeToSortAttr } from "../../../consts/constModules/itemConst";
import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe } from "../../../services/equipService";
import { indexOf, findIndex } from 'underscore';
import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage, checkActivityTask } from "../../../services/taskService";
import { Attribute } from "../../../domain/roleField/attribute";
export default function (app: Application) {
return new EquipHandler(app);
@@ -528,6 +529,66 @@ export class EquipHandler {
return resResult(STATUS.SUCCESS, { curEquips: curEquips });
}
// 一次性装备上
public async putOnOnce(msg: { hid: number }, session: BackendSession) {
let { hid } = msg;
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs');
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicJob = gameData.job.get(dicHero.jobid);
let allEquips = await EquipModel.findNotWearEquips(roleId);
let sortEquips = allEquips.map(equip => {
let { id, quality, randRange, ePlaceId } = equip;
let { goodsAbility, lvLimited, itid } = gameData.goods.get(id);
let attrObj = new Attribute();
attrObj.setByMap(goodsAbility, HERO_CE_RATIO + randRange);
let ce = attrObj.calEquipCe();
let { classId } = getHeroEquipByClassId(itid);
return { id, quality, ce, equip, goodsAbility, lvLimited, classId, ePlaceId }
});
let { ePlace, lv } = hero;
let curEquips: Array<{ seqId: number, hid: number }> = [];
for(let curEPlace of ePlace) {
if(!curEPlace.equip) { // 未装备
let sortAttrId = equipTypeToSortAttr.get(curEPlace.id);
let sortedAndSuitEquips = sortEquips.filter(equipInfos => { // 筛选可穿的
let { lvLimited, classId, ePlaceId } = equipInfos;
return lv >= lvLimited && classId.indexOf(dicJob.job_class) != -1 && curEPlace.id == ePlaceId;
}).sort((a, b) => { // 排序按:战力 => 根据位置看个别属性 => 品质
if(b.ce - a.ce != 0) return b.ce - a.ce;
let abilityA = a.goodsAbility.get(sortAttrId)||0;
let abilityB = b.goodsAbility.get(sortAttrId)||0;
if( abilityA - abilityB != 0) return abilityB - abilityA;
return b.quality - a.quality;
});
if(sortedAndSuitEquips.length > 0) {
let { equip } = sortedAndSuitEquips.shift();
let curEquip = await dressEquip(serverId, roleId, sid, hero,equip, funcs);
if(!!curEquip) curEquips.push(curEquip);
}
}
}
//任务
//英雄满装备且都镶嵌相同阶数的宝石
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
if (isTask) {
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
}
return resResult(STATUS.SUCCESS, { curEquips });
}
//装备打孔
public async digHole(msg: { eid: number, id: number }, session: BackendSession) {
let { eid, id } = msg;

View File

@@ -196,17 +196,19 @@ export class HeroHandler {
}
// 武将升星
public async starUp(msg: { hid: number, star: number, starStage: number }, session: BackendSession) {
public async starUp(msg: { hid: number, star: number, starStage: number, isOneClick: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs');
let { hid, star, starStage } = msg;
let { hid, star, starStage, isOneClick } = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { pieceId } = dicHero;
let { pieceId, jobid } = dicHero;
let dicJob = gameData.job.get(jobid);
if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
@@ -219,17 +221,23 @@ export class HeroHandler {
return resResult(STATUS.ROLE_STAR_REACH_MAX);
}
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
const curDicHeroStar = getHeroStarByQuality(quality, oldStar);
const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, quality, oldStar);
if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let newStarStage = 0;
let max = isOneClick? ABI_STAGE.END: oldStarStage + 1;
for(let i = 0; i < max; i++ ) {
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
if (!costResult) break;
newStarStage++;
}
if(newStarStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
let isUpStar = newStarStage == ABI_STAGE.END;
let update = {
star: isUpStar ? oldStar + 1 : oldStar,
starStage: isUpStar ? ABI_STAGE.START : oldStarStage + 1
starStage: isUpStar ? ABI_STAGE.START : newStarStage
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
@@ -307,7 +315,7 @@ export class HeroHandler {
}
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number }, session: BackendSession) {
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number, isOneClick: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
@@ -315,11 +323,13 @@ export class HeroHandler {
const serverId = session.get('serverId');
let funcs: number[] = session.get('funcs');
let { hid, colorStar, colorStarStage } = msg;
let { hid, colorStar, colorStarStage, isOneClick } = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { pieceId } = dicHero;
let { pieceId, jobid } = dicHero;
let dicJob = gameData.job.get(jobid);
if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
@@ -335,21 +345,27 @@ export class HeroHandler {
return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
}
// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar)
const curDicHeroStar = getHeroWakeByQuality(dicJob.job_class, dicHero.quality, oldColorStar)
if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { fragmentNum, consume } = curDicHeroStar;
// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }, ...consume]);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newColorStarStage = 0;
let max = isOneClick? ABI_STAGE.END: oldColorStarStage + 1;
for(let i = 0; i < max; i++) {
let { fragmentNum, consume } = curDicHeroStar;
// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }, ...consume]);
if (!costResult) break;
newColorStarStage++;
}
if(newColorStarStage == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isWakeUp = oldColorStar == 0;
let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END;
let isUpStar = isWakeUp || newColorStarStage == ABI_STAGE.END;
let update = {
colorStar: isUpStar ? oldColorStar + 1 : oldColorStar,
colorStarStage: isUpStar ? ABI_STAGE.START : oldColorStarStage + 1
colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
@@ -388,7 +404,7 @@ export class HeroHandler {
let dicJob = gameData.job.get(hero.job);
if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (hero.jobStage >= ABI_STAGE.END)
if (hero.jobStage >= dicJob.maxStage)
return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
if (hero.job >= getMaxGradeByjobClass(dicJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
@@ -418,7 +434,6 @@ export class HeroHandler {
//进阶
async heroJobStageUp(msg: { hid: number }, session: BackendSession) {
console.log(JSON.stringify([...gameData.jobClassMaxGrades]))
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
@@ -522,10 +537,9 @@ export class HeroHandler {
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { favourLv: oldLv, favour: oldExp } = hero;
let { favourLv: oldLv, favour: oldExp, lv } = hero;
let maxLv = gameData.maxFriendShipLv.max; // 好感度最大等级
console.log(maxLv)
let maxLv = lv > gameData.maxFriendShipLv.max? gameData.maxFriendShipLv.max: lv; // 好感度最大等级
if (maxLv <= oldLv)
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);

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@@ -109,7 +109,7 @@ export async function takeOffEquipAndCalPlayerCe(roleId: string, sid: string, he
// 任务
await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_SUM, -1, true, {});
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_QUALITY, equip, [-1]);
return { seqId: equip.seqId, hid: 0 };
return { seqId: equip.seqId, hid: 0, id: equip.id, ePlaceId: equip.ePlaceId };
}
/**
* 穿戴装备并重算战力
@@ -131,5 +131,5 @@ export async function dressEquip(serverId: number, roleId: string, sid: string,
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equip.quality })
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUM, 1)
return { seqId: equip.seqId, hid: hero.hid };
return { seqId: equip.seqId, hid: hero.hid, id: equip.id, ePlaceId: equip.ePlaceId };
}

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@@ -103,16 +103,16 @@ module.exports = {
"required uInt32 type": 2,
"repeated Material material": 3
},
"role.heroHandler.starUp": {
"required uInt32 hid": 1,
"required uInt32 star": 2,
"required uInt32 starStage": 3
},
"role.heroHandler.wakeUp": {
"required uInt32 hid": 1,
"required uInt32 colorStar": 2,
"required uInt32 colorStarStage": 3
},
// "role.heroHandler.starUp": {
// "required uInt32 hid": 1,
// "required uInt32 star": 2,
// "required uInt32 starStage": 3
// },
// "role.heroHandler.wakeUp": {
// "required uInt32 hid": 1,
// "required uInt32 colorStar": 2,
// "required uInt32 colorStarStage": 3
// },
"role.heroHandler.qualityUp": {
"required uInt32 hid": 1,
"required uInt32 quality": 2

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@@ -9,15 +9,15 @@ export enum ABI_TYPE{
ABI_HP = 1,
/**物攻 */
ABI_ATK = 2,
/**策攻 */
/**策攻 (废弃)*/
ABI_MATK = 3,
/**物防 */
ABI_DEF = 4,
/**策防 */
ABI_MDEF = 5,
/**敏捷 */
/**敏捷 (废弃)*/
ABI_AGI = 6,
/**幸运 */
/**幸运 (废弃)*/
ABI_LUK = 7,
/**移动 */
ABI_SPEED = 8,
@@ -30,9 +30,9 @@ export enum ABI_TYPE{
ABI_FLEE = 11,
/**抗暴等级 */
ABI_ANT_CRI = 12,
/**伤害加深等级 */
/**伤害加深等级 (废弃) */
ABI_DAMAGE_INCREASE = 13,
/**伤害减免等级 */
/**伤害减免等级 (废弃) */
ABI_DAMAGE_DECREASE = 14,
/**忽视防御等级 */
ABI_DEF_IGNORE = 15,
@@ -42,6 +42,16 @@ export enum ABI_TYPE{
ABI_AP = 17,
/**暴击伤害 */
ABI_DAMAGE_CRI = 18,
/**物伤加深 */
ABI_PDAMAGE_INC = 19,
/**法伤加深 */
ABI_MDAMAGE_INC = 20,
/**物伤减免 */
ABI_PDAMAGE_DEC = 21,
/**法伤减免 */
ABI_MDAMAGE_DEC = 22,
/**反击伤害 */
ABI_STRIKE_BACK = 23,
ABI_MAX,
}
@@ -84,6 +94,10 @@ export enum ABI_STAGE {
END = 4
}
export enum ABI_JOB_STAGE {
START = 0,
END = 6
}
export const ATTR = {}
export const HERO_ATTR = {
@@ -103,8 +117,13 @@ export const HERO_ATTR = {
14: "damageDecrease", // 伤害减免等级
15: "defIngnore", // 忽视防御等级
16: "bloodSuck", // 吸血等级
17: "damageCri", // 暴击伤害
18: "ap" // 暴击伤害
17: "ap", // 怒气
18: "damageCri", // 暴击伤害
19: "pdamageInc", // 物伤加深
20: "mdamageInc", // 法伤加深
21: "pdamageDec", // 物伤减免
22: "mdamageDec", // 法伤减免
23: "strikeBack", // 反击伤害
};
export const ABI_TYPE_TO_STAGE = new Map<number, number>([

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@@ -1,3 +1,5 @@
import { ABI_TYPE } from "./abilityConst";
export const IT_TYPE = {
BLUEPRT: 28,
EQUIP_PIECE: 40,
@@ -67,6 +69,15 @@ export enum EQUIP_TYPE {
END = 6
}
export const equipTypeToSortAttr = new Map([
[ EQUIP_TYPE.WEAPON, ABI_TYPE.ABI_ATK ],
[ EQUIP_TYPE.CLOTHES, ABI_TYPE.ABI_HP ],
[ EQUIP_TYPE.SHOES, ABI_TYPE.ABI_ATK ],
[ EQUIP_TYPE.CAP, ABI_TYPE.ABI_HP ],
[ EQUIP_TYPE.ACCESSORY, ABI_TYPE.ABI_DEF ],
[ EQUIP_TYPE.BOOK, ABI_TYPE.ABI_MDEF ]
]);
export enum JEWEL_TYPE {
WEAPON = 42, // 神兵(武器)
CLOTHES = 43, // 宝甲(上装)

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@@ -99,6 +99,12 @@ export default class Equip extends BaseModel {
return equip;
}
public static async findNotWearEquips(roleId: string) {
const equips: EquipType[] = await EquipModel.find({ roleId, hid: 0 }).lean();
return equips;
}
public static async deleteAccount(roleId: string) {
let result = await EquipModel.deleteMany({ roleId });
return result;

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@@ -81,6 +81,16 @@ export class Attribute {
@prop({ required: false })
damageCri: number = 0;
@prop({ required: false })
pDamageInc: number = 0;
@prop({ required: false })
mDamageInc: number = 0;
@prop({ required: false })
pDamageDec: number = 0;
@prop({ required: false })
mDemageDec: number = 0;
@prop({ required: false })
strikeBack: number = 0;
@prop({ required: false })
ce?: number = 0;
setByDbData(roleAttrs: CeAttrDataRole[], heroAttrs: CeAttrData[]) {
@@ -118,6 +128,17 @@ export class Attribute {
}
}
setByMap( attributes: Map<number, number>, ratio: number = 1 ) {
for(let [id, val] of attributes) {
let attrName = getAtrrNameById(id);
if(ABI_TYPE_MAIN.includes(id)) {
if(attrName in this) this[attrName] = Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO);
} else {
if(attrName in this) this[attrName] = Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO);
}
}
}
private calAttrValue(roleFix: number = 0, roleRatio: number = 0, heroBase: number = 0, heroFix: number = 0, heroRatio: number = 0, heroEquip: number = 0) {
return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
}
@@ -131,7 +152,12 @@ export class Attribute {
damageIncrease: this.damageIncrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageDecrease: this.damageDecrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
defIngnore: this.defIngnore / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
pDamageInc: this.pDamageInc / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
mDamageInc: this.mDamageInc / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
pDamageDec: this.pDamageDec / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
mDemageDec: this.mDemageDec / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
strikeBack: this.strikeBack / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
}
}
@@ -161,6 +187,11 @@ export class Attribute {
newAttr.bloodSuck = reduceCe(this.bloodSuck);
newAttr.ap = reduceCe(this.ap);
newAttr.damageCri = reduceCe(this.damageCri);
newAttr.pDamageInc = reduceCe(this.pDamageInc);
newAttr.mDamageInc = reduceCe(this.mDamageInc);
newAttr.pDamageDec = reduceCe(this.pDamageDec);
newAttr.mDemageDec = reduceCe(this.mDemageDec);
newAttr.strikeBack = reduceCe(this.strikeBack);
return newAttr;
}
@@ -189,6 +220,12 @@ export class Attribute {
return ce > 0? ce: 1;
}
// 计算未装备的装备的简易战力公式
public calEquipCe() {
let { hp, atk, def, mdef } = this.getRealMainAttr();
return hp * 1 + atk * 3 + def * 2 + mdef * 2;
}
public calCelAndReduce() {
return Math.floor(this.calCe() / HERO_CE_RATIO / HERO_CE_RATIO);
}

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@@ -365,12 +365,12 @@ export function comBtlRanges() {
}
export function getHeroStarByQuality(quality: number, star: number) {
return gameData.heroStar.get(`${quality}_${star}`);
export function getHeroStarByQuality(classType: number, quality: number, star: number) {
return gameData.heroStar.get(`${classType}_${quality}_${star}`);
}
export function getHeroWakeByQuality(quality: number, star: number) {
return gameData.heroWake.get(`${quality}_${star}`);
export function getHeroWakeByQuality(classType: number, quality: number, star: number) {
return gameData.heroWake.get(`${classType}_${quality}_${star}`);
}
export function getMaxGradeByjobClass(jobClass: number) {

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@@ -7,6 +7,8 @@ export interface DicHeroStar {
// 唯一id
readonly id: number;
// 职业类型
readonly classType: number;
// 品质
readonly quality: number;
// 星级
@@ -20,7 +22,7 @@ export interface DicHeroStar {
type KeysEnum<T> = { [P in keyof Required<T>]: true };
const DicHeroStarKeys: KeysEnum<DicHeroStar> = {id: true, quality: true, star: true, advanceUpFragmentNum: true, ceAttr: true};
const DicHeroStarKeys: KeysEnum<DicHeroStar> = {id: true, classType: true, quality: true, star: true, advanceUpFragmentNum: true, ceAttr: true};
export const dicHeroStar = new Map<string, DicHeroStar>();
export function loadHeroStar() {
@@ -28,7 +30,8 @@ export function loadHeroStar() {
arr.forEach(o => {
o.ceAttr = parseCeAttr(o);
dicHeroStar.set(`${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroStarKeys)));
o.classType = o.class_type;
dicHeroStar.set(`${o.classType}_${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroStarKeys)));
});
arr = undefined;
}

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@@ -8,6 +8,8 @@ export interface DicHeroWake {
// 唯一id
readonly id: number;
// 职业类型
readonly classType: number;
// 品质
readonly quality: number;
// 彩星级
@@ -22,7 +24,7 @@ export interface DicHeroWake {
}
type KeysEnum<T> = { [P in keyof Required<T>]: true };
const DicHeroWakeKeys: KeysEnum<DicHeroWake> = {id: true, quality: true, star: true, fragmentNum: true, consume: true, ceAttr: true};
const DicHeroWakeKeys: KeysEnum<DicHeroWake> = {id: true, classType: true, quality: true, star: true, fragmentNum: true, consume: true, ceAttr: true};
export const dicHeroWake = new Map<string, DicHeroWake>();
export function loadHeroWake() {
@@ -31,7 +33,8 @@ export function loadHeroWake() {
arr.forEach(o => {
o.consume = parseGoodStr(o.consume);
o.ceAttr = parseCeAttr(o);
dicHeroWake.set(`${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroWakeKeys)));
o.classType = o.class_type;
dicHeroWake.set(`${o.classType}_${o.quality}_${o.star}`, _.pick(o, Object.keys(DicHeroWakeKeys)));
});
arr = undefined;
}

View File

@@ -1,6 +1,6 @@
// 兵种表
import { readFileAndParse, parseNumberList, parseGoodStr} from '../util'
import { FILENAME, ABI_STAGE } from '../../consts'
import { readFileAndParse, parseNumberList, parseGoodStr, decodeArrayListStr} from '../util'
import { FILENAME, } from '../../consts'
import { RewardInter } from '../interface';
const _ = require('lodash');
@@ -24,12 +24,14 @@ export interface DicJob {
// 升阶消耗
readonly upGradeConsume: Array<RewardInter>;
// 每阶升级属性
readonly ceAttr: Map<number, number>
readonly ceAttr: Map<number, {id: number, attr: number}>;
// 一共有多少阶升级
readonly maxStage: number;
}
type KeysEnum<T> = { [P in keyof Required<T>]: true };
const DicJobKeys: KeysEnum<DicJob> = {jobid: true, name: true, grade: true, unlockLevel: true, job_class: true, type: true, seid: true,trainingConsume: true, upGradeConsume: true, ceAttr: true};
const DicJobKeys: KeysEnum<DicJob> = {jobid: true, name: true, grade: true, unlockLevel: true, job_class: true, type: true, seid: true,trainingConsume: true, upGradeConsume: true, ceAttr: true, maxStage: true};
export const dicJob = new Map<number, DicJob>();
export const jobClassMaxGrades = new Map<number, {grade:number, jobid:number}>();
@@ -42,8 +44,9 @@ export function loadJob() {
arr.forEach(o => {
o.seid = parseNumberList(o.seid);
o.trainingConsume = parseGoodStr(o.trainingConsume);
o.maxStage = o.trainingConsume.length;
o.upGradeConsume = parseGoodStr(o.upGradeConsume);
o.ceAttr = parseCeAttr(o);
o.ceAttr = parseCeAttr(o.maxStage, o.attr);
dicJob.set(o.jobid, _.pick(o, Object.keys(DicJobKeys)));
let jobClass = jobClassMaxGrades.get(o.job_class);
if (!jobClass || jobClass.grade < o.grade) {
@@ -55,11 +58,16 @@ export function loadJob() {
arr = undefined;
}
function parseCeAttr(elem) {
let ceAttr = new Map<number, number>();
ceAttr.set(ABI_STAGE.HP, elem.hp);
ceAttr.set(ABI_STAGE.ATK, elem.atk);
ceAttr.set(ABI_STAGE.DEF, elem.def);
ceAttr.set(ABI_STAGE.MDEF, elem.mdef);
return ceAttr;
function parseCeAttr(maxStage: number, str: string) {
let result = new Map<number, { id: number, attr: number }>();
if (!str) return result;
let decodeArr = decodeArrayListStr(str);
for (let i = 1; i <= maxStage; i++) {
let [id, attr] = decodeArr[i]||[i.toString(), "0"];
if (isNaN(parseInt(id)) || isNaN(parseInt(attr))) {
throw new Error('data table format wrong');
}
result.set(i, { id: parseInt(id), attr: parseFloat(attr) });
}
return result
}

View File

@@ -14,7 +14,7 @@ import { DicSe } from './dictionary/DicSe';
import { EquipType } from '../db/Equip';
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
import { SchoolModel } from '../db/School';
import { ABI_TYPE_TO_STAGE, ABI_TYPE_MAIN } from '../consts/constModules/abilityConst'
import { ABI_TYPE_TO_STAGE, ABI_TYPE_MAIN, ABI_JOB_STAGE } from '../consts/constModules/abilityConst'
import { PvpDefenseModel } from '../db/PvpDefense';
import { findIndex } from 'underscore';
import { GuildModel } from '../db/Guild';
@@ -293,7 +293,8 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
if(starStage == ABI_STAGE.START) star--;
if(colorStarStage == ABI_STAGE.START) colorStar--;
const dicStar = isWake ? getHeroWakeByQuality(dicHero.quality, colorStar) : getHeroStarByQuality(quality, star); // 星级表
const dicJob = gameData.job.get(dicHero.jobid);
const dicStar = isWake ? getHeroWakeByQuality(dicJob.job_class, dicHero.quality, colorStar) : getHeroStarByQuality(dicJob.job_class, quality, star); // 星级表
let stages = new Array<number>(); // 需要升级的阶
@@ -302,14 +303,28 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
} else if (type == HERO_SYSTEM_TYPE.LVUP) {
stages = getAllAttrStage();
} else if (type == HERO_SYSTEM_TYPE.STAR) {
stages.push(isUpStar? ABI_STAGE.END: starStage);
let end = isUpStar? ABI_STAGE.END: starStage;
if(end < originStarStage) {
stages = getAllAttrStage();
} else {
for(let i = originStarStage; i < end; i++) {
stages.push(i + 1);
}
}
} else if (type == HERO_SYSTEM_TYPE.QUALITY) {
stages = getAllAttrStage();
} else if (type = HERO_SYSTEM_TYPE.COLORSTAR) {
if (isFirstWake) { // 首次觉醒
stages = getAllAttrStage();
} else {
stages.push(isUpStar ? ABI_STAGE.END : colorStarStage);
let end = isUpStar? ABI_STAGE.END: colorStarStage;
if(end < originColorStarStage) {
stages = getAllAttrStage();
} else {
for(let i = originColorStarStage; i < end; i++) {
stages.push(i + 1);
}
}
}
}
for (let stage of stages) {
@@ -427,17 +442,18 @@ export function calHeroTrainIncAttr(originHero: HeroType, update: HeroUpdate) {
let { attr: heroAttrs, job: oldJob, jobStage: oldJobStage } = originHero;
let { job = oldJob, jobStage = oldJobStage } = update;
let targetAttrId = ABI_TYPE_TO_STAGE.get(jobStage); // 转换为18维的属性id
let dicJob = gameData.job.get(job);
if (dicJob.grade > 1) {
if (dicJob.grade >= 1) {
let jobGradeAndClass = getJobByGradeAndClass(dicJob.job_class, dicJob.grade - 1);
let lastJob = gameData.job.get(jobGradeAndClass.jobid);
let inc = (dicJob.ceAttr.get(jobStage) - lastJob.ceAttr.get(jobStage)) * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp: inc } })
let targetAttrId = dicJob.ceAttr.get(jobStage).id;
let inc = (dicJob.ceAttr.get(jobStage).attr - lastJob.ceAttr.get(jobStage).attr) * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp: inc } });
} else {
let inc = dicJob.ceAttr.get(jobStage) * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp: inc } })
let targetAttrId = dicJob.ceAttr.get(jobStage).id;
let inc = dicJob.ceAttr.get(jobStage).attr * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp: inc } });
}
return heroAttrs;
}
@@ -489,14 +505,15 @@ export function calHeroJobAttr(originHero: HeroType, hero: HeroUpdate, addSeidLi
lastJob = gameData.job.get(jobGradeAndClass.jobid);
}
for (let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
for (let stage = ABI_JOB_STAGE.START; stage < ABI_JOB_STAGE.END; stage++) {
if(hero.jobStage >= stage) {
let fixUp = currentJob.ceAttr.get(stage) * HERO_CE_RATIO;
let targetAttrId = currentJob.ceAttr.get(stage).id;
let fixUp = currentJob.ceAttr.get(stage).attr * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp }})
} else {
if(lastJob) {
let fixUp = lastJob.ceAttr.get(stage) * HERO_CE_RATIO;
let targetAttrId = lastJob.ceAttr.get(stage).id;
let fixUp = lastJob.ceAttr.get(stage).attr * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp } });
}
}

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