添加最强五人战力
This commit is contained in:
@@ -71,9 +71,8 @@ export default class PvpDefense extends BaseModel {
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}
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public static async updateCe(roleId: string, hid: number, ce: number, oldCe: number, lean = true) {
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let distance = ce - oldCe;
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const rec: PvpDefenseType = await PvpDefenseModel.findOneAndUpdate({roleId, 'heroes.actorId': hid}, {$inc: {ce: distance}}).lean(lean);
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public static async updateCe(roleId: string, hid: number, ce: number, lean = true) {
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const rec: PvpDefenseType = await PvpDefenseModel.findOneAndUpdate({roleId, 'heroes.actorId': hid}, {$set: { ce }}).lean(lean);
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return rec
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}
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@@ -4,7 +4,6 @@ import { CeAttrRole } from './generalField';
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import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
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import User from './User';
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import { shouldRefresh } from '../pubUtils/util';
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import { HeroModel } from './Hero';
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import { initRoleAtrr } from '../pubUtils/playerCe';
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interface roleUpdate {
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ce?: number;
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@@ -16,6 +15,8 @@ interface roleUpdate {
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globalCeAttr?:CeAttrRole;
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title?:number;
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teraphs?: Teraph[];
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topFive?: TopHero[];
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topFiveCe?: number;
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}
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class TopHero {
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@@ -382,41 +383,6 @@ export default class Role extends BaseModel {
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return ranks;
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}
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public static async updateSumCe(roleId: string, hid: number, ce: number, oldCe: number, lean = true) {
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let role = await RoleModel.findByRoleId(roleId);
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let topFive = role?.topFive||new Array();
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let distance = ce - oldCe;
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topFive.sort((a, b) => {return b.ce - a.ce}); // 0-5,最大-最小
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let index = topFive.findIndex(cur => cur.hid == hid);
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if(index == -1) { // 不在最强列表
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if(topFive.length < 5) { // 不满5人
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topFive.push({hid, ce});
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} else if(topFive.length == 5){
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if(ce > topFive[topFive.length - 1].ce) { // 跻身最强5人
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topFive.pop();
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topFive.push({hid, ce});
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}
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} else {
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topFive.splice(5, topFive.length - 5);
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}
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} else { // 原来就是最强5人
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if(ce < topFive[topFive.length - 1].ce) { // 滑出最强
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let heroes = await HeroModel.getTopHero(roleId, 5);
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topFive = heroes.map(cur => {return {hid: cur.hid, ce: cur.ce}});
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} else {
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topFive[index].ce = ce;
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}
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}
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let topFiveCe = topFive.reduce((pre, cur) => {
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return pre + cur.ce
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}, 0);
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role = await RoleModel.findOneAndUpdate({roleId}, { topFive, topFiveCe, $inc: {ce: distance} }).lean(lean);
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return role;
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}
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// 保存秘境首通队伍
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public static async saveDungeonHero(roleId: string, battleId: number, heroes: Array<number>, isSuccess: boolean) {
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if(isSuccess) {
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@@ -438,7 +404,7 @@ export default class Role extends BaseModel {
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public static async updateRoleInfo(roleId: string, roleUpdate:roleUpdate, lean = true) {
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delete roleUpdate._id;
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let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$set:roleUpdate}).lean(lean);
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let result: RoleType = await RoleModel.findOneAndUpdate({roleId}, {$set:roleUpdate}, {new: true}).lean(lean);
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return result;
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}
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}
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@@ -1,446 +0,0 @@
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import { getHeroInfoById, getStarRatio, /*getHeroSkillById,*/ getSeidById, getOlySeidByType, getGoodById } from "./gamedata";
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import { getAtrrNameById, ABI_TYPE, SEID_TYPE } from "../consts";
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import { EXPRESSION } from '../consts';
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export default class Actor {
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private hid: number = 0;
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private lv: number = 0;
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private oldCe: number = 0;
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private star: number = 0;
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private colorStar: number = 0;
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private equips: Array<any> = [];
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private conections: Array<{id: number;name: string;valid: boolean;}> = [];
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/**被动技能 */
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private seidList:Array<any> = new Array<any>(3);
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private effectList:Map<number,Array<any> > = new Map<number,Array<any> >();
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initHero(hero: any) { // 从数据库拿到的hero
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this.hid = hero.hid;
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this.lv = hero.lv;
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this.oldCe = hero.ce;
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this.star = hero.star;
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this.colorStar = hero.colorStar;
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this.equips = hero.equips;
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console.log(this.hid, this.lv, this.oldCe, this.star, this.colorStar, this.conections);
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this.updateActorEffect();
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}
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updateActorEffect(){
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//添加装备属性和效果
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//添加技能
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this.updateSkillInfo();
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//添加被动效果1.0
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for(let i = 0;i < this.seidList.length;i++){
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if(this.seidList[i] && this.seidList[i].id > 0){
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this.addSeidEffect(this.seidList[i].id,this.seidList[i].gainValueArr);
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}
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}
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//添加被动效果 2.0
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// for(let i = 0;i < this.seidList.length;i++){
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// if(this.seidList[i]._id > 0){
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// this.addSeidEffectNew(this.seidList[i]);
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// }
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// }
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}
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/**更新武将的被动技能 */
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updateSkillInfo(){
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// let dicHero = getHeroInfoById(this.hid);
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// console.log('updateSkillInfo', dicHero.skill, getHeroSkillById(dicHero.skill))
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//被动技能
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// if(dicHero.skill){
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// let {seidLvUpArr} = getHeroSkillById(dicHero.skill);
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// for(let ii = 0;ii < seidLvUpArr.length;ii+=2){
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// if(this.lv >= seidLvUpArr[ii + 1]){
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// let dicSeid = getSeidById(seidLvUpArr[ii]);
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// // console.log('updateSkillInfo*', seidLvUpArr[ii], dicSeid)
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// if(dicSeid){
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// this.seidList[Math.floor(ii/2)] = dicSeid;
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// }
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// }
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// }
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// }
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}
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addSeidEffect(seidId:number, seidValue?:Array<number>){
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// console.log('addSeidEffect', seidId, seidValue)
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let curSeid = getSeidById(seidId);
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if(!curSeid) {console.log("seidId not found:"+seidId);return;}
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if(!seidValue) seidValue = curSeid.gainValueArr;
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if(!seidValue) seidValue = [];
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if(curSeid.type === 999){
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for(let i = 0;i < seidValue.length;i++){
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this.addSeidEffect(seidValue[i]);
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}
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return;
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}
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let olySeid = getOlySeidByType(curSeid.type);
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if(!olySeid) {console.log("olySeidType not found:"+curSeid.type);return;}
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if(olySeid.isSeid){ // 是被动
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let el = this.effectList.get(curSeid.type);
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if(!el || !el.length){
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if(!el){
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this.effectList.set(curSeid.type, [Object.assign({}, curSeid)]);
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} else {
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el.push(Object.assign({}, curSeid));
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}
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}
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else{
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let buffArr = this.effectList.get(curSeid.type)||[];
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if(olySeid.olyType == 101){
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let identical:boolean = true;
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buffArr.forEach((value)=>{
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if(value.type != curSeid.type||value.gainValueArr.length != seidValue?.length){
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identical = false;
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return;
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}
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value.gainValueArr.forEach((val,key)=>{
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if(!seidValue) seidValue = [];
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if(val!= seidValue[key]){
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identical = false;
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return;
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}
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})
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});
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if(!identical){
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let el = this.effectList.get(curSeid.type);
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if(!el){
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this.effectList.set(curSeid.type, [Object.assign({}, curSeid)]);
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} else {
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el.push(Object.assign({}, curSeid));
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}
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}
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}
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else
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{
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let tBuff,startIndex:number = 0;
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if(olySeid.olyType >= 103){
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startIndex = 1;
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let addSeid:boolean = true;
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for(let k = 0;k < buffArr.length;k++){
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tBuff = buffArr[k];
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if(tBuff && tBuff.gainValueArr && tBuff.gainValueArr[0] == seidValue[0]){
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addSeid = false;
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break;
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}
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}
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if(addSeid){
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tBuff = null;
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let el = this.effectList.get(curSeid.type);
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if(!el){
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this.effectList.set(curSeid.type, [Object.assign({}, curSeid)]);
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} else {
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el.push(Object.assign({}, curSeid));
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}
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}
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}
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else {
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tBuff = buffArr[0];
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}
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if(tBuff){
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for(let j = startIndex;j < seidValue.length;j++){
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switch(olySeid.olyType){
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case 100:
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tBuff.gainValueArr[j] += seidValue[j];
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break;
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case 102:
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tBuff.gainValueArr[j] = seidValue[j];
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break;
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case 103:
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if(tBuff.gainValueArr[j] < seidValue[j]){
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tBuff.gainValueArr[j] = seidValue[j];
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}
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break;
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case 104:
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if(tBuff.gainValueArr[j] > seidValue[j]){
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tBuff.gainValueArr[j] = seidValue[j];
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}
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break;
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default:
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break;
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}
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}
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}
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}
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// switch(olySeid._olyType){
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// case 1://对比
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// break;
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// case 2://
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// default:
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// console.log("not found _olyType:"+olySeid._olyType);
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// break;
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// }
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}
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}
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}
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getGrowUp(abilityType:number):number{
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const dicHero = getHeroInfoById(this.hid);
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const dicStarRatio = getStarRatio(this.star)||0;
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return dicHero.baseAbilityUpArr[abilityType] * dicStarRatio;
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}
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getBaseAbility(abilityType:number):number{
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const dicHero = getHeroInfoById(this.hid);
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// console.log('getBaseAbility', dicHero.baseAbilityArr[abilityType]);
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// console.log('getBaseAbility', this.lv);
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// console.log('getBaseAbility', this.getGrowUp(abilityType));
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return dicHero.baseAbilityArr[abilityType] + (this.lv - 1)*this.getGrowUp(abilityType);
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}
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isHadSeid(type:number):boolean{
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let el = this.effectList.get(type);
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if(this.effectList.has(type) && el && el.length){
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return true;
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}
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return false;
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}
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/**
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* 获取武将效果
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* @type 特技type
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* returns Array<Array<Buff> > 0:特技 1:buff 2:光环
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* */
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getSeidEffect(type:number):Array<Array<any> >{
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let retArr:Array<Array<any> > = new Array<Array<any> >();
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let el = this.effectList.get(type);
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if(this.effectList.has(type) && el && el.length){
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retArr.push(el);
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}
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return retArr;
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}
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/**获取seid 数值效果 */
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getSeidAddAbilityNumByAbility(type:number,ability:number){ // type: 101/102等,ability:1-17代表hp,atk等
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let ret:number = 0;
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if(this.isHadSeid(type)){ // effectList, buffList
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let buff = this.getSeidEffect(type);
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for(let i = 0;i < buff.length;i++){
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for(let j = 0;j < buff[i].length;j++){
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// console.log(ability, buff[i][j].gainValueArr[0], buff[i][j].gainValueArr[1])
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if(ability == buff[i][j].gainValueArr[0]){
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ret += buff[i][j].gainValueArr[1];
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}
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}
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}
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}
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// console.log('getSeidAddAbilityNumByAbility', type, ret)
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return ret;
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}
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getRealAbility(abilityType: number) {
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let baseAbility:number = 0;
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if(abilityType <= ABI_TYPE.ABI_SPEED){
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// console.log('getRealAbility', this.getBaseAbility(abilityType));
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// console.log('getRealAbility', this.getSeidAddAbilityNumByAbility(SEID_TYPE.TYPE102,abilityType));
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// console.log('getRealAbility', this.getSeidAddAbilityNumByAbility(SEID_TYPE.TYPE101,abilityType));
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baseAbility = this.getBaseAbility(abilityType)*(100+this.getSeidAddAbilityNumByAbility(SEID_TYPE.TYPE102,abilityType))/100 + this.getSeidAddAbilityNumByAbility(SEID_TYPE.TYPE101,abilityType);
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}
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else{
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baseAbility = this.getSeidAddAbilityNumByAbility(SEID_TYPE.TYPE101,abilityType);
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}
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return baseAbility
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}
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getAttributeJson() {
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let json = {hp: 0, atk: 0, matk: 0, def: 0, mdef: 0, agi: 0, speed: 0, luk: 0, hit: 0, cri: 0, flee: 0, antCri: 0, damageIncrease: 0, damageDecrease: 0, defIngnore: 0, bloodSuck: 0};
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for(let i = ABI_TYPE.ABI_HP;i < ABI_TYPE.ABI_MAX;i++){
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let field = getAtrrNameById(i);
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json[field] = this.getRealAbility(i);
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}
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return json
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}
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calculateCE() {
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// 武将
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let json = this.getAttributeJson();
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let ce = this.calculateCEByExpression(json);
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// 装备
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for(let equip of this.equips) {
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let good = new HistoryGoods();
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good.loadDataByJson(equip);
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for(let i = ABI_TYPE.ABI_HP;i < ABI_TYPE.ABI_MAX;i++){
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ce += good.getGoodsAddAbility(i);
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}
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}
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return Math.floor(ce);
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}
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calculateCEByExpression(json: {hp:number, atk: number, matk: number, def: number, mdef: number, agi: number, luk: number, hit: number, cri: number, flee: number, antCri: number, damageIncrease: number, damageDecrease: number, defIngnore: number, bloodSuck: number}): number {
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let {hp, atk, matk, def, mdef, agi, luk, hit, cri, flee, antCri, damageIncrease, damageDecrease, defIngnore, bloodSuck } = json;
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console.log(JSON.stringify({hp, atk, matk, def, mdef, agi, luk, hit, cri, flee, antCri, damageIncrease, damageDecrease, defIngnore, bloodSuck}));
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let ce = 0;
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try {
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ce = eval(EXPRESSION.CE);
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} catch(e) {
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console.error('expression wrong');
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}
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return ce
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}
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}
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class HistoryGoods{
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private _goodsId:number = 0;
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private _serverGId:number = 0;
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private _itid:number = 0;
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private _quality:number = 0;
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private _lv:number = 0;
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/**物攻策攻数值浮动上下限变化率 */
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private _randRange:number = 0;
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/**装备的武将dataID */
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private _equipActorDataId:number = 0;
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/**装备属性 */
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private _goodsAbility:Array<number> = new Array<number>();
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/**装备属性 随机的百分比 */
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private _goodsAbilityPre:Array<number> = new Array<number>();
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resetAllData(){
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this.setGoodsId(0);
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this.setItid(0);
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this.setEquipActorDataId(0);
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for(let i = ABI_TYPE.ABI_HP;i < ABI_TYPE.ABI_MAX;i++){
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this._goodsAbility[i] = 0;
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this._goodsAbilityPre[i] = 0;
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}
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}
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//加载
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loadDataByJson(json){
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// "_id": "5f841c27eb94a70b385beea4",
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// "seqId": 8,
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// "__v": 0,
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// "createdAt": "2020-10-12T09:04:39.087Z",
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// "eName": "青铜短剑",
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// "eid": 1,
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// "holes": [],
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// "initHoleCnt": 0,
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// "lv": 1,
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// "randRange": 0,
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// "randSe": [],
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// "roleId": "1Emy2SnEaw",
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// "roleName": "大蝈蝈",
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// "type": 1,
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// "updatedAt": "2020-10-12T09:04:39.087Z"
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if(json.seqId){
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this.setServerGId(json.seqId);
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this.setGoodsId(json.eid);
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this.setEquipActorDataId(json.hid);
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//this.setQuality(json.quality);
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this.setLevel(json.lv);
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this.setRandRange(json.randRange);
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let dicGoods = getGoodById(this.getGoodsId());
|
||||
if(dicGoods){
|
||||
this.setItid(dicGoods.itid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//属性的获取方法///////////////
|
||||
getGoodsId(){
|
||||
return this._goodsId;
|
||||
}
|
||||
setGoodsId(goodsId:number){
|
||||
this._goodsId = goodsId;
|
||||
}
|
||||
|
||||
getServerGId(){
|
||||
return this._serverGId;
|
||||
}
|
||||
|
||||
setServerGId(serverGId:number){
|
||||
this._serverGId = serverGId;
|
||||
}
|
||||
|
||||
getItid(){
|
||||
return this._itid;
|
||||
}
|
||||
setItid(itid:number){
|
||||
this._itid = itid;
|
||||
}
|
||||
|
||||
getQuality(){
|
||||
return this._quality;
|
||||
}
|
||||
setQuality(quality:number){
|
||||
this._quality = quality;
|
||||
}
|
||||
|
||||
getLevel(){
|
||||
return this._lv;
|
||||
}
|
||||
setLevel(lv:number){
|
||||
this._lv = lv;
|
||||
}
|
||||
|
||||
getRandRange(){
|
||||
return this._randRange;
|
||||
}
|
||||
setRandRange(val:number){
|
||||
this._randRange = val;
|
||||
}
|
||||
|
||||
getEquipActorDataId(){
|
||||
return this._equipActorDataId;
|
||||
}
|
||||
setEquipActorDataId(dataId:number){
|
||||
this._equipActorDataId = dataId;
|
||||
}
|
||||
|
||||
//属性的获取方法 end ////////////
|
||||
|
||||
constructor(){
|
||||
for(let i = ABI_TYPE.ABI_HP;i < ABI_TYPE.ABI_MAX;i++){
|
||||
this._goodsAbility[i] = 0;
|
||||
this._goodsAbilityPre[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**是否物品 */
|
||||
isGoods(){
|
||||
if(this.getGoodsId() > 0){
|
||||
return true;
|
||||
}
|
||||
else{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**是否装备 */
|
||||
isEquipment(){
|
||||
|
||||
}
|
||||
|
||||
/**是否宝物 */
|
||||
isTreasure(){
|
||||
|
||||
}
|
||||
|
||||
/**是否道具 */
|
||||
isItem(){
|
||||
|
||||
}
|
||||
|
||||
getGoodsAddAbility(ability:number){
|
||||
return Math.floor(this._goodsAbility[ability] * this._goodsAbilityPre[ability] / 100);
|
||||
}
|
||||
}
|
||||
@@ -16,6 +16,7 @@ import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
|
||||
import { getGoodById } from './gamedata';
|
||||
import { SchoolModel } from '../db/School';
|
||||
import { getTeraphAttr } from '../consts/constModules/abilityConst'
|
||||
import { PvpDefenseModel } from '../db/PvpDefense';
|
||||
const HERO_CE_RATIO = 100;
|
||||
const _ = require('underscore');
|
||||
//战力计算TODO
|
||||
@@ -84,9 +85,10 @@ export function calPlayerCe(globalCeAttr: CeAttrRole, hero: HeroType, type: numb
|
||||
}
|
||||
}
|
||||
let attrNumber = (hero.ceAttr[attrName].fixUp + (hero.ceAttr[attrName].equipUp || 0) + globalAttrData.fixUp) * HERO_CE_RATIO + hero.ceAttr[attrName].base * (HERO_CE_RATIO + hero.ceAttr[attrName].ratioUp + globalAttrData.ratioUp);
|
||||
console.log(hero.hid, attrNumber, attrName, getAttrCeRatio(attrName))
|
||||
heroCe += attrNumber * getAttrCeRatio(attrName);
|
||||
}
|
||||
let incCe = (heroCe - hero.ce) > 0?heroCe:0;
|
||||
let incCe = heroCe - hero.ce;
|
||||
hero.ce = heroCe > 0?heroCe:1;
|
||||
if (hero.historyCe < hero.ce) hero.historyCe = hero.ce;
|
||||
return incCe;
|
||||
@@ -102,9 +104,12 @@ export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>,
|
||||
await reCalRoleAttr(heros, role.globalCeAttr, type, args);
|
||||
for (let hero of heros) {
|
||||
let incHeroCe = calPlayerCe(role.globalCeAttr, hero, type, args);
|
||||
|
||||
incPlayerCe += incHeroCe;
|
||||
hero.ce += incHeroCe;
|
||||
// hero.ce += incHeroCe;
|
||||
await calculateTopFive(role, hero.hid, hero.ce); // 计算更新最强五人战力
|
||||
await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
|
||||
await PvpDefenseModel.updateCe(roleId, hero.hid, hero.ce); // 更新pvp防守阵最强五人战力
|
||||
pushHeros.push({
|
||||
hid: hero.hid,
|
||||
ce: reduceCe(hero.ce),
|
||||
@@ -112,8 +117,44 @@ export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>,
|
||||
});
|
||||
}
|
||||
role.ce += incPlayerCe;
|
||||
await RoleModel.updateRoleInfo(roleId, { globalCeAttr: role.globalCeAttr, ce: role.ce });
|
||||
return { pushHeros, role }
|
||||
let { topFive, topFiveCe } = role;
|
||||
await RoleModel.updateRoleInfo(roleId, { globalCeAttr: role.globalCeAttr, ce: role.ce, topFive, topFiveCe });
|
||||
return { pushHeros, role, topFiveCe }
|
||||
}
|
||||
|
||||
async function calculateTopFive(role: RoleType, hid: number, ce: number) {
|
||||
let topFive = role?.topFive||new Array();
|
||||
|
||||
topFive.sort((a, b) => {return b.ce - a.ce}); // 0-5,最大-最小
|
||||
let index = topFive.findIndex(cur => cur.hid == hid);
|
||||
if(index == -1) { // 不在最强列表
|
||||
if(topFive.length < 5) { // 不满5人
|
||||
topFive.push({hid, ce});
|
||||
} else if(topFive.length == 5){
|
||||
if(ce > topFive[topFive.length - 1].ce) { // 跻身最强5人
|
||||
topFive.pop();
|
||||
topFive.push({hid, ce});
|
||||
}
|
||||
} else {
|
||||
topFive.splice(5, topFive.length - 5);
|
||||
}
|
||||
} else { // 原来就是最强5人
|
||||
if(ce < topFive[topFive.length - 1].ce) { // 滑出最强
|
||||
let heroes = await HeroModel.getTopHero(role.roleId, 5);
|
||||
topFive = heroes.map(cur => {return {hid: cur.hid, ce: cur.ce}});
|
||||
} else {
|
||||
topFive[index].ce = ce;
|
||||
}
|
||||
}
|
||||
|
||||
let topFiveCe = topFive.reduce((pre, cur) => {
|
||||
return pre + cur.ce
|
||||
}, 0);
|
||||
|
||||
role.topFive = topFive;
|
||||
role.topFiveCe = topFiveCe;
|
||||
|
||||
return role;
|
||||
}
|
||||
|
||||
// 初始战力
|
||||
@@ -229,6 +270,7 @@ export function calHeroStarIncAttr(hero: HeroType, type: number, hid: number, ar
|
||||
if (!!dicStar && !!dicStar.ceAttr) {
|
||||
starUp = dicStar.ceAttr.get(stage);
|
||||
}
|
||||
|
||||
let newBase = (heroAttr + hero.lv * (heroUpAttr + starUp)) * HERO_CE_RATIO;
|
||||
let field = getAtrrNameById(targetAttrId);
|
||||
let ceAttrData: CeAttrData = ceAttr[field] || new CeAttrData(); // 存表中的属性下的base,fixup,ratioup
|
||||
@@ -674,8 +716,8 @@ export async function reCalAllHeroCe(roleId: string, type: number, args: Array<n
|
||||
pushHeros.push({ hid: hero.hid, ce: reduceCe(hero.ce), incHeroCe: reduceCe(incHeroCe) });
|
||||
await HeroModel.updateHeroInfo(roleId, hero.hid, { ce: hero.ce });
|
||||
}
|
||||
await RoleModel.updateRoleInfo(roleId, { globalCeAttr: role.globalCeAttr, ce: role.ce });
|
||||
return { pushHeros, ce: role.ce }
|
||||
role = await RoleModel.updateRoleInfo(roleId, { globalCeAttr: role.globalCeAttr, ce: role.ce });
|
||||
return { pushHeros, ce: role.ce, topFiveCe: role.topFiveCe }
|
||||
}
|
||||
|
||||
function calHeroAddSkin(args: Array<number>, ceAttr: CeAttrRole) {
|
||||
|
||||
@@ -1,10 +1,6 @@
|
||||
import { STATUS } from './../consts/statusCode';
|
||||
|
||||
import { getGamedata } from './gamedata';
|
||||
import { HeroModel, HeroType } from '../db/Hero';
|
||||
import { RoleModel } from '../db/Role';
|
||||
import { PvpDefenseModel } from '../db/PvpDefense';
|
||||
import Actor from './actor';
|
||||
|
||||
import fs = require('fs');
|
||||
import path = require('path');
|
||||
@@ -170,26 +166,6 @@ export async function calculateSumCE(roleId: string, type: number, param: { num?
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
// 计算当前武将战力
|
||||
export function calculateCE(heroInfo: { hid: number, lv: number }) {
|
||||
let { hid, lv } = heroInfo;
|
||||
// 假设所有属性和等级的关系是简单的线性关系
|
||||
let dicHero = getGamedata('dic_zyz_hero');
|
||||
let curDicHero = dicHero.find(cur => cur.heroId == hid);
|
||||
|
||||
let { atk, matk, def, mdef, agi, luk, atk_up, matk_up, def_up, mdef_up, agi_up, luk_up } = curDicHero;
|
||||
atk += lv * atk_up;
|
||||
matk += lv * matk_up;
|
||||
def += lv * def_up;
|
||||
mdef += lv * mdef_up;
|
||||
agi += lv * agi_up;
|
||||
luk += lv * luk_up;
|
||||
|
||||
// 假设战力为所有属性的简单加法
|
||||
|
||||
let ce = atk + matk + def + mdef + agi + luk;
|
||||
return ce;
|
||||
}
|
||||
|
||||
export function getRandomByLen(arr: Array<number>): number
|
||||
export function getRandomByLen(arr: Array<DicRandomEffectPool>): DicRandomEffectPool
|
||||
@@ -405,21 +381,6 @@ export function setLocalHours(hour: number, curTime = new Date()) {
|
||||
return localTime.getTime() - 8 * 60 * 60 * 1000; // 回到格林威治时间
|
||||
}
|
||||
|
||||
export async function updateCe(roleId: string, hero: any) {
|
||||
let { hid, ce: oldCe, historyCe } = hero;
|
||||
let actor = new Actor();
|
||||
actor.initHero(hero);
|
||||
let ce = actor.calculateCE();
|
||||
if (ce != oldCe) {
|
||||
// 更新总战力&最强五人战力
|
||||
await RoleModel.updateSumCe(roleId, hid, ce, oldCe);
|
||||
// 更新pvp防守阵容战力
|
||||
await PvpDefenseModel.updateCe(roleId, hid, ce, oldCe);
|
||||
// 更新武将战力,历史最高战力
|
||||
await HeroModel.updateCe(roleId, hid, ce, oldCe, historyCe);
|
||||
}
|
||||
}
|
||||
|
||||
export function ratioReward(rewardStr: string, ratio: number): string {
|
||||
let rewards = decodeIdCntArrayStr(rewardStr, ratio);
|
||||
let res = '';
|
||||
|
||||
Reference in New Issue
Block a user