新建武将时计算初始战力

This commit is contained in:
luying
2020-12-23 18:37:59 +08:00
parent 5cbeaa83e9
commit 3732c536d2
5 changed files with 67 additions and 10 deletions
+2 -2
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@@ -25,7 +25,7 @@ import { ITID, COUNTER } from '@consts';
import Actor from '@pubUtils/actor'; import Actor from '@pubUtils/actor';
import { ItemModel } from '@db/Item'; import { ItemModel } from '@db/Item';
import { gameData } from '@pubUtils/data'; import { gameData } from '@pubUtils/data';
import { calPlayerCeAndSave, getAllAttrStage } from '@pubUtils/playerCe'; import { calPlayerCeAndSave } from '@pubUtils/playerCe';
/** /**
* Test Service * Test Service
@@ -213,7 +213,7 @@ export default class GMUsers extends Service {
try { try {
for(let heroInfo of heroInfos) { for(let heroInfo of heroInfos) {
let hero = await HeroModel.createHero(heroInfo); let hero = await HeroModel.createHero(heroInfo);
await calPlayerCeAndSave(hero.roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage()); await calPlayerCeAndSave(heroInfo.roleId, [hero], HERO_SYSTEM_TYPE.INIT);
} }
return ctx.service.utils.resResult(STATUS.SUCCESS, { uids }); return ctx.service.utils.resResult(STATUS.SUCCESS, { uids });
} catch(e) { } catch(e) {
+4 -2
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@@ -1,6 +1,7 @@
//武将养成系统分类 //武将养成系统分类
export const HERO_SYSTEM_TYPE = { export const HERO_SYSTEM_TYPE = {
STAR: 1, INIT: 1,
STAR: 2,
TRAIN: 5, TRAIN: 5,
STAGEUP:6, STAGEUP:6,
SKIN:7, SKIN:7,
@@ -10,7 +11,8 @@ export const HERO_SYSTEM_TYPE = {
EQUIP_BASE: 11, EQUIP_BASE: 11,
RESTRENGTHEN: 12, RESTRENGTHEN: 12,
JEWEL_ON: 13, JEWEL_ON: 13,
JEWEL_OFF: 14 JEWEL_OFF: 14,
ADD_SKIN: 15
}; };
// 武将上限 // 武将上限
+58 -3
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@@ -27,7 +27,9 @@ export function calPlayerCe(globalCeAttr: CeAttr, hero: HeroType, type: number,
let addSeidList = new Array<number>(); let addSeidList = new Array<number>();
let removeSeidList = new Array<number>(); let removeSeidList = new Array<number>();
if (type == HERO_SYSTEM_TYPE.STAR) { if (type == HERO_SYSTEM_TYPE.INIT) {
reIncAttr = calHeroInitIncAttr(hero, addSeidList, removeSeidList); // args: 升的星盘
} else if (type == HERO_SYSTEM_TYPE.STAR) {
reIncAttr = calHeroStarIncAttr(hero, args, addSeidList); // args: 升的星盘 reIncAttr = calHeroStarIncAttr(hero, args, addSeidList); // args: 升的星盘
} else if (type == HERO_SYSTEM_TYPE.TRAIN) { } else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero); reIncAttr = calHeroTrainIncAttr(hero);
@@ -49,6 +51,8 @@ export function calPlayerCe(globalCeAttr: CeAttr, hero: HeroType, type: number,
reIncAttr = calHeroCeWhenJewelOn(hero, args); reIncAttr = calHeroCeWhenJewelOn(hero, args);
} else if (type == HERO_SYSTEM_TYPE.JEWEL_OFF) {//宝石卸下 } else if (type == HERO_SYSTEM_TYPE.JEWEL_OFF) {//宝石卸下
reIncAttr = calHeroCeWhenJewelOff(hero, args); reIncAttr = calHeroCeWhenJewelOff(hero, args);
} else {
reIncAttr = hero.ceAttr;
} }
addSeidEffect(reIncAttr, hero.ceAttr, addSeidList, removeSeidList); // 处理加值 addSeidEffect(reIncAttr, hero.ceAttr, addSeidList, removeSeidList); // 处理加值
@@ -71,9 +75,24 @@ export function calPlayerCe(globalCeAttr: CeAttr, hero: HeroType, type: number,
//修改并下发战力 //修改并下发战力
export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>, type?: number, args?: Array<number>) { export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>, type?: number, args?: Array<number>) {
if(!heros.length) heros = await HeroModel.findByRole(roleId);
let incPlayerCe = 0; let incPlayerCe = 0;
let pushHeros = new Array<{hid: number, ce: number, incHeroCe: number}>(); let pushHeros = new Array<{hid: number, ce: number, incHeroCe: number}>();
let role = await RoleModel.findByRoleId(roleId); let role = await RoleModel.findByRoleId(roleId);
if(!role.globalCeAttr) role.globalCeAttr = new CeAttr();
let reIncAttr: CeAttr = {}; // role表属性增量
if (type == HERO_SYSTEM_TYPE.INIT) {
reIncAttr = calRoleInitIncAttr(heros, role.globalCeAttr); // 全局变量增
}
for (let attrName in reIncAttr) {
role.globalCeAttr[attrName].fixUp = reIncAttr[attrName].fixUp;
role.globalCeAttr[attrName].ratioUp = reIncAttr[attrName].ratioUp;
}
for (let hero of heros) { for (let hero of heros) {
let incHeroCe = calPlayerCe(role.globalCeAttr, hero, type, args); let incHeroCe = calPlayerCe(role.globalCeAttr, hero, type, args);
incPlayerCe += incHeroCe; incPlayerCe += incHeroCe;
@@ -85,10 +104,46 @@ export async function calPlayerCeAndSave(roleId: string, heros: Array<HeroType>,
}); });
} }
role.ce += incPlayerCe; role.ce += incPlayerCe;
await RoleModel.updateRoleInfo(roleId, role); await RoleModel.updateRoleInfo(roleId, {globalCeAttr: role.globalCeAttr, ce: role.ce});
return {pushHeros, role} return {pushHeros, role}
} }
// 初始战力
export function calHeroInitIncAttr(hero: HeroType, addSeidList: Array<number>, removeSeidList: Array<number>) {
let res1 = calHeroStarIncAttr(hero, getAllAttrStage(), addSeidList);
let hero1 = combineHeroCeAttr(hero, res1)
calHeroJobStageUpIncAttr(hero1, [0], addSeidList, removeSeidList);
console.log(JSON.stringify(res1));
return res1
}
export function calRoleInitIncAttr(heros: HeroType[], globalCeAttr: CeAttr) {
let args = new Array<number>();
for(let hero of heros) {
for(let skin of hero.skins) {
args.push(skin.id);
}
}
let res = calHeroAddSkin(args, globalCeAttr);
return res;
}
// 将hero的ceAttr暂时更新,不更新在originalHero本体上
function combineHeroCeAttr(originalHero: HeroType, result: CeAttr) {
let hero = deepCopy(originalHero);
if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in result) {
if(!result[attrName]) continue;
if(!hero.ceAttr[attrName]) hero.ceAttr[attrName] = new CeAttrData();
for (let attrKey in result[attrName]) {
hero.ceAttr[attrName][attrKey] = parseInt(result[attrName][attrKey]||0);
}
}
delete hero._id;
return hero;
}
export function calHeroStarIncAttr (hero: HeroType, args: Array<number>, addSeidList: Array<number>) { export function calHeroStarIncAttr (hero: HeroType, args: Array<number>, addSeidList: Array<number>) {
let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero; let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
let res: CeAttr = {}; let res: CeAttr = {};
@@ -165,7 +220,7 @@ export function calHeroTrainIncAttr(hero: HeroType) {
//进阶 //进阶
export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) { export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
let res: CeAttr = {}; let res: CeAttr = {};
let lastJob = gameData.job.get(args[0]); let lastJob = gameData.job.get(args[0])||{seid:[]};
let currentJob = gameData.job.get(hero.job); let currentJob = gameData.job.get(hero.job);
for (let seid of currentJob.seid) { for (let seid of currentJob.seid) {
let index = _.findIndex(lastJob.seid, seid); let index = _.findIndex(lastJob.seid, seid);
+1 -1
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@@ -269,7 +269,7 @@ export function getRefTime(now = new Date(), hour: number, day = 0) {
* @param cnt 返回随机元素个数 * @param cnt 返回随机元素个数
*/ */
export function getRandEelm(source: Array<any> = [], cnt = 1): Array<any> { export function getRandEelm(source: Array<any> = [], cnt = 1): Array<any> {
if (cnt > source.length) return []; if (cnt > source.length || cnt == 0 ) return [];
if (cnt === source.length) return source; if (cnt === source.length) return source;
let idxs = new Set(); let idxs = new Set();
+2 -2
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@@ -8,7 +8,7 @@ import { smsModel } from '@db/Sms';
import { Service } from 'egg'; import { Service } from 'egg';
import Counter from '@db/Counter'; import Counter from '@db/Counter';
import { getHeroInfoById } from 'app/pubUtils/gamedata'; import { getHeroInfoById } from 'app/pubUtils/gamedata';
import { calPlayerCeAndSave, getAllAttrStage } from 'app/pubUtils/playerCe'; import { calPlayerCeAndSave } from 'app/pubUtils/playerCe';
const _ = require('underscore'); const _ = require('underscore');
/** /**
@@ -149,7 +149,7 @@ export default class Auth extends Service {
roleId, roleName: role.roleName, hid, hName, star, quality, job, serverId: role.serverId, roleId, roleName: role.roleName, hid, hName, star, quality, job, serverId: role.serverId,
skins:[{id: initialSkin, enable: true}] skins:[{id: initialSkin, enable: true}]
}); });
await calPlayerCeAndSave(roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage()); await calPlayerCeAndSave(roleId, [hero], HERO_SYSTEM_TYPE.INIT);
} }
return ctx.service.utils.resResult(STATUS.SUCCESS, { roleId: role.roleId }); return ctx.service.utils.resResult(STATUS.SUCCESS, { roleId: role.roleId });
} }