装备:清理旧代码
This commit is contained in:
@@ -1,5 +1,4 @@
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import { STATUS } from './../../../consts/statusCode';
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import { EquipModel } from './../../../db/Equip';
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import { RoleModel, RoleType } from './../../../db/Role';
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import { UserModel } from '../../../db/User';
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import { GMUserModel } from '../../../db/GMUser';
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@@ -17,7 +16,6 @@ import { rmRoleFromQueue, roleLeave, getRoleOnlineInfo, roleLogin } from '../../
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import { addRoleToGuildChannel, addRoleToSysChannel, addRoleToWorldChannel, leaveGuildAuctionChannel, leaveGuildChannel, leaveSysChannel, leaveWorldAuctionChannel, leaveWorldChannel, recentGuildMsgs, recentPrivateChatInfos, recentSysMsgs, recentWorldMsgs } from '../../../services/chatService';
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import { reportOneOnline, savePlayTime } from '../../../services/authenticateService';
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import { Rank } from '../../../services/rankService';
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import { checkTaskWithRole, } from '../../../services/taskService';
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import { pushData, everydayRefresh, kickUser } from '../../../services/connectorService';
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import { pick } from 'lodash';
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@@ -5,8 +5,8 @@ import { WishPoolReportModel } from '../../../db/WishPoolReport';
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import { resResult, genCode } from '../../../pubUtils/util';
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import { ITEM_CHANGE_REASON, STATUS } from '../../../consts';
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import { getArmyWishPoolBaseByLv, getGoodById, getWishPoolReward } from '../../../pubUtils/data';
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import { addItems, checkGoods, checkHeroes } from '../../../services/rewardService';
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import { IT_TYPE } from '../../../consts/constModules/itemConst';
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import { addItems, checkGoods, checkHeroEquips, checkHeroes } from '../../../services/rewardService';
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import { ITID, CONSUME_TYPE } from '../../../consts/constModules/itemConst';
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import { GUILD_STRUCTURE } from '../../../consts/constModules/guildConst';
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import { refreshUserGuild, getWishPool, getUserGuildWithRefActive } from '../../../services/guildService';
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import { findIndex, findWhere } from 'underscore';
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@@ -40,23 +40,23 @@ export class WishPoolHandler {
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const { goodId, type, myUserGuild } = msg;
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const roleId: string = session.get('roleId');
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const serverId: number = parseInt(session.get('serverId'));
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let count;
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let goodInfo = getGoodById(goodId)
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if (!goodInfo)
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return resResult(STATUS.WRONG_PARMS);
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if (!(goodInfo.itid == IT_TYPE.HERO_PIECE && type == 2 ) && !(goodInfo.itid == IT_TYPE.EQUIP_PIECE && type == 1 ))
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let dicGoods = getGoodById(goodId)
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if (!dicGoods) return resResult(STATUS.WRONG_PARMS);
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let dicItid = ITID.get(dicGoods.itid);
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if (!(dicItid.type == CONSUME_TYPE.SOUL && type == 2 ) && !(dicItid.type == CONSUME_TYPE.DRAWING && type == 1 ))
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return resResult(STATUS.WRONG_PARMS);
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let userGuild = await refreshUserGuild(myUserGuild, roleId);
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if (!userGuild)
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return resResult(STATUS.WRONG_PARMS);
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if (!userGuild) return resResult(STATUS.WRONG_PARMS);
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let result = await checkGoods(roleId, [goodId]);
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if (!result) {
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if (goodInfo.itid == IT_TYPE.HERO_PIECE ) {
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result = await checkHeroes(roleId, [goodInfo.hid]);
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if (dicItid.type == CONSUME_TYPE.SOUL ) {
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result = await checkHeroes(roleId, [dicGoods.hid]);
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if (!result)
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return resResult(STATUS.GUILD_WISH_POOL_NOT_OWN_HERO);
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} else if (goodInfo.itid == IT_TYPE.EQUIP_PIECE ) {
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result = await checkGoods(roleId, [goodInfo.equipId]);
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} else if (dicItid.type == CONSUME_TYPE.DRAWING ) {
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result = await checkHeroEquips(roleId, dicGoods.quality);
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if (!result)
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return resResult(STATUS.GUILD_WISH_POOL_NOT_OWN_EQUIP);
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}
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@@ -65,27 +65,23 @@ export class WishPoolHandler {
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let { structure } = await GuildModel.findGuild(code, serverId, 'structure');
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let { lv } = findWhere(structure, {id: GUILD_STRUCTURE.WISH_POOL});
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let { wishgoodsDrawings, wishGoodsHeros } = getArmyWishPoolBaseByLv(lv);
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let len = 0;
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wishGoods.map(({type: resType})=>{
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if (resType == type)
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len++;
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});
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let len = wishGoods.filter(cur => cur.type == type).length;
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if(receivedWishPool.indexOf(type) != -1 && getSeconds(createdAt) > getZeroPoint()) {
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return resResult(STATUS.HAS_REACH_WISH_COUNT_LIMIT);
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}
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if (len >= ARMY.ARMY_WISH_TIMES) //今日已经许愿过
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return resResult(STATUS.HAS_REACH_WISH_COUNT_LIMIT);
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let dicWishPool = getArmyWishPoolBaseByLv(lv);
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let count = 0;
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if (type == 1) {
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let wishGoodsDrawing = findWhere(wishgoodsDrawings, { quality: goodInfo.quality});
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if (!wishGoodsDrawing)
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return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
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let wishGoodsDrawing = dicWishPool.wishgoodsDrawings.find(cur => cur.quality == dicGoods.quality);
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if (!wishGoodsDrawing) return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
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count = wishGoodsDrawing.count;
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} else {
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let wishGoodsHero = findWhere(wishGoodsHeros, { quality: goodInfo.quality});
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if (!wishGoodsHero)
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return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
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let wishGoodsHero = dicWishPool.wishGoodsHeros.find(cur => cur.quality == dicGoods.quality);
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if (!wishGoodsHero) return resResult(STATUS.NOT_WISH_THE_QUALITY_GOODS);
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count = wishGoodsHero.count;
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}
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const id = genCode(6);
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@@ -1,24 +1,17 @@
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import { Application, BackendSession, HandlerService, } from "pinus";
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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, ITEM_CHANGE_REASON } from "../../../consts";
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import { STATUS, HERO_SYSTEM_TYPE, ITEM_CHANGE_REASON } from "../../../consts";
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import { ItemInter, RewardInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr } from "../../../pubUtils/util";
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import { addItems, handleCost, combineItems, CheckMeterial } from "../../../services/rewardService";
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import { EquipModel, EquipType } from "../../../db/Equip";
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import { HeroModel, EPlace, HeroType } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData, getEquipByJobClassAndEPlace, getNextEquipQuality, getEquipQualityIdByEquipIdAndPoint, getEquipStarIdByEquipId, getNextEquipStar } from "../../../pubUtils/data";
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import { gameData, getEquipByJobClassAndEPlace, getNextEquipQuality, getEquipStarIdByEquipId, getNextEquipStar } from "../../../pubUtils/data";
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import { BAG, EQUIP } from "../../../pubUtils/dicParam";
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import { ITID, QUALITY_TYPE, equipTypeToSortAttr, IT_TYPE, QUENCH_TYPE, REFINE_TYPE } from "../../../consts";
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import { checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade, getRandSeResult, refineOnce, checkRefineReachNextLv, calEquipCe, updateEplace, updateEplaces, checkJewelCanPutOnEquip, updateStone, checkStoneCanPutOnEquip } from "../../../services/equipService";
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import { getRandSeResult, updateEplace, updateEplaces, checkJewelCanPutOnEquip, updateStone, checkStoneCanPutOnEquip } from "../../../services/equipService";
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import { findIndex, isNumber, pick } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
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import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkActivityTask } from "../../../services/taskService";
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import { QuenchLogParam } from "../../../domain/roleField/equip";
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import { calEquipSeids } from "../../../pubUtils/playerCe";
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import { JewelModel, JewelType } from "../../../db/Jewel";
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import { isNumber, pick } from 'underscore';
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import { JewelModel } from "../../../db/Jewel";
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import { getJewelRandSe } from "../../../pubUtils/itemUtils";
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export default function (app: Application) {
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@@ -16,7 +16,6 @@ import { getFriendPointObject } from "../../../pubUtils/itemUtils";
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import { RewardInter } from "../../../pubUtils/interface";
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import { FriendPresentLogModel } from '../../../db/FriendPresentLog';
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import { HeroModel, EPlace } from "../../../db/Hero";
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import { EquipModel } from "../../../db/Equip";
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import { getPlayerMainAttribute } from "../../../services/pvpService";
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import { FRIEND } from "../../../pubUtils/dicParam";
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import { PlayerDetail, PlayerDetailHero } from "../../../domain/battleField/guild";
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@@ -11,11 +11,9 @@ import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, g
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import { ItemInter, RewardInter } from '../../../pubUtils/interface';
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import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
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import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
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import { calculatetopLineup, calEquipSeids } from '../../../pubUtils/playerCe';
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import { calculatetopLineup } from '../../../pubUtils/playerCe';
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import { PvpDefenseModel } from '../../../db/PvpDefense';
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import { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService';
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import { EquipModel, EquipType } from '../../../db/Equip';
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import { checkEquipCanPut } from '../../../services/equipService';
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import { pick } from 'underscore';
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export default function (app: Application) {
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@@ -1,5 +1,4 @@
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import { GachaData, Floor, GachaResult, Hope, GachaListReturn } from "../../domain/activityField/gachaField";;
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import { ActivityModel } from "../../db/Activity";
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import { DicGacha } from "../../pubUtils/dictionary/DicGacha";
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import { UserGachaType, UserGachaModel } from "../../db/UserGacha";
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import { shouldRefresh, getRandEelm, getRandEelmWithWeight } from "../../pubUtils/util";
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@@ -221,15 +220,11 @@ export class GachaPull {
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} else {
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let pool: number[] = [];
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if (type == GACHA_CONTENT_TYPE.HERO_PIECE) {
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pool = getAllItemByQuality(IT_TYPE.HERO_PIECE, param[0], this.lv);
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} else if (type == GACHA_CONTENT_TYPE.BLUEPRT) {
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pool = getAllItemByQuality(IT_TYPE.BLUEPRT, param[0], this.lv);
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pool = getAllItemByQuality(IT_TYPE.HERO_PIECE, param[0]);
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} else if (type == GACHA_CONTENT_TYPE.JEWEL) {
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pool = getAllJewelByLv(param[0]);
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} else if (type == GACHA_CONTENT_TYPE.TERAPH_MATERIAL) {
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pool = param;
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} else if (type == GACHA_CONTENT_TYPE.SUIT_PAPER) {
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pool = getSuitPaper(this.lv);
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}
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if(pool.length <= 0) {
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@@ -497,11 +492,11 @@ export function getAllHeroByQuality(quality: number) {
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return allHero;
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}
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function getAllItemByQuality(itid: number, quality: number, lv: number) {
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function getAllItemByQuality(itid: number, quality: number) {
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let allPiece: number[] = [];
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for (let [id, dicGoods] of gameData.goods) {
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if (dicGoods.itid == itid) {
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if ((quality == 0 || dicGoods.quality == quality) && dicGoods.lvLimited <= lv) {
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if (quality == 0 || dicGoods.quality == quality) {
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allPiece.push(id);
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}
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}
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@@ -510,67 +505,9 @@ function getAllItemByQuality(itid: number, quality: number, lv: number) {
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}
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function getAllJewelByLv(lv: number) {
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let itids: number[] = [];
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for (let [id, { type }] of ITID) {
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if (type == CONSUME_TYPE.JEWEL) itids.push(id);
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}
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let items: number[] = [];
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for (let [id, dicGoods] of gameData.goods) {
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if (itids.includes(dicGoods.itid)) {
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if (lv == 0 || dicGoods.lvLimited == lv) {
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items.push(id);
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}
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}
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for(let [id, dicStone] of gameData.stone) {
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if(dicStone.lv >= lv) items.push(id);
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}
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return items;
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}
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function getSuitPaper(lv: number) {
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let items: number[] = [];
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for (let [id, dicGoods] of gameData.goods) {
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if (dicGoods.itid == IT_TYPE.PAPER) {
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if (dicGoods.lvLimited <= lv) {
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items.push(id);
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}
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}
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}
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return items;
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}
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/**
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* 根据contentId获得抽卡结果 新武将抽卡活动
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* @param contentId dic_zyz_gachaContent的id
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* @param lv 玩家等级
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* @param goodId 大于0指定id,0:随机
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*/
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export function getResultFromContentIdNewHeroActivity(contentId: number, goodId: number, lv: number,) {
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let dic = gameData.gachaContent.get(contentId);
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let { type, param, count } = dic;
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if (type == GACHA_CONTENT_TYPE.HERO) {
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let result = new GachaResult(contentId);
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result.setHero(goodId);
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return result
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} else {
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let pool: number[] = [];
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if (type == GACHA_CONTENT_TYPE.HERO_PIECE) {
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pool = getAllItemByQuality(IT_TYPE.HERO_PIECE, param[0], lv);
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} else if (type == GACHA_CONTENT_TYPE.BLUEPRT) {
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pool = getAllItemByQuality(IT_TYPE.BLUEPRT, param[0], lv);
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} else if (type == GACHA_CONTENT_TYPE.JEWEL) {
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pool = getAllJewelByLv(param[0]);
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} else if (type == GACHA_CONTENT_TYPE.TERAPH_MATERIAL) {
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pool = param;
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} else if (type == GACHA_CONTENT_TYPE.SUIT_PAPER) {
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pool = getSuitPaper(lv);
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}
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let item = getRandEelm(pool);
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let result = new GachaResult(contentId);
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result.setItem(item[0], count);
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if (goodId > 0) {
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result.setItem(goodId, count);
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}
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return result;
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}
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}
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@@ -1,153 +1,9 @@
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import { mergeSameGoods, getRandEelm, getRandValueByMinMax } from '../pubUtils/util';
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import { EquipModel, RandMain } from "../db/Equip";
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import { EPlace, HeroModel, HeroType, Stone } from "../db/Hero";
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import { getGoodById, gameData, getQuenchGradeByValue, getQuenchConsume, getQuenchByQualityAndGrade } from "../pubUtils/data";
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import { calPlayerCeAndSave } from "./playerCeService";
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import { CONSUME_TYPE, HERO_SYSTEM_TYPE, ITID, TASK_TYPE } from "../consts";
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import { dicGoods, DicGoods } from '../pubUtils/dictionary/DicGoods';
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import { QuenchLogParam } from '../domain/roleField/equip';
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import { QUENCH } from '../pubUtils/dicParam';
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import { DicQuenchQuality } from '../pubUtils/dictionary/DicQuenchQuality';
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import { getRandEelm, } from '../pubUtils/util';
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import { EPlace, Stone } from "../db/Hero";
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import { gameData } from "../pubUtils/data";
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import { JewelType, RandSe } from '../db/Jewel';
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import { getJewelRandSe } from '../pubUtils/itemUtils';
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/**
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* 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
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* @param consumes
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* @param jewel
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* @param jewelCount
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*/
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export function checkMaterialEnough(consumes: Array<{ id: number, count: number }>, jewel: number, jewelCount: number) {
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let comJewelMap = new Map<number, number>(); // good_id => count
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let needConsumes:{ id: number, count: number }[] = []
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for(let {id, count} of consumes) {
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if(!comJewelMap.has(id)) {
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comJewelMap.set(id, count);
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} else {
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comJewelMap.set(id, comJewelMap.get(id) + count);
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}
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}
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function checkCurMeterial(target: number, targetCount: number) {
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let dic = getGoodById(target);
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if(!dic) return false;
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let { composeMaterial } = dic;
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let isEnough = true;
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for(let { id, count } of composeMaterial) {
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let consumeCount = comJewelMap.get(id)||0;
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let dicGood = getGoodById(id);
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if(!dicGoods) { isEnough = false; break; }
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let dicItid = ITID.get(dicGood.itid);
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if(dicItid.type != CONSUME_TYPE.JEWEL) {
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if(consumeCount < count * targetCount) {
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isEnough = false; break;
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} else {
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comJewelMap.set(id, consumeCount - count * targetCount);
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needConsumes.push({ id, count: count * targetCount });
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}
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} else {
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if(consumeCount < count * targetCount) {
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comJewelMap.set(id, 0);
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needConsumes.push({ id, count: consumeCount });
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isEnough = checkCurMeterial(id, count * targetCount - consumeCount);
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} else {
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comJewelMap.set(id, consumeCount - count * targetCount);
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needConsumes.push({ id, count: count * targetCount });
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}
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}
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}
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return isEnough
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}
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let isEnough = checkCurMeterial(jewel, jewelCount);
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return isEnough? needConsumes: false;
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}
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export function checkEquipCanPut(hero: HeroType, id: number) {
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let hid = hero.skinId;
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let dicGood = gameData.goods.get(id);
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if(dicGood.lvLimited > hero.lv) return false;
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let dicHero = gameData.hero.get(hid);
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if(dicGood.jobLimited.indexOf(0) == -1 && dicGood.jobLimited.indexOf(dicHero.jobClass) == -1) return false;
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if(dicGood.charLimited.indexOf(0) == -1 && dicGood.charLimited.indexOf(hid) == -1) return false;
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return true
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}
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/**
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* 淬火一次
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* @param roleId 玩家id
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* @param sid 玩家sid
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* @param randMain 装备上的属性随机值
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* @param dicQuench 淬火表
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* @param dicGoods 物品表
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* @returns
|
||||
*/
|
||||
export async function quenchOnce(randMain: RandMain[], dicQuench: DicQuenchQuality, dicGoods: DicGoods) {
|
||||
let { quality, equipLvl } = dicGoods;
|
||||
|
||||
let canRandMain = randMain.filter(cur => { // 已升满的属性就不再淬火了
|
||||
return cur.rand < dicQuench.singleRatioMax;
|
||||
});
|
||||
let randMainResult = getRandEelm(canRandMain);
|
||||
if(randMainResult.length == 0) return false;
|
||||
|
||||
let add = new Map<number, number>(); // id => value,增加的数量
|
||||
let isCriticle = Math.random() * 100 < dicQuench.critProbability; // 暴击
|
||||
let addAttr = isCriticle? dicQuench.critEffect * QUENCH.QUENCH_UNIT_UPRATIO: QUENCH.QUENCH_UNIT_UPRATIO;
|
||||
let overAttr = randMainResult[0].rand + addAttr - dicQuench.singleRatioMax; // 如果有暴击,超出当前品相上限时
|
||||
if(overAttr > 0) { // 超出,转到另一条属性
|
||||
let anotherRandMain = canRandMain.filter(cur => {
|
||||
return cur.id != randMainResult[0].id;
|
||||
});
|
||||
if(anotherRandMain.length > 0) {
|
||||
let anotherOverAttr = anotherRandMain[0].rand + overAttr - dicQuench.singleRatioMax;
|
||||
if(anotherOverAttr > 0) {
|
||||
add.set(anotherRandMain[0].id, overAttr - anotherOverAttr);
|
||||
} else {
|
||||
add.set(anotherRandMain[0].id, overAttr);
|
||||
}
|
||||
}
|
||||
add.set(randMainResult[0].id, addAttr - overAttr);
|
||||
} else {
|
||||
add.set(randMainResult[0].id, addAttr);
|
||||
}
|
||||
|
||||
let value = 0;
|
||||
for(let r of randMain) {
|
||||
if(add.has(r.id)) {
|
||||
r.rand += add.get(r.id);
|
||||
}
|
||||
value += r.rand;
|
||||
}
|
||||
let grade = getQuenchGradeByValue(quality, value/2);
|
||||
|
||||
// 消耗
|
||||
let consumes = getQuenchConsume(equipLvl, quality);
|
||||
|
||||
let log = new QuenchLogParam(isCriticle, add);
|
||||
return { randMain, grade, log, consumes };
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查该品相是否到顶
|
||||
* @param quality 品质
|
||||
* @param grade 品相
|
||||
* @param randMain 装备上的随机值
|
||||
* @returns
|
||||
*/
|
||||
export function checkQuenchMaxByQualityAndGrade(quality: number, grade: number, randMain: RandMain[]) {
|
||||
let isMax = true;
|
||||
let dic = getQuenchByQualityAndGrade(quality, grade);
|
||||
if(!dic) return true;
|
||||
for(let { rand } of randMain) {
|
||||
if(rand < dic.max) isMax = false;
|
||||
}
|
||||
return isMax;
|
||||
}
|
||||
|
||||
export function getRandSeResult(id: number, randSe: RandSe[]) {
|
||||
let { randomEffect, effectCount } = gameData.jewel.get(id);
|
||||
|
||||
@@ -178,38 +34,6 @@ export function getRandSeResult(id: number, randSe: RandSe[]) {
|
||||
return newRandSe
|
||||
}
|
||||
|
||||
export async function refineOnce(lv: number, refineLv: number) {
|
||||
|
||||
let dicRefine = gameData.refine.get(refineLv + 1);
|
||||
if (!dicRefine) return false;
|
||||
|
||||
if(lv < dicRefine.levelLimited) return false;
|
||||
|
||||
return {
|
||||
refineLv: refineLv + 1,
|
||||
consumes: dicRefine.consume
|
||||
}
|
||||
}
|
||||
|
||||
export function checkRefineReachNextLv(oldRefineLv: number, refineLv: number) {
|
||||
let oldDic = gameData.refine.get(oldRefineLv);
|
||||
let dic = gameData.refine.get(refineLv);
|
||||
if(!oldDic || !dic) return true;
|
||||
|
||||
return dic.level > oldDic.level;
|
||||
}
|
||||
|
||||
export function calEquipCe(goodsAbility: Map<number, number>, randMain: RandMain[]) {
|
||||
let ce = 0;
|
||||
for(let [ id, ratio ] of gameData.equipAttributeRatio) {
|
||||
let valueBase = goodsAbility.get(id);
|
||||
let curRand = randMain.find(cur => cur.id == id);
|
||||
let valueRand = curRand?curRand.rand: 0;
|
||||
ce += Math.floor(valueBase * valueRand * ratio / 100);
|
||||
}
|
||||
return ce
|
||||
}
|
||||
|
||||
export function updateStone(origin: Stone[], id: number, target: number) {
|
||||
let newStones: Stone[] = [];
|
||||
let hasTarget = false;
|
||||
|
||||
@@ -1021,7 +1021,7 @@ export async function setRankRedisFromDb(type: string, args?: { serverId?: numbe
|
||||
} else if (type == REDIS_KEY.HERO_RANK) {
|
||||
let serverId = args.serverId;
|
||||
|
||||
for (let hid of gameData.dicMyHeroes) {
|
||||
for (let { actorId: hid } of gameData.recruit) {
|
||||
let ranks = await HeroModel.getRank(hid, serverId, HERO_SELECT.RANK_LINEUP);
|
||||
let r = new Rank(type, { serverId, hid });
|
||||
r.setIsInit(true);
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
import { ITID, CONSUME_TYPE, ITEM_TABLE, REDIS_KEY, TASK_TYPE, CURRENCY, CURRENCY_TYPE, MAIL_TYPE, HANDLE_REWARD_TYPE, HERO_SYSTEM_TYPE, CURRENCY_BY_TYPE, ITEM_CHANGE_REASON, TA_USERSET_TYPE, TA_EVENT } from './../consts';
|
||||
import { EquipModel, EquipType } from './../db/Equip';
|
||||
import { ITID, CONSUME_TYPE, ITEM_TABLE, CURRENCY, CURRENCY_TYPE, MAIL_TYPE, HANDLE_REWARD_TYPE, HERO_SYSTEM_TYPE, CURRENCY_BY_TYPE, ITEM_CHANGE_REASON, TA_USERSET_TYPE, TA_EVENT } from './../consts';
|
||||
import { getRandSingleEelm, resResult } from '../pubUtils/util';
|
||||
import { RoleModel, RoleType } from '../db/Role';
|
||||
import { setAp } from './actionPointService';
|
||||
import { pushCalPlayerCe, pushCalAllHeroCe, calPlayerCeAndSave } from './playerCeService';
|
||||
import { pushCalAllHeroCe, calPlayerCeAndSave } from './playerCeService';
|
||||
import { ItemModel, ItemType } from '../db/Item';
|
||||
import { STATUS } from '../consts/statusCode';
|
||||
import { pinus } from 'pinus';
|
||||
@@ -14,13 +13,12 @@ import { uniq } from 'underscore';
|
||||
import { EPlace, HeroModel, HeroType, HeroUpdate } from '../db/Hero';
|
||||
import { Figure } from '../domain/dbGeneral';
|
||||
import { Rank } from './rankService';
|
||||
import { checkActivityTask, checkTaskWithHero, pushActivityUpdate, pushTaskUpdate } from './taskService';
|
||||
import { pushTaskUpdate } from './taskService';
|
||||
import { CreateHeroParam, HeroShowParam } from '../domain/roleField/hero';
|
||||
import { HeroSkin } from '../db/Hero';
|
||||
import { errlogger } from '../util/logger';
|
||||
import { BAG } from '../pubUtils/dicParam';
|
||||
import { sendMailByContent } from './mailService';
|
||||
import { calEquipSeids } from '../pubUtils/playerCe';
|
||||
import { CreateHeroes } from '../pubUtils/roleUtil';
|
||||
import { SkinUpdate } from '../db/Skin';
|
||||
import { getInitHeroById } from './roleService';
|
||||
@@ -541,6 +539,10 @@ export async function checkHeroes(roleId: string, hids: number[]) {
|
||||
return true
|
||||
}
|
||||
|
||||
export async function checkHeroEquips(roleId: string, quality: number) {
|
||||
return await HeroModel.checkEquipByQuality(roleId, quality);
|
||||
}
|
||||
|
||||
export async function unlockFigure(sid: string, roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number, paramWinStreakNum?: number }[], role?: RoleType) {
|
||||
let figureInfo = await pubUnlockFigure(roleId, conditions, role);
|
||||
await pushFigureUpdate(roleId, sid, figureInfo);
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
import { EquipType } from './../db/Equip';
|
||||
|
||||
import { EPlace, HeroType } from '../db/Hero';
|
||||
import { GuildType } from '../db/Guild';
|
||||
import { CHANNEL_PREFIX, HERO_GROW_MAX, HERO_INITIAL_QUALITY, MSG_SOURCE, MSG_TYPE, ON_GROUP_MSG_ROUTE, STATUS, WAR_TYPE } from '../consts';
|
||||
|
||||
@@ -5,14 +5,13 @@ import { resResult, shouldRefresh } from '../pubUtils/util';
|
||||
import { STATUS, TASK_TYPE, TASK_FUN_TYPE, SHOP_REFRESH_TYPE, WAR_TYPE } from '../consts';
|
||||
import { TaskParam, TaskListReturn } from '../domain/roleField/task';
|
||||
import { HeroType } from '../db/Hero';
|
||||
import { EquipType } from '../db/Equip';
|
||||
import { getRoleOnlineInfo } from './redisService';
|
||||
import { HeroScores } from '../db/PvpHistoryOpp';
|
||||
import { ItemInter } from '../pubUtils/interface';
|
||||
import { UserTaskModel, UserTaskType } from '../db/UserTask';
|
||||
import { UserTaskRecModel } from '../db/UserTaskRec';
|
||||
import { UserTaskHistoryModel } from '../db/UserTaskHistory';
|
||||
import { gameData, getGoodById } from '../pubUtils/data';
|
||||
import { gameData } from '../pubUtils/data';
|
||||
import { getSeconds, getZeroPointD } from '../pubUtils/timeUtil';
|
||||
import { RoleStatus } from '../db/ComBattleTeam';
|
||||
import { getActivities } from './activity/activityService';
|
||||
@@ -35,10 +34,10 @@ export async function checkTaskWithHero(roleId: string, sid: string, taskType: n
|
||||
pushTaskUpdate(roleId, sid, pushMessage);
|
||||
}
|
||||
|
||||
export async function checkTaskWithEquip(roleId: string, sid: string, taskType: number, equip: EquipType, args?: number[]) {
|
||||
let pushMessage = await taskUtil.checkTaskWithEquip(roleId, taskType, equip, args);
|
||||
pushTaskUpdate(roleId, sid, pushMessage);
|
||||
}
|
||||
// export async function checkTaskWithEquip(roleId: string, sid: string, taskType: number, equip: EquipType, args?: number[]) {
|
||||
// let pushMessage = await taskUtil.checkTaskWithEquip(roleId, taskType, equip, args);
|
||||
// pushTaskUpdate(roleId, sid, pushMessage);
|
||||
// }
|
||||
|
||||
export async function checkTaskWithArgs(roleId: string, sid: string, taskType: number, args: number[]) {
|
||||
let pushMessage = await taskUtil.checkTaskWithArgs(roleId, taskType, args);
|
||||
|
||||
@@ -709,10 +709,10 @@ export const GACHA_TO_FLOOR = new Map([
|
||||
export enum GACHA_CONTENT_TYPE {
|
||||
HERO = 1, // 武将 param为武将品质
|
||||
HERO_PIECE = 2, // 武将碎片 武将品质
|
||||
BLUEPRT = 3, // 藏宝图 藏宝图品质
|
||||
// BLUEPRT = 3, // 藏宝图 藏宝图品质
|
||||
JEWEL = 4, // 宝石 宝石等级
|
||||
TERAPH_MATERIAL = 5, // 强化神像用的材料 材料物品id
|
||||
SUIT_PAPER = 6, // 套装图纸
|
||||
// SUIT_PAPER = 6, // 套装图纸
|
||||
}
|
||||
|
||||
export const GACHA_OCCUPY_HID = 9999; // 抽卡里占位的武将
|
||||
|
||||
@@ -1,234 +0,0 @@
|
||||
import BaseModel from './BaseModel';
|
||||
import { index, getModelForClass, prop, DocumentType, modelOptions } from '@typegoose/typegoose';
|
||||
import { COUNTER } from '../consts';
|
||||
import { CounterModel } from './Counter';
|
||||
import { HeroModel } from './Hero';
|
||||
import { RoleModel } from './Role';
|
||||
import { SearchEquipParam } from '../domain/backEndField/search';
|
||||
|
||||
export class RandSe {
|
||||
@prop({ required: true })
|
||||
id: number; // 随机属性位置id
|
||||
@prop({ required: true })
|
||||
seid: number; // 随机属性池id
|
||||
@prop({ required: true })
|
||||
rand: number; // 随机属性内需要随机的值
|
||||
@prop({ required: true })
|
||||
locked: boolean; // 洗炼是否锁定
|
||||
}
|
||||
|
||||
export class Holes {
|
||||
@prop({ required: true })
|
||||
id: number; // 孔的id
|
||||
@prop({ required: true })
|
||||
isOpen: boolean; // 是否开孔
|
||||
@prop({ required: true })
|
||||
jewel: number; // 装备的宝石id
|
||||
}
|
||||
|
||||
export class RandMain {
|
||||
@prop({ required: true })
|
||||
id: number; // 随机属性位置id
|
||||
@prop({ required: true })
|
||||
rand: number; // 随机属性内需要随机的值,扩大100倍
|
||||
}
|
||||
|
||||
@index({ roleId: 1, hid: 1, id: 1 })
|
||||
@index({ seqId: 1 })
|
||||
@modelOptions({ schemaOptions: { id: false } })
|
||||
export default class Equip extends BaseModel {
|
||||
|
||||
@prop({ required: true })
|
||||
roleId: string; // 角色 id
|
||||
@prop({ required: true })
|
||||
roleName: string; // 角色名称
|
||||
|
||||
@prop({ required: true })
|
||||
seqId: number; // 装备表自增 id
|
||||
@prop({ required: true })
|
||||
id: number; // 装备 id
|
||||
@prop({ required: true })
|
||||
name: string; // 装备名称
|
||||
@prop({ required: false, default: 0 })
|
||||
hid: number; // 装备此装备的武将 id
|
||||
@prop({ required: false, default: 0 })
|
||||
ePlaceId: number; // 武将装备的部位
|
||||
@prop({ required: false, default: 1 })
|
||||
count: number; // 装备数量
|
||||
|
||||
@prop({ required: true, default: 1 })
|
||||
quality: number; // 品质
|
||||
@prop({ required: true, default: 0 })
|
||||
suitId: number; // 套装id
|
||||
|
||||
@prop({ required: true, default: 0 })
|
||||
randRange: number; // 固定属性随机值 // TODO 废弃字段,客户端改完之前暂时保留
|
||||
@prop({ required: false, type: RandMain, default: [], _id: false })
|
||||
randMain: RandMain[]; // 主属性随机
|
||||
@prop({ required: true, default: 0 })
|
||||
grade: number; // 品相等级
|
||||
@prop({ required: false, type: RandSe, default: [], _id: false })
|
||||
randSe: RandSe[]; // 强化随机属性
|
||||
@prop({ required: true, type: Holes, default: [], _id: false })
|
||||
holes: Holes[];
|
||||
@prop({ required: false, type: RandSe, default: [], _id: false })
|
||||
previewRandSe: RandSe[]; // 强化随机属性预览
|
||||
|
||||
|
||||
public static async findbyRole(roleId: string, lean = true) {
|
||||
const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
|
||||
return equips;
|
||||
}
|
||||
|
||||
public static async findbySeqId(seqId: number, select?: string ) {
|
||||
const equip: EquipType = await EquipModel.findOne({ seqId }).select(select).lean();
|
||||
return equip;
|
||||
}
|
||||
|
||||
public static async createEquip(equipInfo: equipUpdate, lean = true) {
|
||||
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
|
||||
|
||||
const doc = new EquipModel();
|
||||
const update = Object.assign(doc.toJSON(), seqId, equipInfo);
|
||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, { upsert: true, new: true }).lean(lean);
|
||||
if (equipInfo.hid > 0) {
|
||||
await HeroModel.findOneAndUpdate(
|
||||
{ roleId: equipInfo.roleId, hid: equipInfo.hid, 'ePlace.id': equipInfo.ePlaceId },
|
||||
{ $set: { 'ePlace.$.equip': equip._id } },
|
||||
{ new: true }).lean(lean);
|
||||
}
|
||||
return equip;
|
||||
}
|
||||
|
||||
public static async createEquips(roleId: string, equipInfos: equipUpdate[]) {
|
||||
let result: EquipType[] = [];
|
||||
for(let equipInfo of equipInfos) {
|
||||
let equip = await this.createEquip(equipInfo);
|
||||
result.push(equip);
|
||||
}
|
||||
await RoleModel.increaseJewel(roleId, result.length);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async putOnOrOff(equipId: string, hid: number, lean = true) {
|
||||
const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, { hid }, { new: true }).lean(lean);
|
||||
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;
|
||||
}
|
||||
public static async deleteEquips(roleId: string, ids: Array<number>) {
|
||||
let equips = await EquipModel.getEquips(roleId, ids);
|
||||
await EquipModel.deleteMany({ roleId, seqId: { $in: ids } });
|
||||
await RoleModel.findOneAndUpdate({ roleId }, { $inc: { equipCount: -1 * ids.length } }, { new: true });
|
||||
return equips;
|
||||
}
|
||||
|
||||
public static async getEquipsByID(ids: Array<string>) {
|
||||
let result = await EquipModel.find({ _id: { $in: ids } });
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getEquips(roleId: string, ids: Array<number>) {
|
||||
let result: EquipType[] = await EquipModel.find({ roleId, seqId: { $in: ids } });
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getEquip(seqId: number) {
|
||||
let equip: EquipType = await EquipModel.findOne({ seqId });
|
||||
return equip;
|
||||
}
|
||||
|
||||
public static async updateEquipInfo(seqId: number, equipUpdate: equipUpdate, lean = true) {
|
||||
delete equipUpdate._id;
|
||||
let result: EquipType = await EquipModel.findOneAndUpdate({ seqId }, { $set: equipUpdate }, { new: true }).lean(lean);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async lock(roleId: string, seqId: number, id: number, lock: boolean) {
|
||||
let result: EquipType = await EquipModel.findOneAndUpdate({ roleId, seqId, 'randSe.id': id }, { $set: { 'randSe.$.locked': lock } }, { new: true, upsert: false }).select('seqId id randSe').lean();
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async updateEquipInfobyObjectId(_id: string, equipUpdate: equipUpdate, lean = true) {
|
||||
delete equipUpdate._id;
|
||||
let result: EquipType = await EquipModel.findOneAndUpdate({ _id }, { $set: equipUpdate }, { new: true }).lean(lean);
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getEquipByObjectId(_id: string) {
|
||||
let equip: EquipType = await EquipModel.findOne({ _id });
|
||||
return equip;
|
||||
}
|
||||
|
||||
|
||||
public static async findByField(field: string, value?: number | string, select?: string) {
|
||||
let searchObj = {};
|
||||
if (field != 'all') {
|
||||
if (field == 'roleName') {
|
||||
searchObj['roleName'] = { $regex: new RegExp(value.toString(), 'i') }
|
||||
} else {
|
||||
searchObj[field] = value;
|
||||
}
|
||||
}
|
||||
//.select('uid tel username')
|
||||
const user: EquipType[] = await EquipModel.find(searchObj).select(select).lean();
|
||||
return user;
|
||||
}
|
||||
|
||||
public static async findListByHidAndRole(roleId: string, hid: number, select?: string) {
|
||||
let result: EquipType[] = await EquipModel.find({ roleId, hid }).select(select).lean();
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async getEquipsByIds(roleId: string, ids: Array<number>) {
|
||||
let result = await EquipModel.find({ roleId, id: { $in: ids } });
|
||||
return result;
|
||||
}
|
||||
|
||||
private static getSearchObj(form: SearchEquipParam) {
|
||||
let searchObj = {};
|
||||
if(form.roleId) searchObj['roleId'] = form.roleId;
|
||||
if(form.roleName) searchObj['roleName'] = { $regex: new RegExp(form.roleName.toString(), 'i') };
|
||||
if(form.id) searchObj['id'] = form.id;
|
||||
return searchObj
|
||||
}
|
||||
|
||||
public static async findByCondition(page: number, pageSize: number, sortField: string = 'updatedAt', sortOrder: string = 'descend', form: SearchEquipParam = {}) {
|
||||
|
||||
let searchObj = this.getSearchObj(form);
|
||||
let sort = {};
|
||||
if(sortField && sortOrder) {
|
||||
if(sortOrder == 'ascend') {
|
||||
sort[sortField] = 1;
|
||||
} else if (sortOrder == 'descend') {
|
||||
sort[sortField] = -1;
|
||||
}
|
||||
}
|
||||
const result: EquipType[] = await EquipModel.find(searchObj).limit(pageSize).skip((page - 1) * pageSize).sort(sort).lean({ getters: true, virtuals: true });
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
public static async countByCondition(form: SearchEquipParam = {}) {
|
||||
|
||||
let searchObj = this.getSearchObj(form);
|
||||
const result = await EquipModel.count(searchObj);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
export const EquipModel = getModelForClass(Equip);
|
||||
|
||||
export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip> {
|
||||
id: number;
|
||||
};
|
||||
export type equipUpdate = Partial<EquipType>; // 将所有字段变成可选项
|
||||
@@ -205,6 +205,11 @@ export default class Hero extends BaseModel {
|
||||
return hero;
|
||||
}
|
||||
|
||||
public static async checkEquipByQuality(roleId: string, quality: number) {
|
||||
const result = await HeroModel.exists({ roleId, 'ePlace.quality': { $gte: quality } });
|
||||
return result;
|
||||
}
|
||||
|
||||
public static async findMapByHidRange(hids: Array<number>, roleId: string, select?: string, getters = false) {
|
||||
const hero = await HeroModel.findByHidRange(hids, roleId, select, getters);
|
||||
let map = new Map<number, HeroType>();
|
||||
|
||||
@@ -1,12 +1,9 @@
|
||||
import { dicHero, dicMyHeroes, loadHero } from "./dictionary/DicHero";
|
||||
import { dicHero, loadHero } from "./dictionary/DicHero";
|
||||
import { dicGoods, figureCondition, loadGoods } from "./dictionary/DicGoods";
|
||||
import { dicBlueprtCompose, loadBlueprtCompose } from "./dictionary/DicBlueprtCompose";
|
||||
import { dicBlueprtPossibility, loadBlueprtPossibility } from "./dictionary/DicBlueprtPossibility";
|
||||
import { dicDaily, loadDaily } from "./dictionary/DicDaily";
|
||||
import { dicEvent, dicEventList, loadEvent } from "./dictionary/DicEvent";
|
||||
import { dicExpedition, DicExpedition, loadExpedition } from "./dictionary/DicExpedition";
|
||||
import { dicExpeditionPoint, loadExpeditionPoint } from "./dictionary/DicExpeditionPoint";
|
||||
import { dicFuncSwitch, loadFuncSwitch } from "./dictionary/DicFuncSwitch";
|
||||
import { dicHeroSkill, loadHeroSkill } from "./dictionary/DicHeroSkill";
|
||||
import { dicJob, jobClassAndgrades, jobClassMaxGrades, loadJob } from "./dictionary/DicJob";
|
||||
import { dicKingExp, maxPlayerLv, loadKingExp } from "./dictionary/DicKingExp";
|
||||
@@ -18,7 +15,7 @@ import { dicTowerTask, loadTowerTask } from "./dictionary/DicTowerTask";
|
||||
import { dicWar, dicWarPvp, dicDailyWarByType, loadWar } from "./dictionary/DicWar";
|
||||
import { dicWarJson, loadWarJson } from "./dictionary/DicWarJson";
|
||||
import { dicXunbao, loadXunbao } from "./dictionary/DicXunbao";
|
||||
import { AUCTION_TIME, CONSUME_TYPE, ITID } from "../consts";
|
||||
import { AUCTION_TIME } from "../consts";
|
||||
import { dicFashions, dicFashionsByHeroId, loadFashions } from "./dictionary/DicFashions";
|
||||
import { friendShips, friendShipHidAandIds, loadFriendShip } from "./dictionary/DicFriendShip";
|
||||
import { maxFriendShipLv, dicFriendShipLevelMap, loadFriendShipLevel } from "./dictionary/DicFriendShipLevel";
|
||||
@@ -26,10 +23,6 @@ import { dicHeroQualityUp, loadHeroQualityUp } from "./dictionary/DicHeroQuality
|
||||
import { dicHeroStar, loadHeroStar } from "./dictionary/DicHeroStar";
|
||||
import { dicHeroWake, loadHeroWake } from "./dictionary/DicHeroWake";
|
||||
import { dicRandomEffectPool, loadRandomEffectPool } from './dictionary/DicRandomEffectPool';
|
||||
import { dicStrengthenCost, loadStrengthenCost } from './dictionary/DicStrengthenCost';
|
||||
import { dicRefine, loadRefine } from './dictionary/DicRefine';
|
||||
import { dicHeroEquip, loadHeroEquip } from './dictionary/DicHeroEquip';
|
||||
import { dicSuit, dicSuitByTypeAndLv, loadSuit } from './dictionary/DicSuit';
|
||||
import { dicTitle, loadTitle } from './dictionary/DicTitle';
|
||||
import { dicTeraph, loadTeraph } from './dictionary/DicTeraph';
|
||||
import { dicSchool, loadSchool } from './dictionary/DicSchool';
|
||||
@@ -87,8 +80,6 @@ import { dicServerName, loadServerName } from "./dictionary/DicServerName";
|
||||
import { dicAp, loadAp, dicApMaxLevel } from './dictionary/DicAp';
|
||||
import { dicApBuy, dicApMaxBuyTimes, loadApBuy } from "./dictionary/DicApBuy";
|
||||
import { dicKingExpRatio, loadKingExpRatio } from './dictionary/DicKingExpRatio';
|
||||
import { dicQuenchByQuality, dicQuenchRangeByQuality, dicQuenchRangeByQualityAndGrade, loadQuenchQuality } from './dictionary/DicQuenchQuality';
|
||||
import { dicQuenchConsume, loadQuenchConsume } from './dictionary/DicQuenchConsume';
|
||||
import { dicHoliday, loadHoliday } from './dictionary/DicHoliday';
|
||||
import { dicExpeditionSubAttr, loadExpeditionSubAttr } from './dictionary/DicExpeditionSubAttr';
|
||||
import { dicAuctionPool, loadAuctionReward } from './dictionary/DicAuctionReward';
|
||||
@@ -111,14 +102,11 @@ import { dicEquipSuit, dicEquipSuitByJobClass, loadEquipSuit } from "./dictionar
|
||||
import { dicJewelCondition, loadJewelCondition } from './dictionary/DicJewelCondition';
|
||||
|
||||
export const gameData = {
|
||||
blurprtCompose: dicBlueprtCompose,
|
||||
blueprtPossibility: dicBlueprtPossibility,
|
||||
daily: dicDaily,
|
||||
event: dicEvent,
|
||||
eventList: dicEventList,
|
||||
expedition: dicExpedition,
|
||||
expeditionPoint: dicExpeditionPoint,
|
||||
funcsSwitch: dicFuncSwitch,
|
||||
goods: dicGoods,
|
||||
hero: dicHero,
|
||||
heroQualityUp: dicHeroQualityUp,
|
||||
@@ -148,11 +136,6 @@ export const gameData = {
|
||||
maxFriendShipLv: maxFriendShipLv,
|
||||
friendShipLevelMap: dicFriendShipLevelMap,
|
||||
randomEffectPool: dicRandomEffectPool,
|
||||
strengthenCost: dicStrengthenCost,
|
||||
refine: dicRefine,
|
||||
dicHeroEquip: dicHeroEquip,
|
||||
suit: dicSuit,
|
||||
suitByTypeAndLv: dicSuitByTypeAndLv,
|
||||
title: dicTitle,
|
||||
teraphs: dicTeraph,
|
||||
school: dicSchool,
|
||||
@@ -209,7 +192,6 @@ export const gameData = {
|
||||
shop: dicShop,
|
||||
shopItem: dicShopItem,
|
||||
shopList: dicShopList,
|
||||
dicMyHeroes: dicMyHeroes,
|
||||
rank: dicRank,
|
||||
generalRankReward: dicRankReward,
|
||||
taskType: dicTaskType,
|
||||
@@ -239,10 +221,6 @@ export const gameData = {
|
||||
apBuy: dicApBuy,
|
||||
apMaxBuyTimes: dicApMaxBuyTimes,
|
||||
kingExpRaio: dicKingExpRatio,
|
||||
quenchRangeByQuality: dicQuenchRangeByQuality,
|
||||
quenchRangeByQualityAndGrade: dicQuenchRangeByQualityAndGrade,
|
||||
quenchConsume: dicQuenchConsume,
|
||||
quenchByQuality: dicQuenchByQuality,
|
||||
equipAttributeRatio: new Map<number, number>(),
|
||||
ceRatio: new Array<{type: number, val: number}>(),
|
||||
holiday: dicHoliday,
|
||||
@@ -414,10 +392,6 @@ export function getGoodById(gid: number) {
|
||||
return gameData.goods.get(gid);
|
||||
}
|
||||
|
||||
export function getHeroEquipByClassId(classId: number) {
|
||||
return gameData.dicHeroEquip.get(classId);
|
||||
}
|
||||
|
||||
export function getHeroJob(jobId: number) {
|
||||
const job = gameData.job.get(jobId);
|
||||
return job;
|
||||
@@ -443,16 +417,6 @@ export function getScollByStar(quality: number, star: number, curQuality: number
|
||||
return heroScroll;
|
||||
}
|
||||
|
||||
export function getSuit(id: number) {
|
||||
const suitInfo = gameData.suit.get(id);
|
||||
return suitInfo;
|
||||
}
|
||||
|
||||
export function getFuncsSwitch(id: number) {
|
||||
const funcInfo = gameData.funcsSwitch.get(id);
|
||||
return funcInfo;
|
||||
}
|
||||
|
||||
export function getPLvByScore(score: number) {
|
||||
let lv = 0;
|
||||
for (let { teamLv, topLineupMin, topLineupMax } of gameData.pvpTeamLevel) {
|
||||
@@ -750,50 +714,10 @@ export function getDicApByLv(level: number) {
|
||||
}
|
||||
}
|
||||
|
||||
export function getDicSuitByTypeAndLv(suitType: number, starLevel: number) {
|
||||
return gameData.suitByTypeAndLv.get(`${suitType}_${starLevel}`);
|
||||
}
|
||||
|
||||
export function getQuenchGradeByValue(quality: number, value: number) {
|
||||
|
||||
let dicQuench = gameData.quenchByQuality.get(quality)||[];
|
||||
let grade = 0;
|
||||
for(let [_grade, { singleRatioMin, singleRatioMax }] of dicQuench) {
|
||||
if((value >= singleRatioMin && value < singleRatioMax) || (value == singleRatioMin && value == singleRatioMax) ) {
|
||||
grade = _grade;
|
||||
}
|
||||
}
|
||||
return grade;
|
||||
}
|
||||
|
||||
export function getWishPoolReward(id: number) {
|
||||
let dicGoods = gameData.goods.get(id);
|
||||
if(!dicGoods) return false;
|
||||
let dicItid = ITID.get(dicGoods.itid);
|
||||
let starLevel = 0;
|
||||
if(dicItid.type == CONSUME_TYPE.PIECE) {
|
||||
starLevel = dicGoods.equipLvl;
|
||||
}
|
||||
// console.log('*****', dicGoods.itid, starLevel, dicGoods.quality)
|
||||
return gameData.guildWishReward.get(`${dicGoods.itid}_${starLevel}_${dicGoods.quality}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根绝品质和品相获得上下限,当grade为0,获取该品质下全阶的上下限
|
||||
* @param quality 品质
|
||||
* @param grade 品相
|
||||
* @returns {{ min: number, max: number }}
|
||||
*/
|
||||
export function getQuenchByQualityAndGrade(quality: number, grade: number) {
|
||||
if(grade == 0) { // 这个品质的上下限
|
||||
return gameData.quenchRangeByQuality.get(quality);
|
||||
} else { // 该品质该品相的上下限
|
||||
return gameData.quenchRangeByQualityAndGrade.get(`${quality}_${grade}`);
|
||||
}
|
||||
}
|
||||
|
||||
export function getQuenchConsume(lvLimited: number, quality: number) {
|
||||
return gameData.quenchConsume.get(`${lvLimited}_${quality}`);
|
||||
return gameData.guildWishReward.get(`${dicGoods.itid}_${dicGoods.quality}`);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -988,13 +912,10 @@ function treatTaskGroup() {
|
||||
function loadDatas() {
|
||||
loadHero();
|
||||
loadGoods();
|
||||
loadBlueprtCompose();
|
||||
loadBlueprtPossibility();
|
||||
loadDaily();
|
||||
loadEvent();
|
||||
loadExpedition();
|
||||
loadExpeditionPoint();
|
||||
loadFuncSwitch();
|
||||
loadHeroSkill();
|
||||
loadJob();
|
||||
loadKingExp();
|
||||
@@ -1013,10 +934,6 @@ function loadDatas() {
|
||||
loadHeroStar();
|
||||
loadHeroWake();
|
||||
loadRandomEffectPool();
|
||||
loadStrengthenCost();
|
||||
loadRefine();
|
||||
loadHeroEquip();
|
||||
loadSuit();
|
||||
loadTitle();
|
||||
loadTeraph();
|
||||
loadSchool();
|
||||
@@ -1067,8 +984,6 @@ function loadDatas() {
|
||||
loadAp();
|
||||
loadApBuy();
|
||||
loadKingExpRatio();
|
||||
loadQuenchQuality();
|
||||
loadQuenchConsume();
|
||||
loadEquipAttributeRatio();
|
||||
loadHoliday();
|
||||
loadExpeditionSubAttr();
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
// 藏宝图合成表
|
||||
import { readFileAndParse, parseGoodStr } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
import { RewardInter } from '../interface';
|
||||
|
||||
export interface DicBlueprtCompose {
|
||||
|
||||
// 品质
|
||||
readonly quality: number;
|
||||
// 消耗的寻宝币数量
|
||||
readonly coinNum: RewardInter[];
|
||||
// 消耗的藏宝图的数量
|
||||
readonly blueprtNum: number;
|
||||
// 目标品质
|
||||
readonly targetQuality: number;
|
||||
|
||||
}
|
||||
|
||||
export const dicBlueprtCompose = new Map<number, DicBlueprtCompose>();
|
||||
export function loadBlueprtCompose() {
|
||||
dicBlueprtCompose.clear();
|
||||
let arr = readFileAndParse(FILENAME.DIC_BLUEPRT_COMPOSE);
|
||||
|
||||
arr.forEach(o => {
|
||||
o.coinNum = parseGoodStr(o.coinNum);
|
||||
dicBlueprtCompose.set(o.quality, o);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,38 +0,0 @@
|
||||
// 藏宝图掉落率
|
||||
import { decodeArrayListStr, readFileAndParse } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
|
||||
export interface DicBlueprtPossibility {
|
||||
|
||||
// 君主等级下限
|
||||
readonly min: number;
|
||||
// 君主等级上限
|
||||
readonly max: number;
|
||||
// 掉落概率
|
||||
readonly possibility: Array<{id: number, weight: number}>;
|
||||
|
||||
}
|
||||
|
||||
export const dicBlueprtPossibility = new Array<DicBlueprtPossibility>();
|
||||
export function loadBlueprtPossibility() {
|
||||
dicBlueprtPossibility.splice(0, dicBlueprtPossibility.length);
|
||||
let arr = readFileAndParse(FILENAME.DIC_BLUEPRT_POSSIBILITY);
|
||||
arr.forEach(o => {
|
||||
o.possibility = parsePossibility(o.possibility);
|
||||
dicBlueprtPossibility.push(o);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
function parsePossibility(str: string) {
|
||||
let result = new Array<{id: number, weight: number}>();
|
||||
if(!str) return result;
|
||||
let decodeArr = decodeArrayListStr(str);
|
||||
for(let [id, weight] of decodeArr) {
|
||||
if(isNaN(parseInt(id)) || isNaN(parseInt(weight))) {
|
||||
throw new Error('data table format wrong');
|
||||
}
|
||||
result.push({id: parseInt(id), weight: parseInt(weight)});
|
||||
}
|
||||
return result
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
// 开启功能表
|
||||
import { readFileAndParse } from '../util';
|
||||
import { FILENAME } from '../../consts';
|
||||
|
||||
export interface DicFuncSwitch {
|
||||
// 功能id
|
||||
readonly id: number;
|
||||
// 描述
|
||||
readonly desc: string;
|
||||
// 条件
|
||||
readonly conditionType: number;
|
||||
// 参数
|
||||
readonly param: number;
|
||||
// 客户端指令
|
||||
readonly script: string;
|
||||
|
||||
}
|
||||
|
||||
export const dicFuncSwitch = new Map<number, DicFuncSwitch>();
|
||||
export function loadFuncSwitch() {
|
||||
dicFuncSwitch.clear();
|
||||
let arr = readFileAndParse(FILENAME.DIC_FUNC_SWITCH);
|
||||
|
||||
arr.forEach(o => {
|
||||
dicFuncSwitch.set(o.id, o);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,69 +1,31 @@
|
||||
// 物品表
|
||||
import { decodeArrayListStr, readFileAndParse, parseGoodStr, parseNumberList, decodeArrayStr } from '../util'
|
||||
import { FILENAME, IT_TYPE, ABI_TYPE } from '../../consts'
|
||||
import { decodeArrayListStr, readFileAndParse, parseGoodStr, } from '../util'
|
||||
import { FILENAME, } from '../../consts'
|
||||
import { RewardInter } from '../interface';
|
||||
const _ = require('lodash');
|
||||
import { findWhere } from 'underscore';
|
||||
|
||||
export interface SpecialMaterial {
|
||||
readonly ids: number[];
|
||||
readonly count: number;
|
||||
}
|
||||
|
||||
export interface DicGoods {
|
||||
// 物品id
|
||||
readonly good_id: number;
|
||||
// 物品名
|
||||
readonly name: string;
|
||||
// 等级限制
|
||||
readonly lvLimited: number;
|
||||
// 星级
|
||||
readonly equipLvl: number;
|
||||
// 职业限制
|
||||
readonly jobLimited: number[];
|
||||
// 武将限制
|
||||
readonly charLimited: number[];
|
||||
// 合成装备需要的碎片数
|
||||
readonly pieces: number;
|
||||
// 对应的碎片id
|
||||
readonly pieceId: number;
|
||||
// 合成材料
|
||||
readonly composeMaterial: Array<RewardInter>;
|
||||
// 特殊材料
|
||||
readonly specialMaterial: SpecialMaterial;
|
||||
// 分解所得
|
||||
readonly decomposeItem: Array<RewardInter>;
|
||||
// 物品品质
|
||||
readonly quality: number;
|
||||
// 洞数
|
||||
readonly hole: number;
|
||||
// 随机属性范围
|
||||
readonly randomEffect: Array<number>;
|
||||
|
||||
// 类型id
|
||||
readonly itid: number;
|
||||
// 物品类型
|
||||
readonly goodType: number;
|
||||
|
||||
// 分解所得
|
||||
readonly decomposeItem: Array<RewardInter>;
|
||||
// 将魂对应武将id
|
||||
readonly hid: number;
|
||||
// 属性
|
||||
readonly goodsAbility: Map<number, number>;
|
||||
// 强化属性
|
||||
readonly goodsAbilityUp: Map<number, number>;
|
||||
// 套装id
|
||||
readonly suitId: number;
|
||||
// 特殊属性
|
||||
readonly specialAttr: Map<number, number>;
|
||||
// 属性外加的值,经验,好感
|
||||
readonly value: number;
|
||||
|
||||
readonly count?: number;
|
||||
|
||||
readonly nextJewelId?: number;
|
||||
readonly specialCount?: number;
|
||||
readonly nextSpecialId?: number;
|
||||
// 对应的装备id
|
||||
readonly equipId?: number;
|
||||
// 解锁条件
|
||||
readonly condition: { id: number, type: number, params: number[] }[];
|
||||
// 时间限制
|
||||
@@ -78,35 +40,17 @@ type KeysEnum<T> = { [P in keyof Required<T>]: true };
|
||||
const DicGoodsKeys: KeysEnum<DicGoods> = {
|
||||
good_id: true,
|
||||
name: true,
|
||||
lvLimited: true,
|
||||
pieces: true,
|
||||
composeMaterial: true,
|
||||
specialMaterial: true,
|
||||
decomposeItem: true,
|
||||
quality: true,
|
||||
hole: true,
|
||||
randomEffect: true,
|
||||
itid: true,
|
||||
goodType: true,
|
||||
hid: true,
|
||||
goodsAbility: true,
|
||||
goodsAbilityUp: true,
|
||||
suitId: true,
|
||||
specialAttr: true,
|
||||
value: true,
|
||||
pieceId: true,
|
||||
count: true,
|
||||
nextJewelId: true,
|
||||
specialCount: true,
|
||||
nextSpecialId: true,
|
||||
equipId: true,
|
||||
condition: true,
|
||||
timeLimit: true,
|
||||
image_id: true,
|
||||
gift: true,
|
||||
jobLimited: true,
|
||||
charLimited: true,
|
||||
equipLvl: true
|
||||
}
|
||||
export const dicGoods = new Map<number, DicGoods>();
|
||||
export const figureCondition = new Map<number, { params: number[], id: number, gid: number }[]>(); // type => {params, id, gid}
|
||||
@@ -118,19 +62,8 @@ export function loadGoods() {
|
||||
let arr = readFileAndParse(FILENAME.DIC_GOODS);
|
||||
|
||||
arr.forEach(o => {
|
||||
o.goodsAbility = parseAbility(o);
|
||||
o.goodsAbilityUp = parseAbilityUp(o);
|
||||
o.composeMaterial = parseGoodStr(o.composeMaterial);
|
||||
o.decomposeItem = parseGoodStr(o.decomposeItem);
|
||||
o.specialAttr = parseSpecialAttr(o.specialAttr);
|
||||
o.specialMaterial = parseSpecialMaterial(o.specialMaterial);
|
||||
o.randomEffect = parseNumberList(o.randomEffect);
|
||||
o.timeLimit = o.timelimit;
|
||||
if (o.goodType == IT_TYPE.EQUIP_PIECE) {
|
||||
let good = findWhere(arr, { pieceId: o.good_id });
|
||||
if (!!good)
|
||||
o.equipId = good.good_id;
|
||||
}
|
||||
let condition = parseConditionStr(o.condition);
|
||||
for (let { id, type, params } of condition) {
|
||||
let mapArr = figureCondition.get(type) || new Array<{ params: number[], id: number, gid: number }>();
|
||||
@@ -138,68 +71,12 @@ export function loadGoods() {
|
||||
figureCondition.set(type, mapArr);
|
||||
}
|
||||
o.condition = condition;
|
||||
o.jobLimited = parseNumberList(o.jobLimited);
|
||||
o.charLimited = parseNumberList(o.charLimited);
|
||||
dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
|
||||
});
|
||||
|
||||
arr = undefined;
|
||||
}
|
||||
|
||||
function parseSpecialAttr(str: string) {
|
||||
let specialAttr = new Map<number, number>();
|
||||
if (str) {
|
||||
let decodeArr = decodeArrayListStr(str);
|
||||
for (let [type, count] of decodeArr) {
|
||||
if (isNaN(parseInt(type)) || isNaN(parseInt(count))) {
|
||||
throw new Error('data table format wrong');
|
||||
}
|
||||
|
||||
specialAttr.set(parseInt(type), parseInt(count));
|
||||
}
|
||||
}
|
||||
return specialAttr;
|
||||
}
|
||||
|
||||
function parseAbility(json) {
|
||||
let map = new Map<number, number>();
|
||||
map.set(ABI_TYPE.ABI_HP, json.hp || 0);
|
||||
map.set(ABI_TYPE.ABI_ATK, json.atk || 0);
|
||||
map.set(ABI_TYPE.ABI_DEF, json.def || 0);
|
||||
map.set(ABI_TYPE.ABI_MDEF, json.mdef || 0);
|
||||
map.set(ABI_TYPE.ABI_DAMAGE_INCREASE, json.damageIncrease || 0);
|
||||
map.set(ABI_TYPE.ABI_DAMAGE_DECREASE, json.damageDecrease || 0);
|
||||
map.set(ABI_TYPE.ABI_PHYSICAL_DAMAGE_DECREASE, json.atkDecrease || 0);
|
||||
map.set(ABI_TYPE.ABI_MAGIC_DAMAGE_DECREASE, json.matkDecrease || 0);
|
||||
return map
|
||||
}
|
||||
|
||||
function parseAbilityUp(json) {
|
||||
let map = new Map<number, number>();
|
||||
map.set(ABI_TYPE.ABI_HP, json.hp_up || 0);
|
||||
map.set(ABI_TYPE.ABI_ATK, json.atk_up || 0);
|
||||
map.set(ABI_TYPE.ABI_DEF, json.def_up || 0);
|
||||
map.set(ABI_TYPE.ABI_MDEF, json.mdef_up || 0);
|
||||
map.set(ABI_TYPE.ABI_DAMAGE_INCREASE, json.damageIncrease_up || 0);
|
||||
map.set(ABI_TYPE.ABI_DAMAGE_DECREASE, json.damageDecrease_up || 0);
|
||||
return map
|
||||
}
|
||||
|
||||
function parseSpecialMaterial(str: string) {
|
||||
let specialAttr = { ids: new Array<number>(), count: 0 }
|
||||
if (!str) return specialAttr;
|
||||
|
||||
let decodeArr = decodeArrayStr(str);
|
||||
if (decodeArr.length >= 2) {
|
||||
let ids = parseNumberList(decodeArr[0]);
|
||||
let count = parseInt(decodeArr[1]);
|
||||
if (isNaN(count)) return specialAttr;
|
||||
specialAttr.ids = ids;
|
||||
specialAttr.count = count;
|
||||
}
|
||||
return specialAttr;
|
||||
}
|
||||
|
||||
// 解析物品 {"type": number, "param": number} 格式
|
||||
export function parseConditionStr(str: string) {
|
||||
let result = new Array<{ id: number, type: number, params: number[] }>();
|
||||
|
||||
@@ -8,8 +8,6 @@ export interface DicGuildWishReward {
|
||||
readonly id: number;
|
||||
// itid
|
||||
readonly itid: number;
|
||||
// 装备星级
|
||||
readonly starLevel: number;
|
||||
// 品质
|
||||
readonly quality: number;
|
||||
// 功勋奖励
|
||||
@@ -24,7 +22,7 @@ export function loadGuildWishReward() {
|
||||
|
||||
arr.forEach(o => {
|
||||
if(o.starLevel == '&') o.starLevel = 0;
|
||||
dicGuildWishReward.set(`${o.itid}_${o.starLevel}_${o.quality}`, o);
|
||||
dicGuildWishReward.set(`${o.itid}_${o.quality}`, o);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -37,17 +37,12 @@ export interface DicHero {
|
||||
|
||||
type KeysEnum<T> = { [P in keyof Required<T>]: true };
|
||||
const DicHeroKeys: KeysEnum<DicHero> = {heroId: true, name: true, quality: true, camp: true, jobClass: true, jobid: true, skill: true, pieceId: true, initialStars: true, pieceCount: true, baseAbilityArr: true, baseAbilityUpArr: true, initialSkin: true, recruit: true, face_id: true};
|
||||
export const dicMyHeroes = new Array<number>();
|
||||
export const dicHero = new Map<number, DicHero>();
|
||||
export function loadHero() {
|
||||
dicMyHeroes.splice(0, dicMyHeroes.length);
|
||||
dicHero.clear();
|
||||
|
||||
let arr = readFileAndParse(FILENAME.DIC_HERO);
|
||||
arr.forEach(o => {
|
||||
if(o.heroId > 0 && o.heroId <= 300) {
|
||||
dicMyHeroes.push(o.heroId);
|
||||
}
|
||||
o.baseAbilityArr = parseBaseAbilityArr(o);
|
||||
o.baseAbilityUpArr = parseBaseAbilityUpArr(o);
|
||||
o.recruit = parseInt(o.recruit) == 1;
|
||||
|
||||
@@ -1,27 +0,0 @@
|
||||
// 藏宝图合成表
|
||||
import { readFileAndParse, parseNumberList } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
const _ = require('lodash');
|
||||
|
||||
export interface DicHeroEquip {
|
||||
readonly itId: number;
|
||||
readonly classId: Array<number>;
|
||||
}
|
||||
|
||||
type KeysEnum<T> = { [P in keyof Required<T>]: true };
|
||||
const DicHeroEquipKeys: KeysEnum<DicHeroEquip> = {
|
||||
itId: true,
|
||||
classId: true
|
||||
}
|
||||
export const dicHeroEquip = new Map<number, DicHeroEquip>();
|
||||
export function loadHeroEquip() {
|
||||
dicHeroEquip.clear();
|
||||
let arr = readFileAndParse(FILENAME.DIC_HERO_EQUIP);
|
||||
|
||||
arr.forEach(o => {
|
||||
o.classId = parseNumberList(o.classId);
|
||||
dicHeroEquip.set(o.itId, _.pick(o, Object.keys(DicHeroEquipKeys)));
|
||||
});
|
||||
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
import { readFileAndParse, parseGoodStr } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
import { RewardInter } from '../interface';
|
||||
|
||||
export interface DicQuenchConsume {
|
||||
// id
|
||||
readonly id: number;
|
||||
// 等级
|
||||
readonly equipLvl: number;
|
||||
// 品质
|
||||
readonly quality: number;
|
||||
// 淬火一次的消耗
|
||||
readonly unitConsume: RewardInter[];
|
||||
}
|
||||
|
||||
export const dicQuenchConsume = new Map<string, RewardInter[]>(); // equipLvl&quality => dic
|
||||
export function loadQuenchConsume() {
|
||||
dicQuenchConsume.clear();
|
||||
|
||||
let arr = readFileAndParse(FILENAME.DIC_QUENCH_CONSUME);
|
||||
|
||||
arr.forEach(o => {
|
||||
o.unitConsume = parseGoodStr(o.unitconsume);
|
||||
dicQuenchConsume.set(`${o.equipLvl}_${o.quality}`, o.unitConsume);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,63 +0,0 @@
|
||||
import { readFileAndParse } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
|
||||
export interface DicQuenchQuality {
|
||||
// id
|
||||
readonly id: number;
|
||||
// 装备品质
|
||||
readonly quality: number;
|
||||
// 品相
|
||||
readonly grade: number;
|
||||
// 单属性最小值
|
||||
readonly singleRatioMin: number;
|
||||
// 单属性最大值
|
||||
readonly singleRatioMax: number;
|
||||
// 初始是否可以随机出
|
||||
readonly initialAvailable: number;
|
||||
// 暴击率
|
||||
readonly critProbability: number;
|
||||
// 暴击效果
|
||||
readonly critEffect: number;
|
||||
}
|
||||
|
||||
export const dicQuenchRangeByQualityAndGrade = new Map<string, { min: number, max: number, randMin: number, randMax: number }>();
|
||||
export const dicQuenchRangeByQuality = new Map<number, { min: number, max: number, randMin: number, randMax: number }>(); // quality => {}
|
||||
export const dicQuenchByQuality = new Map<number, Map<number, DicQuenchQuality>>(); // quality => grade => dic
|
||||
export function loadQuenchQuality() {
|
||||
dicQuenchByQuality.clear();
|
||||
dicQuenchRangeByQuality.clear();
|
||||
dicQuenchRangeByQualityAndGrade.clear();
|
||||
let arr = readFileAndParse(FILENAME.DIC_QUENCH_QUALITY);
|
||||
|
||||
arr.forEach(o => {
|
||||
if(o.initialAvailable == 1) {
|
||||
}
|
||||
|
||||
|
||||
if(!dicQuenchRangeByQuality.has(o.quality)) {
|
||||
dicQuenchRangeByQuality.set(o.quality, { min: o.singleRatioMin, max: o.singleRatioMax, randMin: o.singleRatioMin, randMax: o.singleRatioMax });
|
||||
} else {
|
||||
if(o.singleRatioMin < dicQuenchRangeByQuality.get(o.quality).min) {
|
||||
dicQuenchRangeByQuality.get(o.quality).min = o.singleRatioMin;
|
||||
}
|
||||
if(o.singleRatioMax > dicQuenchRangeByQuality.get(o.quality).max) {
|
||||
dicQuenchRangeByQuality.get(o.quality).max = o.singleRatioMax;
|
||||
}
|
||||
if(o.singleRatioMin < dicQuenchRangeByQuality.get(o.quality).randMin && o.initialAvailable == 1) {
|
||||
dicQuenchRangeByQuality.get(o.quality).randMin = o.singleRatioMin;
|
||||
}
|
||||
if(o.singleRatioMax > dicQuenchRangeByQuality.get(o.quality).randMax && o.initialAvailable == 1) {
|
||||
dicQuenchRangeByQuality.get(o.quality).randMax = o.singleRatioMax;
|
||||
}
|
||||
|
||||
}
|
||||
dicQuenchRangeByQualityAndGrade.set(`${o.quality}_${o.grade}`, { min: o.singleRatioMin, max: o.singleRatioMax, randMin: o.singleRatioMin, randMax: o.singleRatioMax });
|
||||
|
||||
|
||||
if(!dicQuenchByQuality.has(o.quality)) {
|
||||
dicQuenchByQuality.set(o.quality, new Map<number, DicQuenchQuality>());
|
||||
}
|
||||
dicQuenchByQuality.get(o.quality).set(o.grade, o);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
// 武将特技表
|
||||
import { readFileAndParse, parseGoodStr } from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
import { RewardInter } from '../interface';
|
||||
|
||||
export interface DicRefine {
|
||||
|
||||
// 精炼id
|
||||
readonly id: number;
|
||||
// 精炼等级
|
||||
readonly level: number;
|
||||
// 精炼次数
|
||||
readonly count: number;
|
||||
// 等级限制
|
||||
readonly levelLimited: number;
|
||||
// 提高属性百分比
|
||||
readonly upPercent: number;
|
||||
// 材料
|
||||
readonly consume: Array<RewardInter>;
|
||||
}
|
||||
|
||||
export const dicRefine = new Map<number, DicRefine>();
|
||||
export function loadRefine() {
|
||||
dicRefine.clear();
|
||||
|
||||
let arr = readFileAndParse(FILENAME.DIC_REFINE);
|
||||
|
||||
arr.forEach(o => {
|
||||
o.consume = parseGoodStr(o.consume)
|
||||
dicRefine.set(o.id, o);
|
||||
});
|
||||
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
// 强化消耗表
|
||||
import {readFileAndParse} from '../util'
|
||||
import { FILENAME } from '../../consts'
|
||||
|
||||
export interface DicStrengthenCost {
|
||||
// 等级
|
||||
readonly level: number;
|
||||
// 消耗铜钱
|
||||
readonly costCoin: number;
|
||||
}
|
||||
|
||||
export const dicStrengthenCost = new Map<number, number>();
|
||||
export function loadStrengthenCost() {
|
||||
dicStrengthenCost.clear();
|
||||
|
||||
let arr = readFileAndParse(FILENAME.DIC_STRENGTHEN_COST);
|
||||
|
||||
arr.forEach(o => {
|
||||
dicStrengthenCost.set(o.level, o.costCoin);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
@@ -1,50 +0,0 @@
|
||||
// 套装表
|
||||
import { decodeArrayListStr, readFileAndParse, parseNumberList } from '../util'
|
||||
import { FILENAME } from '../../consts';
|
||||
|
||||
export interface DicSuit {
|
||||
// 套装id
|
||||
readonly id: number;
|
||||
// 套装类型,相同suitType效果可跨级用
|
||||
readonly suitType: number;
|
||||
// 星级,相同suitType starLevel较高的套装可覆盖较低的效果
|
||||
readonly starLevel: number;
|
||||
// 包含关卡
|
||||
readonly name: string;
|
||||
// 总件数
|
||||
readonly totalCount: number;
|
||||
// 套装效果
|
||||
readonly effect: Array<{ count: number, seid: number }>;
|
||||
readonly tireInfo: Array<number>;
|
||||
}
|
||||
|
||||
|
||||
export const dicSuit = new Map<number, DicSuit>();
|
||||
export const dicSuitByTypeAndLv = new Map<string, DicSuit>();
|
||||
export function loadSuit() {
|
||||
dicSuit.clear();
|
||||
dicSuitByTypeAndLv.clear();
|
||||
|
||||
let arr = readFileAndParse(FILENAME.DIC_SUIT);
|
||||
|
||||
arr.forEach(o => {
|
||||
o.effect = parseSuitEffect(o.effect);
|
||||
o.tireInfo = parseNumberList(o.tireInfo);
|
||||
dicSuit.set(o.id, o);
|
||||
dicSuitByTypeAndLv.set(`${o.suitType}_${o.starLevel}`, o);
|
||||
});
|
||||
arr = undefined;
|
||||
}
|
||||
|
||||
function parseSuitEffect(str: string) {
|
||||
let result = new Array<{ count: number, seid: number }>();
|
||||
if (!str) return result;
|
||||
let decodeArr = decodeArrayListStr(str);
|
||||
for (let [count, seid] of decodeArr) {
|
||||
if (isNaN(parseInt(count)) || isNaN(parseFloat(seid))) {
|
||||
throw new Error('data table format wrong');
|
||||
}
|
||||
result.push({ count: parseInt(count), seid: parseFloat(seid) });
|
||||
}
|
||||
return result
|
||||
}
|
||||
@@ -187,21 +187,6 @@ export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: numb
|
||||
case HERO_SYSTEM_TYPE.JEWEL_QUENCH:
|
||||
heroAttrs = calJewelResetRandSeIncAttr(hero, args, params, addSeidList, removeSeidList);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.EQUIP: //
|
||||
heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.EQUIP_BASE: //
|
||||
heroAttrs = calHeroEquipIncAttr(hero);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.RESTRENGTHEN: //
|
||||
heroAttrs = calRestrengthenIncAttr(hero, args.shift(), args, addSeidList, removeSeidList);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.JEWEL_ON: //
|
||||
heroAttrs = calHeroCeWhenJewelOnOrOff(hero, args[0], args[1]);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.JEWEL_OFF: //
|
||||
heroAttrs = calHeroCeWhenJewelOnOrOff(hero, 0, args[0]);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.SCROLL:
|
||||
heroAttrs = calHeroCeScrollIncAttr(hero, update);
|
||||
break;
|
||||
@@ -795,185 +780,6 @@ export function calJewelResetRandSeIncAttr(hero: HeroType, eplaceIds: number[],
|
||||
return heroAttrs;
|
||||
}
|
||||
|
||||
/**
|
||||
* 穿脱, removeSeidList原来身上穿着的所有装备的seid,包括套装的
|
||||
* @param {HeroType} hero 武将
|
||||
* @param {number[]} seids args 原来穿着的装备的seid
|
||||
* @param {number[]} addSeidList 用于更新被动
|
||||
* @param {number[]} removeSeidList 用于更新被动
|
||||
*/
|
||||
export function calEquipPutOnOffIncAttr(hero: HeroType, seids: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
|
||||
// 计算身上所有装备的战力值(特技相关以外)
|
||||
let heroAttrs = calHeroEquipIncAttr(hero);
|
||||
|
||||
// 计算被动技能
|
||||
let resultSeid = calEquipSeids(hero);
|
||||
for(let seid of resultSeid) {
|
||||
addSeidList.push(seid, 0);
|
||||
}
|
||||
|
||||
for (let seid of seids) {
|
||||
removeSeidList.push(seid, 0);
|
||||
}
|
||||
|
||||
return heroAttrs
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算一个武将身上的所有被动seid
|
||||
* @param {HeroType} hero 武将,equip需要populate
|
||||
*/
|
||||
export function calEquipSeids(_hero: HeroType) {
|
||||
let seids: number[] = [];
|
||||
// // 计算被动技能
|
||||
// let { ePlace } = hero;
|
||||
// let suits = new Map<number, Map<number, { dic: DicSuit, count: number }>>(); // suitType => starLevel => DicSuit
|
||||
|
||||
// for (let { equip } of ePlace) {
|
||||
// if (equip) {
|
||||
// let e = <EquipType>equip;
|
||||
// if (!!e.randSe) {
|
||||
// for (let { seid, rand } of e.randSe) {
|
||||
// seids.push(seid, rand);
|
||||
// }
|
||||
// }
|
||||
// if (e.suitId > 0) {
|
||||
// let { suitType, starLevel } = gameData.suit.get(e.suitId);
|
||||
// if (!suits.has(suitType)) {
|
||||
// suits.set(suitType, new Map<number, { dic: DicSuit, count: number }>());
|
||||
// }
|
||||
// for(let lv = 1; lv <= starLevel; lv++) {
|
||||
// let dicSuit = getDicSuitByTypeAndLv(suitType, lv); // 计算同type的低阶套装
|
||||
// if(dicSuit) {
|
||||
// if(!suits.get(suitType).has(lv)) {
|
||||
// suits.get(suitType).set(lv, { dic: dicSuit, count: 0 });
|
||||
// }
|
||||
// suits.get(suitType).get(lv).count ++;
|
||||
// }
|
||||
// }
|
||||
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// for(let [ _suitType, map ] of suits) {
|
||||
// let effectSeid = new Map<number, { starLevel: number, seid: number }>(); // count => { starLevel, seid }
|
||||
// for(let [ starLevel, { dic: { effect }, count } ] of map) {
|
||||
// for(let { count: effectCount, seid} of effect) {
|
||||
// if(count >= effectCount ) { // 生效
|
||||
// if(!effectSeid.has(effectCount) || effectSeid.get(effectCount).starLevel < starLevel) { // 没有同数量效果
|
||||
// effectSeid.set(effectCount, { starLevel, seid });
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// for(let [_count, { seid }] of effectSeid) {
|
||||
// seids.push(seid, 0);
|
||||
// }
|
||||
// }
|
||||
return seids;
|
||||
}
|
||||
|
||||
/**
|
||||
* 装备,装备栏升级,装备精炼等涉及到值的
|
||||
* @param {HeroType} hero 装备更新过的武将
|
||||
*/
|
||||
export function calHeroEquipIncAttr(hero: HeroType) {
|
||||
let { attr: heroAttrs } = hero;
|
||||
|
||||
// let setMap = new Map<number, number>();
|
||||
// for (let { equip, lv, refineLv } of ePlace) {
|
||||
// if (equip) {
|
||||
// let e = <EquipType>equip;
|
||||
// let dicGoods = gameData.goods.get(e.id);
|
||||
// let { goodsAbility, goodsAbilityUp } = dicGoods;
|
||||
// let dicRefine = gameData.refine.get(refineLv);
|
||||
|
||||
// let jewel = new Map<number, number>();
|
||||
// for (let { jewel: jewelId } of e.holes) {
|
||||
// if (jewelId > 0) {
|
||||
// let g = gameData.goods.get(jewelId);
|
||||
// if (g) {
|
||||
// let jGoods = g.goodsAbility;
|
||||
// jGoods.forEach((value, key) => {
|
||||
// if (!jewel.has(key)) {
|
||||
// jewel.set(key, value);
|
||||
// } else {
|
||||
// jewel.set(key, jewel.get(key) + value);
|
||||
// }
|
||||
// })
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// let randMainMap = new Map<number, number>();
|
||||
// for(let {id, rand} of (e.randMain||[])) {
|
||||
// randMainMap.set(id, rand);
|
||||
// }
|
||||
// for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
|
||||
// // console.log('***', i);
|
||||
// let value1 = goodsAbility.get(i) || 0 * (HERO_CE_RATIO + e.randRange);
|
||||
// // console.log('基础值', value1);
|
||||
// let valueup = goodsAbilityUp.get(i) || 0;
|
||||
// // console.log('成长', lv, valueup);
|
||||
// let valueRefine = dicRefine ? dicRefine.upPercent : 0;
|
||||
// // console.log('精炼', dicRefine?dicRefine.upPercent:0 );
|
||||
// let valueJewel = jewel.get(i) || 0;
|
||||
// // console.log('宝石', valueJewel);
|
||||
// let valueGrade = randMainMap.get(i)||0;
|
||||
// // console.log('品相', valueGrade)
|
||||
// let attr = (value1 + lv * valueup) * valueGrade * (HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO * HERO_CE_RATIO;
|
||||
|
||||
// if(attr >= 0) {
|
||||
// // console.log('装备战力:', i, attr);
|
||||
// if(setMap.has(i)) {
|
||||
// setMap.set(i, setMap.get(i) + Math.floor(attr / HERO_CE_RATIO));
|
||||
// } else {
|
||||
// setMap.set(i, Math.floor(attr / HERO_CE_RATIO));
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// }
|
||||
|
||||
// for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
|
||||
// let attr = setMap.get(i)||0;
|
||||
// updateHeroAttr(heroAttrs, i, { set: { equipUp: attr } })
|
||||
// }
|
||||
|
||||
// hero.attr = heroAttrs;
|
||||
return heroAttrs;
|
||||
}
|
||||
|
||||
/**
|
||||
* 洗炼
|
||||
* @param {HeroType} hero 更新过的武将
|
||||
* @param {number} ePaceId 更新的栏位id
|
||||
* @param {number[]} seids 移除的seid
|
||||
* @param {number[]} addSeidList 用于更新被动
|
||||
* @param {number[]} removeSeidList 用于更新被动
|
||||
*/
|
||||
export function calRestrengthenIncAttr(hero: HeroType, _ePaceId: number, _seids: Array<number>, _addSeidList: Array<number>, _removeSeidList: Array<number>) {
|
||||
|
||||
let { attr: heroAttrs } = hero;
|
||||
// let { ePlace } = hero;
|
||||
|
||||
// let curPlace = ePlace.find(cur => cur.id == ePaceId);
|
||||
// if (curPlace && curPlace.equip) {
|
||||
// let e = <EquipType>curPlace.equip;
|
||||
// for (let { seid, rand } of e.randSe) {
|
||||
// addSeidList.push(seid, rand);
|
||||
// }
|
||||
// }
|
||||
|
||||
// for (let seid of seids) {
|
||||
// removeSeidList.push(seid)
|
||||
// }
|
||||
|
||||
return heroAttrs
|
||||
}
|
||||
|
||||
// 添加技能增加的被动属性
|
||||
function addSeidEffect(heroAttrs: CeAttrData[], addSeidList: Array<number>, removeSeidList: Array<number>) {
|
||||
|
||||
@@ -1036,34 +842,6 @@ function addSeid(effectList: Array<any>, seidId: number, rand: number, seidValue
|
||||
effectList.push(seid);
|
||||
}
|
||||
|
||||
/**
|
||||
* 带上宝石
|
||||
* @param {HeroType} hero 武将数据
|
||||
* @param {number} id 带上的宝石
|
||||
* @param {number} oldId 脱下的宝石
|
||||
*/
|
||||
function calHeroCeWhenJewelOnOrOff(hero: HeroType, id: number, oldId: number) {
|
||||
let { attr: heroAttrs } = hero;
|
||||
let { goodsAbility } = gameData.goods.get(id)||{ goodsAbility: new Map<number, number>() };
|
||||
let { goodsAbility: oldGoodsAbility } = gameData.goods.get(oldId)||{ goodsAbility: new Map<number, number>() };
|
||||
|
||||
let allIds: number[] = [];
|
||||
for(let [ id ] of goodsAbility) {
|
||||
allIds.push(id);
|
||||
}
|
||||
for(let [ id ] of oldGoodsAbility) {
|
||||
if(allIds.indexOf(id) == -1) allIds.push(id);
|
||||
}
|
||||
for(let id of allIds) {
|
||||
let value = goodsAbility.get(id)||0;
|
||||
let oldValue = oldGoodsAbility.get(id)||0;
|
||||
updateHeroAttr(heroAttrs, id, { inc: { equipUp: (value - oldValue) * HERO_CE_RATIO } })
|
||||
}
|
||||
|
||||
hero.attr = heroAttrs;
|
||||
return heroAttrs;
|
||||
}
|
||||
|
||||
/**
|
||||
* 全局加成,百家学宫
|
||||
* @param role 角色
|
||||
|
||||
@@ -15,7 +15,6 @@ import { reduceCe, resResult } from "./util";
|
||||
import { calculatetopLineup, } from "./playerCe";
|
||||
import { GuildModel, GuildType } from "../db/Guild";
|
||||
import { PvpDefenseModel } from "../db/PvpDefense";
|
||||
import { EquipModel } from '../db/Equip';
|
||||
import { ActionPointModel } from '../db/ActionPoint';
|
||||
import { BattleDropModel } from '../db/BattleDrop';
|
||||
import { BattleRecordModel } from '../db/BattleRecord';
|
||||
@@ -101,6 +100,7 @@ import { HeroShowParam } from '../domain/roleField/hero';
|
||||
import { saveCeChangeLog } from "./logUtil";
|
||||
import { ActivityInRemote } from "../domain/activityField/activityField";
|
||||
import { AttributeCal } from "../domain/roleField/attribute";
|
||||
import { JewelModel } from "../db/Jewel";
|
||||
|
||||
// 储存在内存中的初始数据
|
||||
export function getInitRoleInfo() {
|
||||
@@ -418,7 +418,7 @@ export async function deletRole(roleId: string) {
|
||||
await ChatInfoModel.updateMany({ 'recentPrivateChats.targetRoleId': roleId }, { $pull: { recentPrivateChats: { targetRoleId: roleId } } });
|
||||
await DailyRecordModel.deleteMany({ roleId });
|
||||
await DungeonFirstModel.deleteMany({ roleId });
|
||||
await EquipModel.deleteMany({ roleId });
|
||||
await JewelModel.deleteMany({ roleId });
|
||||
await EquipPrintDropModel.deleteMany({ roleId });
|
||||
await EventRecordModel.deleteMany({ roleId });
|
||||
await ExpeditionPointModel.deleteMany({ roleId });
|
||||
|
||||
@@ -6,7 +6,6 @@ import { RoleType, RoleModel } from '../db/Role';
|
||||
import { TaskParam, TaskListReturn } from '../domain/roleField/task';
|
||||
import { getZeroPoint } from './timeUtil';
|
||||
import { HeroType } from '../db/Hero';
|
||||
import { EquipType, EquipModel } from '../db/Equip';
|
||||
import { ItemInter } from './interface';
|
||||
import { DailyChallengesData } from '../domain/activityField/dailyChallengesField';
|
||||
import { splitString } from './util';
|
||||
@@ -149,61 +148,61 @@ export async function checkTaskWithHero(roleId: string, taskType: number, hero:
|
||||
}
|
||||
|
||||
|
||||
export async function checkTaskWithEquip(roleId: string, taskType: number, equip: EquipType, args: number[] = []) {
|
||||
let pushMessage = new Array<TaskListReturn>();
|
||||
if (taskType == TASK_TYPE.EQUIP_QUALITY) {
|
||||
// args[0] 1:装上 -1:脱下
|
||||
let dicGood = gameData.goods.get(equip.id);
|
||||
pushMessage = await checkTask(roleId, taskType, args[0], true, { quality: dicGood.quality })
|
||||
}
|
||||
else if (taskType == TASK_TYPE.EQUIP_JEWEL) {
|
||||
// args[0] 原来镶嵌了多少宝石
|
||||
let { holes } = equip;
|
||||
let jewelCount = holes.filter(cur => cur.jewel > 0).length;
|
||||
if (jewelCount > 0 && args[0] <= 0) { // 原来没有,镶嵌上了
|
||||
pushMessage = await checkTask(roleId, taskType, 1, true, {});
|
||||
} else if (jewelCount <= 0 && args[0] > 0) { // 原来镶嵌着,现在没了
|
||||
pushMessage = await checkTask(roleId, taskType, -1, true, {});
|
||||
}
|
||||
}
|
||||
else if (taskType == TASK_TYPE.EQUIP_COMPOSE_SUIT) {
|
||||
let dicGood = gameData.goods.get(equip.id);
|
||||
if (dicGood.suitId) {
|
||||
pushMessage = await checkTask(roleId, taskType, 1, true, {});
|
||||
}
|
||||
}
|
||||
else if (taskType == TASK_TYPE.EQUIP_SUIT) {
|
||||
let dicGood = gameData.goods.get(equip.id);
|
||||
if (dicGood.suitId) {
|
||||
let suit = gameData.suit.get(dicGood.suitId);
|
||||
let equips = await EquipModel.getEquipsByIds(roleId, suit.tireInfo);
|
||||
let everyEquip = new Map<number, number>();
|
||||
for (let equip of equips) {
|
||||
if (everyEquip.has(equip.id)) {
|
||||
everyEquip.set(equip.id, everyEquip.get(equip.id) + 1);
|
||||
} else {
|
||||
everyEquip.set(equip.id, 1);
|
||||
}
|
||||
}
|
||||
let minCount = 0, curCount = 0;
|
||||
for (let id of suit.tireInfo) {
|
||||
let count = everyEquip.get(id) || 0;
|
||||
if (minCount > count) minCount = count;
|
||||
if (id == equip.id) curCount = count;
|
||||
}
|
||||
if (curCount == minCount) {
|
||||
pushMessage = await checkTask(roleId, taskType, 1, true, {});
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (taskType == TASK_TYPE.EQUIP_JEWEL_SUM) {
|
||||
// args[0] 原来镶嵌了多少宝石
|
||||
let { holes } = equip;
|
||||
let jewelCount = holes.filter(cur => cur.jewel > 0).length;
|
||||
pushMessage = await checkTask(roleId, taskType, jewelCount - args[0], true, {});
|
||||
}
|
||||
return pushMessage
|
||||
}
|
||||
// export async function checkTaskWithEquip(roleId: string, taskType: number, equip: EquipType, args: number[] = []) {
|
||||
// let pushMessage = new Array<TaskListReturn>();
|
||||
// if (taskType == TASK_TYPE.EQUIP_QUALITY) {
|
||||
// // args[0] 1:装上 -1:脱下
|
||||
// let dicGood = gameData.goods.get(equip.id);
|
||||
// pushMessage = await checkTask(roleId, taskType, args[0], true, { quality: dicGood.quality })
|
||||
// }
|
||||
// else if (taskType == TASK_TYPE.EQUIP_JEWEL) {
|
||||
// // args[0] 原来镶嵌了多少宝石
|
||||
// let { holes } = equip;
|
||||
// let jewelCount = holes.filter(cur => cur.jewel > 0).length;
|
||||
// if (jewelCount > 0 && args[0] <= 0) { // 原来没有,镶嵌上了
|
||||
// pushMessage = await checkTask(roleId, taskType, 1, true, {});
|
||||
// } else if (jewelCount <= 0 && args[0] > 0) { // 原来镶嵌着,现在没了
|
||||
// pushMessage = await checkTask(roleId, taskType, -1, true, {});
|
||||
// }
|
||||
// }
|
||||
// else if (taskType == TASK_TYPE.EQUIP_COMPOSE_SUIT) {
|
||||
// let dicGood = gameData.goods.get(equip.id);
|
||||
// if (dicGood.suitId) {
|
||||
// pushMessage = await checkTask(roleId, taskType, 1, true, {});
|
||||
// }
|
||||
// }
|
||||
// else if (taskType == TASK_TYPE.EQUIP_SUIT) {
|
||||
// let dicGood = gameData.goods.get(equip.id);
|
||||
// if (dicGood.suitId) {
|
||||
// let suit = gameData.suit.get(dicGood.suitId);
|
||||
// let equips = await EquipModel.getEquipsByIds(roleId, suit.tireInfo);
|
||||
// let everyEquip = new Map<number, number>();
|
||||
// for (let equip of equips) {
|
||||
// if (everyEquip.has(equip.id)) {
|
||||
// everyEquip.set(equip.id, everyEquip.get(equip.id) + 1);
|
||||
// } else {
|
||||
// everyEquip.set(equip.id, 1);
|
||||
// }
|
||||
// }
|
||||
// let minCount = 0, curCount = 0;
|
||||
// for (let id of suit.tireInfo) {
|
||||
// let count = everyEquip.get(id) || 0;
|
||||
// if (minCount > count) minCount = count;
|
||||
// if (id == equip.id) curCount = count;
|
||||
// }
|
||||
// if (curCount == minCount) {
|
||||
// pushMessage = await checkTask(roleId, taskType, 1, true, {});
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// else if (taskType == TASK_TYPE.EQUIP_JEWEL_SUM) {
|
||||
// // args[0] 原来镶嵌了多少宝石
|
||||
// let { holes } = equip;
|
||||
// let jewelCount = holes.filter(cur => cur.jewel > 0).length;
|
||||
// pushMessage = await checkTask(roleId, taskType, jewelCount - args[0], true, {});
|
||||
// }
|
||||
// return pushMessage
|
||||
// }
|
||||
|
||||
export async function checkTaskWithArgs(roleId: string, taskType: number, args: number[]) {
|
||||
let pushMessage = new Array<TaskListReturn>();
|
||||
@@ -217,18 +216,18 @@ export async function checkTaskWithArgs(roleId: string, taskType: number, args:
|
||||
}
|
||||
}
|
||||
else if (taskType == TASK_TYPE.EQUIP_JEWEL_STAGE) {
|
||||
// args 装上的, 卸下的
|
||||
let [putOnJewel, putOffJewel] = args;
|
||||
if (putOnJewel > 0) {
|
||||
let dicGood = gameData.goods.get(putOnJewel);
|
||||
let push = await checkTask(roleId, taskType, 1, true, { stage: dicGood.lvLimited });
|
||||
pushMessage.push(...push);
|
||||
}
|
||||
if (putOffJewel > 0) {
|
||||
let dicGood = gameData.goods.get(putOffJewel);
|
||||
let push = await checkTask(roleId, taskType, -1, true, { stage: dicGood.lvLimited });
|
||||
pushMessage.push(...push);
|
||||
}
|
||||
// // args 装上的, 卸下的
|
||||
// let [putOnJewel, putOffJewel] = args;
|
||||
// if (putOnJewel > 0) {
|
||||
// let dicGood = gameData.goods.get(putOnJewel);
|
||||
// let push = await checkTask(roleId, taskType, 1, true, { stage: dicGood.lvLimited });
|
||||
// pushMessage.push(...push);
|
||||
// }
|
||||
// if (putOffJewel > 0) {
|
||||
// let dicGood = gameData.goods.get(putOffJewel);
|
||||
// let push = await checkTask(roleId, taskType, -1, true, { stage: dicGood.lvLimited });
|
||||
// pushMessage.push(...push);
|
||||
// }
|
||||
}
|
||||
else if (taskType == TASK_TYPE.CHAT) {
|
||||
// args[0] 聊天type 1-系统 2-世界 3-军团 4-组队 5-私聊
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
{
|
||||
"id": 1,
|
||||
"itid": 25,
|
||||
"starLevel": "&",
|
||||
"quality": 1,
|
||||
"honourReward": 40,
|
||||
"__EMPTY": 0,
|
||||
@@ -13,7 +12,6 @@
|
||||
{
|
||||
"id": 2,
|
||||
"itid": 25,
|
||||
"starLevel": "&",
|
||||
"quality": 2,
|
||||
"honourReward": 80,
|
||||
"__EMPTY": 0,
|
||||
@@ -24,7 +22,6 @@
|
||||
{
|
||||
"id": 3,
|
||||
"itid": 25,
|
||||
"starLevel": "&",
|
||||
"quality": 3,
|
||||
"honourReward": 200,
|
||||
"__EMPTY": 0,
|
||||
@@ -34,8 +31,7 @@
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"itid": 40,
|
||||
"starLevel": 1,
|
||||
"itid": 41,
|
||||
"quality": 1,
|
||||
"honourReward": 20,
|
||||
"__EMPTY": 0,
|
||||
@@ -45,8 +41,7 @@
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"itid": 40,
|
||||
"starLevel": 1,
|
||||
"itid": 41,
|
||||
"quality": 2,
|
||||
"honourReward": 50,
|
||||
"__EMPTY": 0,
|
||||
@@ -56,8 +51,7 @@
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"itid": 40,
|
||||
"starLevel": 1,
|
||||
"itid": 41,
|
||||
"quality": 3,
|
||||
"honourReward": 70,
|
||||
"__EMPTY": 0,
|
||||
@@ -67,8 +61,7 @@
|
||||
},
|
||||
{
|
||||
"id": 7,
|
||||
"itid": 40,
|
||||
"starLevel": 1,
|
||||
"itid": 41,
|
||||
"quality": 4,
|
||||
"honourReward": 80,
|
||||
"__EMPTY": 0,
|
||||
@@ -78,8 +71,7 @@
|
||||
},
|
||||
{
|
||||
"id": 8,
|
||||
"itid": 40,
|
||||
"starLevel": 2,
|
||||
"itid": 41,
|
||||
"quality": 1,
|
||||
"honourReward": 40,
|
||||
"__EMPTY": 0,
|
||||
@@ -89,8 +81,7 @@
|
||||
},
|
||||
{
|
||||
"id": 9,
|
||||
"itid": 40,
|
||||
"starLevel": 2,
|
||||
"itid": 41,
|
||||
"quality": 2,
|
||||
"honourReward": 80,
|
||||
"__EMPTY": 0,
|
||||
@@ -100,8 +91,7 @@
|
||||
},
|
||||
{
|
||||
"id": 10,
|
||||
"itid": 40,
|
||||
"starLevel": 2,
|
||||
"itid": 41,
|
||||
"quality": 3,
|
||||
"honourReward": 90,
|
||||
"__EMPTY": 0,
|
||||
@@ -111,8 +101,7 @@
|
||||
},
|
||||
{
|
||||
"id": 11,
|
||||
"itid": 40,
|
||||
"starLevel": 2,
|
||||
"itid": 41,
|
||||
"quality": 4,
|
||||
"honourReward": 110,
|
||||
"__EMPTY": 0,
|
||||
@@ -122,8 +111,7 @@
|
||||
},
|
||||
{
|
||||
"id": 12,
|
||||
"itid": 40,
|
||||
"starLevel": 3,
|
||||
"itid": 41,
|
||||
"quality": 1,
|
||||
"honourReward": 70,
|
||||
"__EMPTY": 0,
|
||||
@@ -133,8 +121,7 @@
|
||||
},
|
||||
{
|
||||
"id": 13,
|
||||
"itid": 40,
|
||||
"starLevel": 3,
|
||||
"itid": 41,
|
||||
"quality": 2,
|
||||
"honourReward": 100,
|
||||
"__EMPTY": 0,
|
||||
@@ -144,8 +131,7 @@
|
||||
},
|
||||
{
|
||||
"id": 14,
|
||||
"itid": 40,
|
||||
"starLevel": 3,
|
||||
"itid": 41,
|
||||
"quality": 3,
|
||||
"honourReward": 130,
|
||||
"__EMPTY": 0,
|
||||
@@ -155,8 +141,7 @@
|
||||
},
|
||||
{
|
||||
"id": 15,
|
||||
"itid": 40,
|
||||
"starLevel": 3,
|
||||
"itid": 41,
|
||||
"quality": 4,
|
||||
"honourReward": 140,
|
||||
"__EMPTY": 0,
|
||||
@@ -166,8 +151,7 @@
|
||||
},
|
||||
{
|
||||
"id": 16,
|
||||
"itid": 40,
|
||||
"starLevel": 4,
|
||||
"itid": 41,
|
||||
"quality": 1,
|
||||
"honourReward": 120,
|
||||
"__EMPTY": 0,
|
||||
@@ -177,8 +161,7 @@
|
||||
},
|
||||
{
|
||||
"id": 17,
|
||||
"itid": 40,
|
||||
"starLevel": 4,
|
||||
"itid": 41,
|
||||
"quality": 2,
|
||||
"honourReward": 160,
|
||||
"__EMPTY": 0,
|
||||
@@ -188,8 +171,7 @@
|
||||
},
|
||||
{
|
||||
"id": 18,
|
||||
"itid": 40,
|
||||
"starLevel": 4,
|
||||
"itid": 41,
|
||||
"quality": 3,
|
||||
"honourReward": 190,
|
||||
"__EMPTY": 0,
|
||||
@@ -199,8 +181,7 @@
|
||||
},
|
||||
{
|
||||
"id": 19,
|
||||
"itid": 40,
|
||||
"starLevel": 4,
|
||||
"itid": 41,
|
||||
"quality": 4,
|
||||
"honourReward": 210,
|
||||
"__EMPTY": 0,
|
||||
@@ -210,8 +191,7 @@
|
||||
},
|
||||
{
|
||||
"id": 20,
|
||||
"itid": 40,
|
||||
"starLevel": 5,
|
||||
"itid": 41,
|
||||
"quality": 1,
|
||||
"honourReward": 150,
|
||||
"__EMPTY": 0,
|
||||
@@ -221,8 +201,7 @@
|
||||
},
|
||||
{
|
||||
"id": 21,
|
||||
"itid": 40,
|
||||
"starLevel": 5,
|
||||
"itid": 41,
|
||||
"quality": 2,
|
||||
"honourReward": 200,
|
||||
"__EMPTY": 0,
|
||||
@@ -232,8 +211,7 @@
|
||||
},
|
||||
{
|
||||
"id": 22,
|
||||
"itid": 40,
|
||||
"starLevel": 5,
|
||||
"itid": 41,
|
||||
"quality": 3,
|
||||
"honourReward": 220,
|
||||
"__EMPTY": 0,
|
||||
@@ -243,8 +221,7 @@
|
||||
},
|
||||
{
|
||||
"id": 23,
|
||||
"itid": 40,
|
||||
"starLevel": 5,
|
||||
"itid": 41,
|
||||
"quality": 4,
|
||||
"honourReward": 240,
|
||||
"__EMPTY": 0,
|
||||
@@ -254,8 +231,7 @@
|
||||
},
|
||||
{
|
||||
"id": 24,
|
||||
"itid": 40,
|
||||
"starLevel": 6,
|
||||
"itid": 41,
|
||||
"quality": 1,
|
||||
"honourReward": 170,
|
||||
"__EMPTY": 0,
|
||||
@@ -265,8 +241,7 @@
|
||||
},
|
||||
{
|
||||
"id": 25,
|
||||
"itid": 40,
|
||||
"starLevel": 6,
|
||||
"itid": 41,
|
||||
"quality": 2,
|
||||
"honourReward": 230,
|
||||
"__EMPTY": 0,
|
||||
@@ -276,8 +251,7 @@
|
||||
},
|
||||
{
|
||||
"id": 26,
|
||||
"itid": 40,
|
||||
"starLevel": 6,
|
||||
"itid": 41,
|
||||
"quality": 3,
|
||||
"honourReward": 260,
|
||||
"__EMPTY": 0,
|
||||
@@ -287,8 +261,7 @@
|
||||
},
|
||||
{
|
||||
"id": 27,
|
||||
"itid": 40,
|
||||
"starLevel": 6,
|
||||
"itid": 41,
|
||||
"quality": 4,
|
||||
"honourReward": 330,
|
||||
"__EMPTY": 0,
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
"count": "1&5",
|
||||
"free": "1&1",
|
||||
"cost": "22002&1",
|
||||
"percent": "4&5|5&15|6&15|7&10|8&10|9&15|10&10|13&5|14&10|15&5",
|
||||
"percent": "4&5|5&15|6&15|7&15|8&15|9&15|10&10|11&10",
|
||||
"floorReward": 1,
|
||||
"indirectId": 2
|
||||
},
|
||||
|
||||
@@ -29,83 +29,48 @@
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"name": "适用等级蓝色藏宝图",
|
||||
"type": 3,
|
||||
"name": "随机一阶地玉",
|
||||
"type": 4,
|
||||
"param": "1&",
|
||||
"count": 4
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"name": "适用等级紫色藏宝图",
|
||||
"type": 3,
|
||||
"name": "随机二级地玉",
|
||||
"type": 4,
|
||||
"param": "2&",
|
||||
"count": 3
|
||||
},
|
||||
{
|
||||
"id": 7,
|
||||
"name": "适用等级橙色藏宝图",
|
||||
"type": 3,
|
||||
"name": "随机三级地玉",
|
||||
"type": 4,
|
||||
"param": "3&",
|
||||
"count": 2
|
||||
},
|
||||
{
|
||||
"id": 8,
|
||||
"name": "适用等级红色藏宝图",
|
||||
"type": 3,
|
||||
"name": "随机四级地玉",
|
||||
"type": 4,
|
||||
"param": "4&",
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"id": 9,
|
||||
"name": "随机一级宝石",
|
||||
"type": 4,
|
||||
"param": "1&",
|
||||
"count": 4
|
||||
},
|
||||
{
|
||||
"id": 10,
|
||||
"name": "随机二级宝石",
|
||||
"type": 4,
|
||||
"param": "2&",
|
||||
"count": 3
|
||||
},
|
||||
{
|
||||
"id": 11,
|
||||
"name": "随机三级宝石",
|
||||
"type": 4,
|
||||
"param": "3&",
|
||||
"count": 2
|
||||
},
|
||||
{
|
||||
"id": 12,
|
||||
"name": "随机四级宝石",
|
||||
"type": 4,
|
||||
"param": "4&",
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"id": 13,
|
||||
"name": "适用等级的套装图纸",
|
||||
"type": 6,
|
||||
"param": "&",
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"id": 14,
|
||||
"name": "武将碎片 * 5",
|
||||
"type": 2,
|
||||
"param": "0&",
|
||||
"count": 5
|
||||
},
|
||||
{
|
||||
"id": 15,
|
||||
"id": 10,
|
||||
"name": "武将碎片 *10",
|
||||
"type": 2,
|
||||
"param": "0&",
|
||||
"count": 10
|
||||
},
|
||||
{
|
||||
"id": 16,
|
||||
"id": 11,
|
||||
"name": "强化神像素材",
|
||||
"type": 5,
|
||||
"param": "17054&",
|
||||
|
||||
Reference in New Issue
Block a user