装备:获得天晶石&合成装备
This commit is contained in:
+13
-6
@@ -1,5 +1,5 @@
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import { dicHero, dicMyHeroes, loadHero } from "./dictionary/DicHero";
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import { dicGoods, blueprtWithQuality, blueprtWithQualityAndStar, dicJewel, figureCondition, loadGoods } from "./dictionary/DicGoods";
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import { dicGoods, blueprtWithQuality, blueprtWithQualityAndStar, figureCondition, loadGoods } from "./dictionary/DicGoods";
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import { dicBlueprtCompose, loadBlueprtCompose } from "./dictionary/DicBlueprtCompose";
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import { dicBlueprtPossibility, loadBlueprtPossibility } from "./dictionary/DicBlueprtPossibility";
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import { dicDaily, loadDaily } from "./dictionary/DicDaily";
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@@ -100,6 +100,8 @@ import { dicApiById, dicApiByUrl, loadApi } from './dictionary/DicApi';
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import { dicServerConst, loadServerConst } from './dictionary/DicServerConst';
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import { pick } from "underscore";
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import _ = require("underscore");
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import { dicEquipById, dicEquipIdByJobClassAndEplace, loadEquip } from "./dictionary/DicEquip";
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import { dicJewel, loadJewel } from "./dictionary/DicJewel";
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export const gameData = {
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blurprtCompose: dicBlueprtCompose,
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@@ -144,7 +146,6 @@ export const gameData = {
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randomEffectPool: dicRandomEffectPool,
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strengthenCost: dicStrengthenCost,
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refine: dicRefine,
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jewels: dicJewel,
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dicHeroEquip: dicHeroEquip,
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suit: dicSuit,
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suitByTypeAndLv: dicSuitByTypeAndLv,
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@@ -249,6 +250,9 @@ export const gameData = {
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apiById: dicApiById,
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apiByUrl: dicApiByUrl,
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serverConst: dicServerConst,
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equipById: dicEquipById,
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equipIdByJobAndEPlace: dicEquipIdByJobClassAndEplace,
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jewel: dicJewel,
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};
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// 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据
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@@ -409,10 +413,6 @@ export function getGoodById(gid: number) {
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return gameData.goods.get(gid);
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}
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export function getJewelById(gid: number) {
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return gameData.jewels.get(gid);
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}
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export function getHeroEquipByClassId(classId: number) {
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return gameData.dicHeroEquip.get(classId);
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}
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@@ -834,6 +834,11 @@ function splitTime(str: string) {
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return { hour: parseInt(arr[0]), minute: parseInt(arr[1]), seconds: parseInt(arr[2]) }
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}
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export function getEquipByJobClassAndEPlace(jobClass: number, eplaceId: number) {
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let equipId = gameData.equipIdByJobAndEPlace.get(`${jobClass}_${eplaceId}`);
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return gameData.equipById.get(equipId);
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}
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// 初始加载
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function initDatas() {
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parseDicParam();
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@@ -999,6 +1004,8 @@ function loadDatas() {
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loadGuildWishReward();
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loadApi();
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loadServerConst();
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loadEquip();
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loadJewel();
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}
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// 重载dicParam
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@@ -0,0 +1,54 @@
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// 装备表
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import { readFileAndParse, decodeArrayListStr, parseGoodStr } from '../util'
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import { FILENAME } from '../../consts'
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import { RewardInter } from '../interface';
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export interface DicEquip {
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// (key) 装备的id
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readonly id: number;
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// 装备的位置(武器、衣甲、帽冠、行具)
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readonly eplaceId: number;
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// 装备名
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readonly name: string;
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// 匹配的武将的职业的大类
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readonly jobClass: number;
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// 套装id
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readonly suitId: number;
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// 属性提升
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readonly attribute: {id: number, num: number}[];
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// 属性成长加成提升
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readonly attributeUp: {id: number, num: number}[];
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// 合成消耗
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readonly composeMaterial: RewardInter[];
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}
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export const dicEquipById = new Map<number, DicEquip>();
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export const dicEquipIdByJobClassAndEplace = new Map<string, number>();
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export function loadEquip() {
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dicEquipById.clear();
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dicEquipIdByJobClassAndEplace.clear();
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let arr = readFileAndParse(FILENAME.DIC_EQUIP);
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arr.forEach(o => {
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o.attribute = parseAttr(o.attribute);
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o.attributeUp = parseAttr(o.attributeUp);
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o.composeMaterial = parseGoodStr(o.composeMaterial);
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dicEquipById.set(o.id, o);
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dicEquipIdByJobClassAndEplace.set(`${o.jobClass}_${o.eplaceId}`, o.id);
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});
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arr = undefined;
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}
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function parseAttr(str: string) {
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let result = new Array<{id: number, num: number}>();
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if(!str) return result;
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let decodeArr = decodeArrayListStr(str);
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for(let [id, num] of decodeArr) {
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if(isNaN(parseInt(id)) || isNaN(parseInt(num))) {
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throw new Error('data table format wrong');
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}
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result.push({id: parseInt(id), num: parseInt(num)});
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}
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return result
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}
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@@ -0,0 +1,26 @@
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// 装备强化表
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import { readFileAndParse, parseGoodStr } from '../util'
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import { FILENAME } from '../../consts'
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import { RewardInter } from '../interface';
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export interface DicEquipStrength {
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// id
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readonly id: number;
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// 等级
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readonly lv: number;
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// 消耗
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readonly consume: RewardInter[];
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}
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export const dicEquipStrength = new Map<number, DicEquipStrength>();
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export function loadEquipStrength() {
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dicEquipStrength.clear();
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let arr = readFileAndParse(FILENAME.DIC_EQUIP);
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arr.forEach(o => {
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o.consume = parseGoodStr(o.consume);
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dicEquipStrength.set(o.lv, o);
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});
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arr = undefined;
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}
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@@ -0,0 +1,44 @@
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// 装备套装表
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import { readFileAndParse, parseNumberList, decodeArrayListStr } from '../util'
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import { FILENAME } from '../../consts'
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export interface DicEquipSuit {
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// id
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readonly id: number;
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// 匹配的武将的职业的大类
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readonly jobClass: number;
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// 套装内含的装备编号
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readonly equips: number[];
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// 按星级可解锁的属性
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readonly effect: { star: number, seid: number }[];
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// 解锁条件索引
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readonly effectCondition: Map<number, number>
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}
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export const dicEquipSuit = new Map<number, DicEquipSuit>();
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export function loadEquipSuit() {
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dicEquipSuit.clear();
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let arr = readFileAndParse(FILENAME.DIC_EQUIP);
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arr.forEach(o => {
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o.equips = parseNumberList(o.equips);
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parseRandomEffect(o, o.effect);
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dicEquipSuit.set(o.jobClass, o);
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});
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arr = undefined;
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}
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function parseRandomEffect(o: any, str: string) {
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if (!str) return null;
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let decodeArr = decodeArrayListStr(str);
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let effect: number[] = [], effectCondition = new Map<number, number>();
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for (let [star, seid] of decodeArr) {
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if (isNaN(parseInt(star)) || isNaN(parseFloat(seid))) {
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throw new Error('data table format wrong');
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}
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effect.push(parseInt(seid));
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effectCondition.set(parseInt(seid), parseInt(star));
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}
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o.effect = effect;
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o.effectCondition = effectCondition;
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}
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@@ -1,6 +1,6 @@
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// 物品表
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import { decodeArrayListStr, readFileAndParse, parseGoodStr, parseNumberList, decodeArrayStr } from '../util'
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import { FILENAME, IT_TYPE, ABI_TYPE, GOOD_TYPE } from '../../consts'
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import { FILENAME, IT_TYPE, ABI_TYPE } from '../../consts'
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import { RewardInter } from '../interface';
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const _ = require('lodash');
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import { findWhere } from 'underscore';
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@@ -108,14 +108,12 @@ const DicGoodsKeys: KeysEnum<DicGoods> = {
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charLimited: true,
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equipLvl: true
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}
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export const dicJewel = new Map<number, DicGoods>();
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export const dicGoods = new Map<number, DicGoods>();
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export const blueprtWithQuality = new Map<number, Array<number>>();
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export const blueprtWithQualityAndStar = new Map<string, Array<number>>();
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export const figureCondition = new Map<number, { params: number[], id: number, gid: number }[]>(); // type => {params, id, gid}
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export function loadGoods() {
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dicJewel.clear();
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dicGoods.clear();
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blueprtWithQuality.clear();
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blueprtWithQualityAndStar.clear();
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@@ -155,22 +153,6 @@ export function loadGoods() {
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let arr2 = blueprtWithQuality.get(o.quality) || new Array<number>();
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arr.push(o.good_id);
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blueprtWithQuality.set(o.quality, arr2);
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} else if (o.goodType == GOOD_TYPE.JEWEL) {
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let material = o.composeMaterial[0];
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if (!!material && !!material.id) {
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let lastJewel = findWhere(arr, { good_id: material.id });
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if (!!lastJewel) {
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lastJewel.count = material.count;
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lastJewel.nextJewelId = o.good_id;
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if (!!o.specialMaterial.ids[0]) {
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lastJewel.specialCount = o.specialMaterial.count;
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lastJewel.nextSpecialId = o.specialMaterial.ids[0];
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}
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dicJewel.set(lastJewel.good_id, _.pick(lastJewel, Object.keys(DicGoodsKeys)));
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}
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} else {
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dicJewel.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
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}
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}
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});
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@@ -0,0 +1,42 @@
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// 天晶石表
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import { decodeArrayListStr, readFileAndParse, parseGoodStr, parseNumberList } from '../util'
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import { FILENAME } from '../../consts';
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import { RewardInter } from '../interface';
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export interface DicJewel {
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// 物品id
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readonly good_id: number;
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// 天晶石名
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readonly name: string;
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// 装备栏id
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readonly eplaceId: number;
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// itid
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readonly itid: number;
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// 天晶石阶
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readonly lv: number;
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// 天晶石品质
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readonly quality: number;
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// 天晶石属性条数
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readonly effectCount: number;
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// 套装效果
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readonly randomEffect: number[];
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// 对应藏宝图id
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readonly mapGoodId: number;
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// 淬炼消耗
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readonly quenchConsume: RewardInter[];
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}
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export const dicJewel = new Map<number, DicJewel>();
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export function loadJewel() {
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dicJewel.clear();
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let arr = readFileAndParse(FILENAME.DIC_JEWEL);
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arr.forEach(o => {
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o.randomEffect = parseNumberList(o.randomEffect);
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o.quenchConsume = parseGoodStr(o.quenchConsume);
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dicJewel.set(o.good_id, o);
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});
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arr = undefined;
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}
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@@ -1,4 +1,4 @@
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// 镇念塔表
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// 套装表
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import { decodeArrayListStr, readFileAndParse, parseNumberList } from '../util'
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import { FILENAME } from '../../consts';
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@@ -2,9 +2,8 @@
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import { HeroModel, HeroType, } from '../db/Hero';
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import { ItemModel } from '../db/Item';
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import { EquipModel, RandSe, Holes, RandMain, equipUpdate } from './../db/Equip';
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import { gameData, getQuenchByQualityAndGrade, getQuenchGradeByValue } from './data';
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import { RANDOM_SE_COUNT, ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, TASK_TYPE, ITEM_CHANGE_REASON } from '../consts';
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import { gameData } from './data';
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import { ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, ITEM_CHANGE_REASON } from '../consts';
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import { getRandValueByMinMax, getRandEelm } from './util';
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import { findWhere } from 'underscore';
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@@ -12,10 +11,10 @@ import { RoleModel, RoleType, } from '../db/Role';
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import { Figure } from '../domain/dbGeneral';
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import { getTimeFun } from './timeUtil';
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import { reCalAllHeroCe } from './playerCe';
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import { checkTaskWithEquip } from './taskUtil';
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// import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil';
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import { SkinModel, } from '../db/Skin';
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import { TaskListReturn } from '../domain/roleField/task';
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import { JewelModel, jewelUpdate, RandSe, } from '../db/Jewel';
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/**
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* 只插入皮肤,不管那么多的
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@@ -80,76 +79,46 @@ export async function addBag(roleId: string, roleName: string, data: { id: numbe
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}
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export async function addEquips(roleId: string, roleName: string, weapons: { id: number, hid?: number }[], reason: number) {
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let equipInfos: equipUpdate[] = [];
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for(let weapon of weapons) {
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let info = await getAddEquipInfo(roleId, roleName, weapon);
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equipInfos.push(info);
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export async function addJewels(roleId: string, roleName: string, jewels: { id: number, hid?: number }[], reason: number) {
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let jewelInfo: jewelUpdate[] = [];
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for(let jewel of jewels) {
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let info = await getAddJewelInfo(roleId, roleName, jewel);
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jewelInfo.push(info);
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}
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const equips = await EquipModel.createEquips(roleId, equipInfos);
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const jewelResult = await JewelModel.createJewels(roleId, jewelInfo);
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let pushMessages: TaskListReturn[] = [];
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// 任务
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for(let equip of equips) {
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let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip);
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if(reason == ITEM_CHANGE_REASON.EQUIP_COMPOSE) {
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let pm = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_COMPOSE_SUIT, equip);
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pushMessages.push(...pm);
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}
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pushMessages.push(...pushMessage);
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}
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// TODO 修改任务
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// for(let equip of jewelResult) {
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// let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip);
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// if(reason == ITEM_CHANGE_REASON.EQUIP_COMPOSE) {
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// let pm = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_COMPOSE_SUIT, equip);
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// pushMessages.push(...pm);
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// }
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// pushMessages.push(...pushMessage);
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// }
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return { equips: equips.map(equip => {
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return { ...equip, inc: 1, reason }
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return { jewels: jewelResult.map(jewel => {
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return { ...jewel, count: 1, inc: 1, reason }
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}), pushMessages }
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}
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export async function getAddEquipInfo(roleId: string, roleName: string, weapon: { id: number, hid?: number }) {
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let { id, hid = 0 } = weapon;
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let { name, quality, suitId, hole, randomEffect, itid, goodsAbility } = gameData.goods.get(id);
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let { type } = ITID.get(itid);
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export async function getAddJewelInfo(roleId: string, roleName: string, jewel: { id: number, hid?: number, eplaceId?: number }) {
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console.log('#####', jewel)
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let { id, hid = 0, eplaceId = 0 } = jewel;
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let { name, randomEffect, effectCount } = gameData.jewel.get(id);
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// 随机属性
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let randomNum = RANDOM_SE_COUNT.get(quality);
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let randomResult: number[] = getRandEelm(randomEffect, randomNum);
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let randomResult: number[] = getRandEelm(randomEffect, effectCount);
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let randSe: Array<RandSe> = randomResult.map((id: number, i: number) => {
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let randSe: Array<RandSe> = randomResult.map((id: number, index: number) => {
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let random = gameData.randomEffectPool.get(id)
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let rand = 0;
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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return {
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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};
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return new RandSe(index + 1, random.id, rand);
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});
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let randRange = 0;
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// 淬火品相
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let randMain: RandMain[] = [];
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let grade = 0;
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for(let [ attrId, attrValue ] of goodsAbility) {
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if(attrValue > 0) {
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let { randMin, randMax } = getQuenchByQualityAndGrade(quality, grade);
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let rand = getRandValueByMinMax(randMin, randMax, 0);
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// console.log(quality, grade, rand)
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grade = getQuenchGradeByValue(quality, rand);
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randMain.push({
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id: attrId,
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rand
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});
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}
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}
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let holes = new Array<Holes>();
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for (let i = 0; i < hole; i++) {
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holes.push({ id: i + 1, isOpen: false, jewel: 0 });
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}
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return { roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes, hid, grade, randMain };
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return { roleId, roleName, id, name, hid, eplaceId, randSe };
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}
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/**
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@@ -9,9 +9,8 @@ import { HeroModel, HeroType, HeroUpdate, CeAttrData } from '../db/Hero';
|
||||
import { RoleModel, RoleType, RoleUpdate, CeAttrDataRole } from '../db/Role';
|
||||
import { AttributeCal } from '../domain/roleField/attribute';
|
||||
import { ABI_STAGE, SEID_TYPE } from '../consts';
|
||||
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById, getSchoolRateByStar, getScollByStar, getTeraph, getDicSuitByTypeAndLv } from './data';
|
||||
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById, getSchoolRateByStar, getScollByStar, getTeraph } from './data';
|
||||
import { DicSe } from './dictionary/DicSe';
|
||||
import { EquipType } from '../db/Equip';
|
||||
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
|
||||
import { SchoolModel } from '../db/School';
|
||||
import { ABI_TYPE_MAIN, ABI_JOB_STAGE, ABI_STAGE_TO_TYPE } from '../consts/constModules/abilityConst'
|
||||
@@ -19,7 +18,6 @@ import { PvpDefenseModel } from '../db/PvpDefense';
|
||||
import { findIndex } from 'underscore';
|
||||
import { GuildModel } from '../db/Guild';
|
||||
import { DicJob } from './dictionary/DicJob';
|
||||
import { DicSuit } from './dictionary/DicSuit';
|
||||
import { saveCeChangeLog } from './logUtil';
|
||||
|
||||
// 修改并下发战力
|
||||
@@ -166,6 +164,9 @@ export function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, ar
|
||||
case HERO_SYSTEM_TYPE.CONNECT:
|
||||
heroAttrs = calHeroConectIncAttr(hero, update, args[0]);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.COMPOSE_EQUIP:
|
||||
heroAttrs = calComposeEquipIncAttr(hero, update, args[0]);
|
||||
break;
|
||||
case HERO_SYSTEM_TYPE.EQUIP:
|
||||
heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
|
||||
break;
|
||||
@@ -603,6 +604,18 @@ export function calHeroFavourUpIncAttr(originHero: HeroType, update: HeroUpdate)
|
||||
return heroAttrs;
|
||||
}
|
||||
|
||||
export function calComposeEquipIncAttr(hero: HeroType, update: HeroUpdate, eplaceId: number) {
|
||||
let { attr: heroAttrs } = hero;
|
||||
let newEquip = update.ePlace.find(cur => cur.id == eplaceId);
|
||||
if(newEquip) {
|
||||
let dicEquip = gameData.equipById.get(newEquip.equipId);
|
||||
for(let attr of dicEquip.attribute) {
|
||||
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * HERO_CE_RATIO } });
|
||||
}
|
||||
}
|
||||
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
|
||||
@@ -687,7 +700,7 @@ export function calEquipSeids(_hero: HeroType) {
|
||||
* @param {HeroType} hero 装备更新过的武将
|
||||
*/
|
||||
export function calHeroEquipIncAttr(hero: HeroType) {
|
||||
let { ePlace:_, attr: heroAttrs } = hero;
|
||||
let { attr: heroAttrs } = hero;
|
||||
|
||||
// let setMap = new Map<number, number>();
|
||||
// for (let { equip, lv, refineLv } of ePlace) {
|
||||
|
||||
Reference in New Issue
Block a user