武将:一键升星

This commit is contained in:
luying
2021-07-05 19:51:21 +08:00
parent 5a948d1741
commit 50867e8878
11 changed files with 6420 additions and 3858 deletions

View File

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

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@@ -9,15 +9,15 @@ export enum ABI_TYPE{
ABI_HP = 1,
/**物攻 */
ABI_ATK = 2,
/**策攻 */
/**策攻 (废弃)*/
ABI_MATK = 3,
/**物防 */
ABI_DEF = 4,
/**策防 */
ABI_MDEF = 5,
/**敏捷 */
/**敏捷 (废弃)*/
ABI_AGI = 6,
/**幸运 */
/**幸运 (废弃)*/
ABI_LUK = 7,
/**移动 */
ABI_SPEED = 8,
@@ -30,9 +30,9 @@ export enum ABI_TYPE{
ABI_FLEE = 11,
/**抗暴等级 */
ABI_ANT_CRI = 12,
/**伤害加深等级 */
/**伤害加深等级 (废弃) */
ABI_DAMAGE_INCREASE = 13,
/**伤害减免等级 */
/**伤害减免等级 (废弃) */
ABI_DAMAGE_DECREASE = 14,
/**忽视防御等级 */
ABI_DEF_IGNORE = 15,
@@ -42,6 +42,16 @@ export enum ABI_TYPE{
ABI_AP = 17,
/**暴击伤害 */
ABI_DAMAGE_CRI = 18,
/**物伤加深 */
ABI_PDAMAGE_INC = 19,
/**法伤加深 */
ABI_MDAMAGE_INC = 20,
/**物伤减免 */
ABI_PDAMAGE_DEC = 21,
/**物伤减免 */
ABI_MDAMAGE_DEC = 22,
/**反击伤害 */
ABI_STRIKE_BACK = 23,
ABI_MAX,
}

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@@ -81,6 +81,16 @@ export class Attribute {
@prop({ required: false })
damageCri: number = 0;
@prop({ required: false })
pDamageInc: number = 0;
@prop({ required: false })
mDamageInc: number = 0;
@prop({ required: false })
pDamageDec: number = 0;
@prop({ required: false })
mDemageDec: number = 0;
@prop({ required: false })
strikeBack: number = 0;
@prop({ required: false })
ce?: number = 0;
setByDbData(roleAttrs: CeAttrDataRole[], heroAttrs: CeAttrData[]) {
@@ -131,7 +141,12 @@ export class Attribute {
damageIncrease: this.damageIncrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageDecrease: this.damageDecrease / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
defIngnore: this.defIngnore / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
damageCri: this.damageCri / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
pDamageInc: this.pDamageInc / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
mDamageInc: this.mDamageInc / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
pDamageDec: this.pDamageDec / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
mDemageDec: this.mDemageDec / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO,
strikeBack: this.strikeBack / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO
}
}
@@ -161,6 +176,11 @@ export class Attribute {
newAttr.bloodSuck = reduceCe(this.bloodSuck);
newAttr.ap = reduceCe(this.ap);
newAttr.damageCri = reduceCe(this.damageCri);
newAttr.pDamageInc = reduceCe(this.pDamageInc);
newAttr.mDamageInc = reduceCe(this.mDamageInc);
newAttr.pDamageDec = reduceCe(this.pDamageDec);
newAttr.mDemageDec = reduceCe(this.mDemageDec);
newAttr.strikeBack = reduceCe(this.strikeBack);
return newAttr;
}

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

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

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

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@@ -293,7 +293,8 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
if(starStage == ABI_STAGE.START) star--;
if(colorStarStage == ABI_STAGE.START) colorStar--;
const dicStar = isWake ? getHeroWakeByQuality(dicHero.quality, colorStar) : getHeroStarByQuality(quality, star); // 星级表
const dicJob = gameData.job.get(dicHero.jobid);
const dicStar = isWake ? getHeroWakeByQuality(dicJob.job_class, dicHero.quality, colorStar) : getHeroStarByQuality(dicJob.job_class, quality, star); // 星级表
let stages = new Array<number>(); // 需要升级的阶
@@ -302,6 +303,14 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
} else if (type == HERO_SYSTEM_TYPE.LVUP) {
stages = getAllAttrStage();
} else if (type == HERO_SYSTEM_TYPE.STAR) {
let end = isUpStar? ABI_STAGE.END: starStage;
if(end < originStarStage) {
stages = getAllAttrStage();
} else {
for(let i = originStarStage; i < end; i++) {
stages.push(i + 1);
}
}
stages.push(isUpStar? ABI_STAGE.END: starStage);
} else if (type == HERO_SYSTEM_TYPE.QUALITY) {
stages = getAllAttrStage();
@@ -309,7 +318,14 @@ export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, typ
if (isFirstWake) { // 首次觉醒
stages = getAllAttrStage();
} else {
stages.push(isUpStar ? ABI_STAGE.END : colorStarStage);
let end = isUpStar? ABI_STAGE.END: colorStarStage;
if(end < originColorStarStage) {
stages = getAllAttrStage();
} else {
for(let i = originColorStarStage; i < end; i++) {
stages.push(i + 1);
}
}
}
}
for (let stage of stages) {

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