feat(共鸣系统): 新增

This commit is contained in:
zhangxk
2023-10-09 15:11:54 +08:00
parent cd87b9e74c
commit 53a0b0f340
18 changed files with 1195 additions and 14 deletions

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import { EQUIP_EPLACEID, EQUIP_STONE, FRIENDSHIP_INDEX, HERO_SYSTEM_TYPE, RESONANCE_SORT_TYPE } from "../../consts";
import { ArtifactModel } from "../../db/Artifact";
import { EPlace, HeroModel, HeroType, HeroUpdate } from "../../db/Hero";
import { JewelModel, JewelType } from "../../db/Jewel";
import { ResonanceModel, ResonanceType } from "../../db/Resonance";
import { RoleModel } from "../../db/Role";
import { HeroParam } from "../../domain/roleField/hero";
import { gameData, getEquipByJobClassAndEPlace } from "../../pubUtils/data";
import { RESONANCE } from "../../pubUtils/dicParam";
import { ReturnResonanceParam } from "../../pubUtils/interface";
import { calculateCeWithHeroes } from "../playerCeService";
import { initSkinTalent } from "../roleService";
import { pick } from 'underscore';
import * as util from 'util';
export async function getStartLimt(roleId: string) {
const role = await RoleModel.findByRoleId(roleId);
if (!role || !role.mainWarId || role.mainWarId < RESONANCE.START_MAIN_WARId) return false;
return true;
}
export async function refreshResonanceData(roleId: string, serverId: number, sid: string) {
let resonances: ReturnResonanceParam[] = [];
let dbHeroes: HeroType[] = await HeroModel.findByRole(roleId, [{ field: 'ce', sortBy: -1 }]);
if (dbHeroes.length < RESONANCE.HOSTER) return resonances;
let { dbResonanceMap, newPositionArr } = await getResonanceDataMap(roleId);
for (let positon of newPositionArr) {
resonances.push({ positon });
}
if (dbResonanceMap.size == 0) return resonances;
let dbJewelMap = await getJewelDataMap(dbHeroes);
// 武将等级
let topLineHero: HeroType = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.LV);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
hero.lv = topLineHero.lv;
hero.exp = topLineHero.exp;
}
// 职业(职阶、天赋)
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.JOBSTAGE);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
let preJobStage = hero.jobStage;
hero.jobStage = topLineHero.jobStage;
if (preJobStage != hero.jobStage) {
//天赋树置空
hero.skins = initSkinTalent(hero.skins || []);
}
}
// 羁绊1, 2, 3
for (let index = 1; index <= FRIENDSHIP_INDEX.THREE; index++) {
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.CONNECT, index);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
const topDicShipId = gameData.friendShipByIndex.get(`${topLineHero.hid}_${index}`);
const topShipData = topLineHero.connections.find(cur => cur.shipId == topDicShipId);
if (!topShipData) continue;
const dicShipId = gameData.friendShipByIndex.get(`${hero.hid}_${index}`)
let shipData = hero.connections.find(cur => cur.shipId == dicShipId);
if (!shipData) hero.connections.push({ shipId: dicShipId, level: topShipData.level, exp: topShipData.exp });
else {
shipData.exp = topShipData.exp;
shipData.level = topShipData.level;
}
}
}
// 装备 1武器2衣甲3帽子4鞋子
for (let id = 1; id <= EQUIP_EPLACEID.SHOE_ID; id++) {
//装备强化
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.EQUIP_LV, id);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
const topLineHeroEplace = topLineHero.ePlace.find(cur => cur.id == id);
if (!topLineHeroEplace || !topLineHeroEplace.lv) continue;
let ePlaceData = hero.ePlace.find(cur => cur.id == id);
if (!ePlaceData) {
ePlaceData = await getInitEplace(id, hero.skinId);
hero.ePlace.push({ ...ePlaceData });
}
ePlaceData.lv = topLineHeroEplace.lv;
}
//装备升品
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.EQUIP_QUALITY, id);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
const topLineHeroEplace = topLineHero.ePlace.find(cur => cur.id == id);
if (!topLineHeroEplace || !topLineHeroEplace.quality) continue;
let ePlaceData = hero.ePlace.find(cur => cur.id == id);
if (!ePlaceData) {
ePlaceData = await getInitEplace(id, hero.skinId);
hero.ePlace.push({ ...ePlaceData });
};
ePlaceData.quality = topLineHeroEplace.quality;
ePlaceData.qualityStage = topLineHeroEplace.qualityStage;
}
//装备精练
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.EQUIP_STAR, id);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
const topLineHeroEplace = topLineHero.ePlace.find(cur => cur.id == id);
if (!topLineHeroEplace || !topLineHeroEplace.star) continue;
let ePlaceData = hero.ePlace.find(cur => cur.id == id);
if (!ePlaceData) {
ePlaceData = await getInitEplace(id, hero.skinId);
hero.ePlace.push({ ...ePlaceData });
};
ePlaceData.star = topLineHeroEplace.star;
ePlaceData.starStage = topLineHeroEplace.starStage;
}
//天晶
if (RESONANCE.JEWEL) {
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.JEWEL, id, dbJewelMap);
//破,御,护,命
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
const topLineHeroEplace = topLineHero.ePlace.find(cur => cur.id == id);
if (!topLineHeroEplace || !topLineHeroEplace.jewel) continue;
let ePlaceData = hero.ePlace.find(cur => cur.id == id);
if (!ePlaceData) {
ePlaceData = await getInitEplace(id, hero.skinId);
hero.ePlace.push({ ...ePlaceData });
};
ePlaceData.jewel = topLineHeroEplace.jewel;
}
}
//地玉
if (RESONANCE.STONE) {
//破,御,护,命 1,2,3
for (let index = 1; index <= EQUIP_STONE.THREE; index++) {
topLineHero = sortData(dbResonanceMap, dbHeroes, RESONANCE_SORT_TYPE.STONE, id, null, index);
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
const topLineHeroEplace = topLineHero.ePlace.find(cur => cur.id == id);
if (!topLineHeroEplace || !topLineHeroEplace.stones) continue;
const topLineHeroStone = topLineHeroEplace.stones.find(cur => cur.id == index);
if (!topLineHeroStone || !topLineHeroStone.stone) continue;
let ePlaceData = hero.ePlace.find(cur => cur.id == id);
if (!ePlaceData) {
ePlaceData = await getInitEplace(id, hero.skinId);
hero.ePlace.push({ ...ePlaceData });
};
ePlaceData.stones.find(cur => cur.id == index).stone = topLineHeroStone.stone;
}
}
}
}
let updateHeroes: HeroUpdate[] = [], newHeroes: HeroType[] = [], newHeroIds: number[] = [];
for (let [hid] of dbResonanceMap) {
let hero = dbHeroes.find(cur => cur.hid == hid);
// console.log('-x-x--x-x-x-x-x-x-x-x-x-55 hero', util.inspect(hero, { depth: null }));
updateHeroes.push({ ...pick(hero, ['roleId', 'hid', 'lv', 'exp', 'jobStage', 'connections', 'skins', 'jobStage', 'ePlace']) })
newHeroes.push(hero);
newHeroIds.push(hid);
}
await HeroModel.bulkWriteUpdate(updateHeroes)
// 重新计算战力
let artifacts = await ArtifactModel.findbyHids(roleId, newHeroIds);
let { heroes } = await calculateCeWithHeroes(HERO_SYSTEM_TYPE.REBORN_CAL, roleId, serverId, sid, newHeroes, { jewels: [...dbJewelMap.values()], heroes: newHeroes, artifacts });
for (let hero of (heroes || [])) {
const { hid } = hero;
const heroResult = new HeroParam(hero);
if (!dbResonanceMap.has(hid)) continue;
resonances.push({ positon: dbResonanceMap.get(hid).position, ...pick(heroResult, ['hid', 'seqId', 'lv', 'exp', 'jobStage', 'talent', 'usedTalentPoint', 'totalTalentPoint', 'connections', 'ePlace', 'ce']) });
}
return resonances;
}
export function sortData(dbResonanceMap: Map<number, ResonanceType>, heroes: HeroType[], sortType: number, findType?: number, jewelMap?: Map<number, JewelType>, extendValue?: number) {
switch (sortType) {
case RESONANCE_SORT_TYPE.LV:
{
heroes.sort((a, b) => {
if (a.lv !== b.lv) {
return b.lv - a.lv;
} else {
return b.ce - a.ce;
}
});
break;
}
case RESONANCE_SORT_TYPE.JOBSTAGE:
{
heroes.sort((a, b) => {
if (a.jobStage !== b.jobStage) {
return b.jobStage - a.jobStage;
} else {
return b.ce - a.ce;
}
});
break;
}
case RESONANCE_SORT_TYPE.CONNECT:
{
heroes = sortByConnect(heroes, findType)
break;
}
case RESONANCE_SORT_TYPE.EQUIP_LV:
{
heroes = sortByEquipLv(heroes, findType);
break;
}
case RESONANCE_SORT_TYPE.EQUIP_QUALITY:
{
heroes = sortByEquipQuality(heroes, findType);
break;
}
case RESONANCE_SORT_TYPE.EQUIP_STAR:
{
heroes = sortByEquipStar(heroes, findType);
break;
}
case RESONANCE_SORT_TYPE.JEWEL:
{
heroes = sortByEquipJewel(heroes, findType, jewelMap);
break;
}
case RESONANCE_SORT_TYPE.STONE:
{
heroes = sortByEquipStone(heroes, findType, extendValue);
break;
}
}
let topLineHeroes: HeroType[] = [];
for (let hero of heroes) {
const { hid } = hero;
if (!dbResonanceMap.has(hid) && topLineHeroes.length < RESONANCE.HOSTER) {
topLineHeroes.push(hero);
}
}
return topLineHeroes[RESONANCE.HOSTER - 1];
}
export function sortByConnect(heroes: HeroType[], index: number) {
heroes.sort((a, b) => {
const dicShipIdA = gameData.friendShipByIndex.get(`${a.hid}_${index}`)
const valA = a.connections.find(obj => obj.shipId === dicShipIdA)?.level || 0;
const dicShipIdB = gameData.friendShipByIndex.get(`${b.hid}_${index}`)
const valB = b.connections.find(obj => obj.shipId === dicShipIdB)?.level || 0;
if (valA != valB) {
return valB - valA;
} else {
return b.ce - a.ce;
}
});
return heroes
}
export function sortByEquipLv(heroes: HeroType[], id: number) {
heroes.sort((a, b) => {
const valA = a.ePlace.find(obj => obj.id == id)?.lv || 0
const valB = b.ePlace.find(obj => obj.id == id)?.lv || 0;
if (valA != valB) {
return valB - valA;
} else {
return b.ce - a.ce;
}
});
return heroes;
}
export function sortByEquipQuality(heroes: HeroType[], id: number) {
heroes.sort((a, b) => {
const valA = a.ePlace.find(obj => obj.id == id)?.quality || 0;
const valStageA = a.ePlace.find(obj => obj.id == id)?.qualityStage || 0;
const valB = b.ePlace.find(obj => obj.id == id)?.quality || 0;
const valStageB = b.ePlace.find(obj => obj.id == id)?.qualityStage || 0;
if (valA != valB) {
return valB - valA;
}
else if (valStageA != valStageB) {
return valStageB - valStageA;
}
else {
return b.ce - a.ce;
}
});
return heroes;
}
export function sortByEquipStar(heroes: HeroType[], id: number) {
heroes.sort((a, b) => {
const valA = a.ePlace.find(obj => obj.id == id)?.star || 0;
const valStageA = a.ePlace.find(obj => obj.id == id)?.starStage || 0;
const valB = b.ePlace.find(obj => obj.id == id)?.star || 0;
const valStageB = b.ePlace.find(obj => obj.id == id)?.starStage || 0;
if (valA != valB) {
return valB - valA;
}
else if (valStageA != valStageB) {
return valStageB - valStageA;
}
else {
return b.ce - a.ce;
}
});
return heroes;
}
export function sortByEquipJewel(heroes: HeroType[], eplaceId: number, jewelMap: Map<number, JewelType>) {
heroes.sort((a, b) => {
const jewelA = a.ePlace.find(obj => obj.id == eplaceId)?.jewel || 0
let jewelAData = jewelMap.get(jewelA);
const dicJewelALv = gameData.jewel.get(jewelAData?.id || 0)?.lv || 0;
let valA = 0;
if (jewelAData) {
if (jewelAData.randSe && jewelAData.randSe.length > 0) {
for (let { seid, rand } of jewelAData.randSe) {
let dicRandomEffectPool = gameData.randomEffectPool.get(seid);
if (!dicRandomEffectPool) continue;
if (!dicRandomEffectPool.Max) dicRandomEffectPool = gameData.randomEffectPool.get(1);
if (!dicRandomEffectPool || (dicRandomEffectPool?.Max || 0 == 0)) continue;
valA += rand / (dicRandomEffectPool.Max);
}
}
if (jewelAData.rareSe && jewelAData.rareSe.length > 0) {
for (let { seid, rand } of jewelAData.rareSe) {
let dicRandomEffectPool = gameData.randomEffectPool.get(seid);
if (!dicRandomEffectPool) continue;
if (!dicRandomEffectPool.Max) dicRandomEffectPool = gameData.randomEffectPool.get(1);
if (!dicRandomEffectPool || (dicRandomEffectPool?.Max || 0 == 0)) continue;
valA += rand / (dicRandomEffectPool.Max);
}
}
}
const jewelB = b.ePlace.find(obj => obj.id == eplaceId)?.jewel || 0
let jewelBData = jewelMap.get(jewelB);
const dicJewelBLv = gameData.jewel.get(jewelBData?.id || 0)?.lv || 0;
let valB = 0;
if (jewelBData) {
if (jewelBData.randSe && jewelBData.randSe.length > 0) {
for (let { seid, rand } of jewelBData.randSe) {
let dicRandomEffectPool = gameData.randomEffectPool.get(seid);
if (!dicRandomEffectPool) continue;
if (!dicRandomEffectPool.Max) dicRandomEffectPool = gameData.randomEffectPool.get(1);
if (!dicRandomEffectPool || (dicRandomEffectPool?.Max || 0 == 0)) continue;
valB += rand / (dicRandomEffectPool.Max);
}
}
if (jewelBData.rareSe && jewelBData.rareSe.length > 0) {
for (let { seid, rand } of jewelBData.rareSe) {
let dicRandomEffectPool = gameData.randomEffectPool.get(seid);
if (!dicRandomEffectPool) continue;
if (!dicRandomEffectPool.Max) dicRandomEffectPool = gameData.randomEffectPool.get(1);
if (!dicRandomEffectPool || (dicRandomEffectPool?.Max || 0 == 0)) continue;
valB += rand / (dicRandomEffectPool.Max);
}
}
}
if (dicJewelALv != dicJewelBLv) {
return dicJewelBLv - dicJewelALv;
}
else if (valA != valB) {
return valB - valA;
} else {
return b.ce - a.ce;
}
});
return heroes;
}
export function sortByEquipStone(heroes: HeroType[], id: number, extendValue: number) {
heroes.sort((a, b) => {
const stoneA = a.ePlace.find(obj => obj.id == id)?.stones || [];
const stoneIdA = stoneA.find(obj => obj.id == extendValue)?.stone || 0;
const valA = gameData.stone.get(stoneIdA)?.lv || 0;
const stoneB = b.ePlace.find(obj => obj.id == id)?.stones || [];
const stoneIdB = stoneB.find(obj => obj.id == extendValue)?.stone || 0;
const valB = gameData.stone.get(stoneIdB)?.lv || 0;
if (valA != valB) {
return valB - valA;
} else {
return b.ce - a.ce;
}
});
return heroes;
}
export async function getResonanceDataMap(roleId: string) {
let dbResonance = await ResonanceModel.findByRoleId(roleId);
let dbResonanceMap = new Map<number, ResonanceType>();
let newPositionArr: number[] = [];
for (let obj of dbResonance) {
if (obj.hid) dbResonanceMap.set(obj.hid, obj);
else newPositionArr.push(obj.position);
}
return { dbResonanceMap, newPositionArr };
}
export async function getJewelDataMap(heroes: HeroType[]) {
let dbJewelMap = new Map<number, JewelType>();
let seqIds = [];
for (let hero of heroes) {
const { ePlace } = hero;
if (!ePlace || ePlace.length == 0) continue;
for (let { jewel } of ePlace) {
if (jewel == 0) continue;
seqIds.push(jewel);
}
}
if (seqIds.length > 0) {
let dbJewels = await JewelModel.findbySeqIds(seqIds);
if (dbJewels.length > 0) {
for (let obj of dbJewels) {
dbJewelMap.set(obj.seqId, obj);
}
}
}
return dbJewelMap;
}
export async function getInitEplace(id: number, skinId: number) {
const dicHero = gameData.hero.get(skinId)
const dicEquip = getEquipByJobClassAndEPlace(dicHero?.jobClass, id);
return new EPlace(id, dicEquip.id);
}