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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@@ -0,0 +1,147 @@
import { Application, BackendSession, HandlerService, } from 'pinus';
import { getJewelDataMap, getResonanceDataMap, getStartLimt, refreshResonanceData } from '../../../services/role/resonanceService';
import { resResult } from '../../../pubUtils/util'
import { HERO_SYSTEM_TYPE, ITEM_CHANGE_REASON, STATUS } from '../../../consts';
import { ResonanceModel } from '../../../db/Resonance';
import { gameData } from '../../../pubUtils/data';
import { RoleModel } from '../../../db/Role';
import { handleCost } from '../../../services/role/rewardService';
import { HeroModel } from '../../../db/Hero';
import { ArtifactModel, ArtifactModelType } from '../../../db/Artifact';
import { calculateCeWithHero } from '../../../services/playerCeService';
import { HeroParam } from '../../../domain/roleField/hero';
import { pick } from 'underscore';
import { ResonanceHistoryModel } from '../../../db/ResonanceHistory';
import { RESONANCE } from '../../../pubUtils/dicParam';
;
export default function (app: Application) {
new HandlerService(app, {});
return new HeroHandler(app);
}
export class HeroHandler {
constructor(private app: Application) {
}
async getData(msg: {}, session: BackendSession) {
const roleId: string = session.get('roleId');
const sid: string = session.get('sid');
const serverId: number = session.get('serverId');
if (!await getStartLimt(roleId)) return resResult(STATUS.RESONANCE_NO_START);
const resonances = await refreshResonanceData(roleId, serverId, sid);
return resResult(STATUS.SUCCESS, { resonanceDatas: resonances })
}
async unlockPosition(msg: { position: number }, session: BackendSession) {
const { position } = msg;
const roleId: string = session.get('roleId');
const sid: string = session.get('sid');
if (!await getStartLimt(roleId)) return resResult(STATUS.RESONANCE_NO_START);
let dbResonance = await ResonanceModel.findByPosition(roleId, position);
if (dbResonance) return resResult(STATUS.RESONANCE_POSITION_LOCK);
const dicResonance = gameData.resonance.get(position);
if (!dicResonance) return resResult(STATUS.RESONANCE_POSITION_NOT_FOUND);
const role = await RoleModel.findByRoleId(roleId);
if (!role || !role.mainWarId || role.mainWarId < (dicResonance?.openLimit || 0)) return resResult(STATUS.RESONANCE_POSITION_LV_NOT_ENOUGH);
let costResult = await handleCost(roleId, sid, dicResonance.openConsume, ITEM_CHANGE_REASON.RESONANCE_LOCK_POSITION);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let result = await ResonanceModel.updateByPosition(roleId, position, {});
if (!result || !result.position) return resResult(STATUS.RESONANCE_POSITION_LOCK_FAIL);
return resResult(STATUS.SUCCESS, { position: result.position });
}
async heroPutPosition(msg: { position: number, hid: number }, session: BackendSession) {
const { position, hid } = msg;
const roleId: string = session.get('roleId');
const sid: string = session.get('sid');
const serverId: number = session.get('serverId');
if (!await getStartLimt(roleId)) return resResult(STATUS.RESONANCE_NO_START);
let { dbResonanceMap } = await getResonanceDataMap(roleId);
let heroCount = await HeroModel.getHidCountByRoleId(roleId);
if (dbResonanceMap.size + RESONANCE.HOSTER >= heroCount) return resResult(STATUS.RESONANCE_PUT_NOT_POSITION)
let dbResonance = await ResonanceModel.findByPosition(roleId, position);
if (!dbResonance) return resResult(STATUS.RESONANCE_POSITION_UNLOCK);
if (dbResonance.hid) return resResult(STATUS.RESONANCE_POSITION_EXIST_HID);
let dbHeroes = await HeroModel.findByHidAndRole(hid, roleId);
if (!dbHeroes) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { lv = 1, exp = 0, jobStage = 0, skinId, skins = [], connections = [], ePlace = [], seqId, ce } = dbHeroes;
//检测养成维度
if (lv > 1) return resResult(STATUS.RESONANCE_PUT_POSITION_EXIST_LV);
if (jobStage) return resResult(STATUS.RESONANCE_PUT_POSITION_EXIST_JOBSTAGE);
if (skins.find(cur => (cur?.usedTalentPoint || 0) > 0)) return resResult(STATUS.RESONANCE_PUT_POSITION_EXIST_TALENT);
if (connections.length > 0) return resResult(STATUS.RESONANCE_PUT_POSITION_EXIST_CONNECT);
if (ePlace.length > 0) return resResult(STATUS.RESONANCE_PUT_POSITION_EXIST_EQUIP);
let result = await ResonanceModel.updateByPosition(roleId, position, { hid, seqId, lv, exp, jobStage, skinId, skins, connections, ePlace, ce });
if (!result) return resResult(STATUS.RESONANCE_PUT_POSITION_FAIL);
const resonances = await refreshResonanceData(roleId, serverId, sid);
return resResult(STATUS.SUCCESS, { resonanceDatas: resonances })
}
async heroOffPosition(msg: { position: number, hid: number }, session: BackendSession) {
const { position, hid } = msg;
const roleId: string = session.get('roleId');
const sid: string = session.get('sid');
const serverId: number = session.get('serverId');
let dbResonance = await ResonanceModel.findByPositionAndHid(roleId, position, hid);
if (!dbResonance) return resResult(STATUS.RESONANCE_NOT_PUT_POSITION);
let dbHero = await HeroModel.findByHidAndRole(hid, roleId);
if (!dbHero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { lv = 1, exp = 0, jobStage = 0, skinId, skins = [], connections = [], ePlace = [], seqId } = dbResonance;
for (let obj of dbHero.skins) {
let newSkin = skins.find(cur => cur.id == obj.id);
if (newSkin) {
obj.skinId = newSkin.skinId;
obj.enable = newSkin.enable;
obj.talent = newSkin.talent;
obj.usedTalentPoint = newSkin.usedTalentPoint;
}
}
let heroResult = await HeroModel.updateHeroInfo(roleId, hid, { lv, exp, jobStage, skinId, skins: dbHero.skins, connections, ePlace });
if (!heroResult) return resResult(STATUS.RESONANCE_OFF_POSITION_FAIL);
// 重新计算战力
let dbJewelMap = await getJewelDataMap([heroResult]);
let artifact = await ArtifactModel.findbySeqId(roleId, seqId);
let artifacts: ArtifactModelType[] = [];
if (artifact) {
artifacts = [artifact]
}
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.RESONANCE_CAL, roleId, serverId, sid, hid, heroResult, { jewels: [...dbJewelMap.values()], heroes: [heroResult], artifacts });
await ResonanceModel.deletePosition(roleId, position);
let result = await ResonanceModel.updateByPosition(roleId, position, {});
if (!result || result.hid) return resResult(STATUS.RESONANCE_OFF_POSITION_FAIL);
await ResonanceHistoryModel.updateByPosition(roleId, position, { ...dbResonance, time: new Date() });
const resonances = await refreshResonanceData(roleId, serverId, sid);
return resResult(STATUS.SUCCESS, {
curHero: { ...pick(new HeroParam(curHero), ['hid', 'seqId', 'lv', 'exp', 'jobStage', 'skinId', 'skins', 'talent', 'usedTalentPoint', 'totalTalentPoint', 'connections', 'ePlace', 'ce']) },
resonanceDatas: resonances,
})
}
}

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@@ -2250,6 +2250,25 @@ export function checkRouteParam(route: string, msg: any) {
} }
break; break;
} }
case "role.resonanceHandler.getData":
{
break;
}
case "role.resonanceHandler.unlockPosition":
{
if (!checkNaturalNumbers(msg.position)) return false;
break;
}
case "role.resonanceHandler.heroPutPosition":
{
if (!checkNaturalNumbers(msg.position, msg.hid)) return false;
break;
}
case "role.resonanceHandler.heroOffPosition":
{
if (!checkNaturalNumbers(msg.position, msg.hid)) return false;
break;
}
case 'activity.dragonBoatHandler.gameStart': case 'activity.dragonBoatHandler.gameStart':
case 'activity.dragonBoatHandler.gameEnd': case 'activity.dragonBoatHandler.gameEnd':
{ {

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@@ -61,6 +61,7 @@ import { getVestigeRecStatus } from './gvg/gvgFightService';
import { getRemoteRplPrefix } from '../pubUtils/battleUtils'; import { getRemoteRplPrefix } from '../pubUtils/battleUtils';
import { calculateCeWithRole } from './playerCeService'; import { calculateCeWithRole } from './playerCeService';
import { SchoolModel } from '../db/School'; import { SchoolModel } from '../db/School';
import { getResonanceDataMap } from './role/resonanceService';
/** /**
* init: 初始的时候是否推送 true-推 false-不推 * init: 初始的时候是否推送 true-推 false-不推
@@ -140,8 +141,17 @@ export async function getModuleData(type: string, data: { role: RoleType, sessio
let artifacts = await ArtifactModel.findbyRole(role.roleId, ARTIFACT_SELECT.ENTRY); let artifacts = await ArtifactModel.findbyRole(role.roleId, ARTIFACT_SELECT.ENTRY);
let activityItems = await ActivityItemModel.findbyRole(role.roleId, ACTIVITYITEM_SELECT.ENTRY); let activityItems = await ActivityItemModel.findbyRole(role.roleId, ACTIVITYITEM_SELECT.ENTRY);
let link = await LinkModel.findByType(SNS_LINK_TYPE.CUSTOMER); let link = await LinkModel.findByType(SNS_LINK_TYPE.CUSTOMER);
await reCalJewel(role, heros, jewels, skins, artifacts); await reCalJewel(role, heros, jewels, skins, artifacts);
let { dbResonanceMap } = await getResonanceDataMap(role.roleId);
role['heros'] = heros.map(hero => new HeroParam(hero)); role['heros'] = heros.map(hero => new HeroParam(hero));
for(let hero of role['heros']){
if(dbResonanceMap.has(hero.hid)){
hero.isResonance = true;
}
}
role['jewels'] = jewels; role['jewels'] = jewels;
role['consumeGoods'] = items; role['consumeGoods'] = items;
role['skins'] = skins; role['skins'] = skins;

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@@ -486,6 +486,34 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
ceChangeTxt.push(`重生武将重新计算, 重生武将hids:${hids}`); ceChangeTxt.push(`重生武将重新计算, 重生武将hids:${hids}`);
break; break;
} }
case HERO_SYSTEM_TYPE.RESONANCE_CAL: // 43. 共鸣
{
let hids = [];
let { jewels, heroes, artifacts } = param;
for (let { hid, skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, connections, skins, ePlace } of heroes) {
calCe.setHeroBase(hid, skinId);
calCe.setHeroLv(hid, lv);
calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
calCe.setJob(hid, job, jobStage);
calCe.setConnection(hid, connections);
calCe.setTalent(hid, skins);
calCe.clearEquip(hid);
for (let { id, equipId, star, starStage, quality, qualityStage, lv: equipLv, stones, jewel } of ePlace) {
calCe.setEquipQuality(hid, id, equipId, quality, qualityStage);
calCe.setEquipStrength(hid, id, equipId, equipLv);
calCe.setEquipStar(hid, id, equipId, star, starStage);
let curJewel = jewels.find(cur => cur.seqId == jewel);
calCe.setJewel(hid, id, stones, curJewel);
calCe.setStone(hid, id, stones);
}
let artifact = artifacts.find(cur => cur.hid == hid);
if (artifact) calCe.setPutArtifact(hid, skinId, job, artifact);
calCe.setEquipSuit(hid, skinId, ePlace);
hids.push(hid);
}
ceChangeTxt.push(`共鸣系统武将重新计算, 重生武将hids:${hids}`);
break;
}
} }
let { heroCe, roleInc } = calCe.getCeInc(); // 计算战力,获得有变化的武将战力 let { heroCe, roleInc } = calCe.getCeInc(); // 计算战力,获得有变化的武将战力
let changeHids: number[] = []; let changeHids: number[] = [];

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@@ -0,0 +1,453 @@
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);
}

View File

@@ -43,6 +43,7 @@ export enum HERO_SYSTEM_TYPE {
AUTHOR_BOOK_STAR = 40, // 诸子列传升星 AUTHOR_BOOK_STAR = 40, // 诸子列传升星
AUTHOR_BOOK_SUB_RESET = 41, // 诸子列传重置 AUTHOR_BOOK_SUB_RESET = 41, // 诸子列传重置
REBORN_CAL = 42, //重生计算 REBORN_CAL = 42, //重生计算
RESONANCE_CAL = 43, //共鸣重新计算战力
}; };
// 武将上限 // 武将上限

View File

@@ -695,6 +695,7 @@ export const FILENAME = {
DIC_ROUGE_TECH_LEVEL: "dic_rougeTechLevel", DIC_ROUGE_TECH_LEVEL: "dic_rougeTechLevel",
DIC_GUILD_HP_RATIO: "dic_army_hpRatio", DIC_GUILD_HP_RATIO: "dic_army_hpRatio",
DIC_SPIRIT_COMPOSE: "dic_zyz_spiritCompose", DIC_SPIRIT_COMPOSE: "dic_zyz_spiritCompose",
DIC_RESONANCE: "dic_zyz_resonance",
} }
export const WAR_RELATE_TABLES = [ export const WAR_RELATE_TABLES = [
@@ -1286,6 +1287,7 @@ export enum ITEM_CHANGE_REASON {
NOVEMBER_REWARD = 207, // 辜月集会奖励 NOVEMBER_REWARD = 207, // 辜月集会奖励
NOVEMBER_COST = 208, // 辜月集会购买消耗 NOVEMBER_COST = 208, // 辜月集会购买消耗
EXCHANGE_SPIRIT = 209, // 将灵合成 EXCHANGE_SPIRIT = 209, // 将灵合成
RESONANCE_LOCK_POSITION = 210, // 共鸣解锁阵位消耗
} }
export enum TA_EVENT { export enum TA_EVENT {
@@ -1431,4 +1433,34 @@ export enum BOSS_HP_RATIO_TYPE {
BOSS_RATIO = 1, // 演武台按开服天数 BOSS_RATIO = 1, // 演武台按开服天数
CITY_RATIO = 2, // 诸侯混战按开服天数 CITY_RATIO = 2, // 诸侯混战按开服天数
CITY_PLAYER_RATIO = 3, // 最低玩家人数 CITY_PLAYER_RATIO = 3, // 最低玩家人数
}
export enum RESONANCE_SORT_TYPE {
LV = 1, //先等级后后战力
JOBSTAGE = 2, //职阶
CONNECT = 3, //羁绊
EQUIP_LV = 4, //装备强化
EQUIP_QUALITY = 5, //装备升品
EQUIP_STAR = 6, //装备精炼
JEWEL = 7, //天晶
STONE = 8, //地玉
}
export enum FRIENDSHIP_INDEX {
ONE = 1, // 羁绊1
TWO = 2, // 羁绊2
THREE = 3, // 羁绊3
}
export enum EQUIP_EPLACEID {
WEAPON_ID = 1, // 武器id
CLOTHES_ID = 2, // 衣甲
HAT_ID = 3, // 帽子
SHOE_ID = 4, // 鞋子
}
export enum EQUIP_STONE {
ONE = 1, // 1
TWO = 2, // 2
THREE = 3, // 3
} }

View File

@@ -789,7 +789,7 @@ export const STATUS = {
ORDER_STATUS_ERROR: { code: 70018, simStr: '订单状态错误' }, ORDER_STATUS_ERROR: { code: 70018, simStr: '订单状态错误' },
PAY_NOT_OPEN: { code: 70019, simStr: '支付功能暂未开启' }, PAY_NOT_OPEN: { code: 70019, simStr: '支付功能暂未开启' },
// 稷下学宫 相关状态 80000 - 89999 // 稷下学宫 相关状态 80000 - 81000
SHOP_NO_BUY: { code: 80001, simStr: '商店不可购买' }, SHOP_NO_BUY: { code: 80001, simStr: '商店不可购买' },
COIN_NOT_ENOUGH: { code: 80002, simStr: '试炼币不足' }, COIN_NOT_ENOUGH: { code: 80002, simStr: '试炼币不足' },
REWARD_NO_CHOOSE: { code: 80003, simStr: '奖励不可选择' }, REWARD_NO_CHOOSE: { code: 80003, simStr: '奖励不可选择' },
@@ -827,6 +827,28 @@ export const STATUS = {
ROUGE_SCORE_HAS_RECEIVED: { code: 80107, simStr: '已领取' }, ROUGE_SCORE_HAS_RECEIVED: { code: 80107, simStr: '已领取' },
ROUGE_COLLECT_NOT_ENOUGH: { code: 80108, simStr: '该图鉴条件未达成' }, ROUGE_COLLECT_NOT_ENOUGH: { code: 80108, simStr: '该图鉴条件未达成' },
ROUGE_TECH_NOT_UNLOCKED: { code: 80109, simStr: '对应科技点未解锁' }, ROUGE_TECH_NOT_UNLOCKED: { code: 80109, simStr: '对应科技点未解锁' },
// 共鸣系统 相关状态 81000 - 81100
RESONANCE_NO_START: { code: 81000, simStr: '共鸣系统未开启' },
RESONANCE_POSITION_LOCK: { code: 81001, simStr: '该阵位已开启' },
RESONANCE_POSITION_NOT_FOUND: { code: 81002, simStr: '该阵位不存在' },
RESONANCE_POSITION_LV_NOT_ENOUGH: { code: 81003, simStr: '解锁该阵位等级不足' },
RESONANCE_POSITION_LOCK_FAIL: { code: 81004, simStr: '解锁该阵位失败' },
RESONANCE_POSITION_UNLOCK: { code: 81005, simStr: '该阵位未解锁' },
RESONANCE_POSITION_EXIST_HID: { code: 81006, simStr: '该阵位已有武将' },
RESONANCE_PUT_POSITION_EXIST_LV: { code: 81007, simStr: '武将存在等级养成维度,请先重生' },
RESONANCE_PUT_POSITION_EXIST_JOBSTAGE: { code: 81008, simStr: '武将存在职阶养成维度,请先重生' },
RESONANCE_PUT_POSITION_EXIST_TALENT: { code: 81009, simStr: '武将存在天赋养成维度,请先重生' },
RESONANCE_PUT_POSITION_EXIST_CONNECT: { code: 81009, simStr: '武将存在羁绊养成维度,请先重生' },
RESONANCE_PUT_POSITION_EXIST_EQUIP: { code: 81010, simStr: '武将存在装备养成维度,请先重生' },
RESONANCE_PUT_POSITION_FAIL: { code: 81011, simStr: '武将上阵失败' },
RESONANCE_PUT_NOT_POSITION: { code: 81011, simStr: '武将数量不足,不可上阵' },
RESONANCE_NOT_PUT_POSITION: { code: 81011, simStr: '该武将未在阵中' },
RESONANCE_OFF_POSITION_FAIL: { code: 81011, simStr: '该武将下阵失败' },
} }
export const PAY_37_CALLBACK_CODE = { export const PAY_37_CALLBACK_CODE = {

View File

@@ -362,6 +362,20 @@ export default class Hero extends BaseModel {
const result = await HeroModel.count(searchObj); const result = await HeroModel.count(searchObj);
return result; return result;
} }
public static async bulkWriteUpdate(updateArr: HeroUpdate[]) {
if (updateArr.length == 0) return;
await HeroModel.bulkWrite(updateArr.map((param) => {
const { roleId, hid } = param;
return { updateOne: { filter: { roleId, hid }, update: { $set: param }, upsert: true } }
}))
}
public static async getHidCountByRoleId(roleId:string){
let result: number = await HeroModel.countDocuments({roleId});
return result;
}
} }
export const HeroModel = getModelForClass(Hero); export const HeroModel = getModelForClass(Hero);

122
shared/db/Resonance.ts Normal file
View File

@@ -0,0 +1,122 @@
import BaseModel from './BaseModel';
import { getModelForClass, prop, DocumentType, index } from '@typegoose/typegoose';
import { HeroSkin } from './Hero';
export class ResonanceEplaceStone {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
stone: number; // 装备的宝石id未装备为0
}
export class ResonanceEplace {
@prop({ required: true })
id: number; // 装备栏idid固定部位
@prop({ required: true })
equipId: number; // 装备表id
@prop({ required: true })
lv: number; // 强化等级
@prop({ required: true })
quality: number; // 品质
@prop({ required: true })
qualityStage: number; // 升品之前的小点
@prop({ required: true })
star: number; // 星级
@prop({ required: true })
starStage: number; // 升星级之前的小点
@prop({ required: true, type: ResonanceEplaceStone, _id: false })
stones: ResonanceEplaceStone[]; // 地玉石初始的时候就有3个槽是否解锁靠star判断
@prop({ required: true })
jewel: number; // 天晶石的seqId具体状态去jewel表查
}
export class ResonanceConnection {
@prop({ required: true })
shipId: number; // 羁绊编号
@prop({ required: true })
level: number;
@prop({ required: true })
exp: number;
}
export class ResonanceTalent {
@prop({ required: true })
id: number; // 天赋表id
@prop({ required: true })
level: number; // 天赋等级
}
@index({ roleId: 1, position: 1, hid: 1 })
export default class Resonance extends BaseModel {
@prop({ required: true })
roleId: string;
@prop({ required: true })
position: number; // 上阵位置,前6(6是鸣主配在系统参数表)不存通过计算获得已解锁未上阵仅有positon
@prop({ required: true })
hid: number; // 武将id
@prop({ required: true })
seqId: number; // 武将表自增id
@prop({ required: true })
lv: number; //武将等级
@prop({ required: true })
exp: number; //
@prop({ required: true })
jobStage: number; // 职阶
// @prop({ required: true, type: ResonanceTalent, _id: false })
// talent: ResonanceTalent[] // 天赋
// @prop({ required: true })
// usedTalentPoint: number; // 已使用的天赋点数
@prop({ required: true })
skinId: number; // 当前皮肤idfashions表的heroId字段
@prop({ required: true, type: HeroSkin, default: [], _id: false })
skins: HeroSkin[]; // 皮肤
@prop({ required: true, type: ResonanceConnection, _id: false })
connections: ResonanceConnection[] // 羁绊
@prop({ required: true, type: ResonanceEplace, _id: false })
ePlace: ResonanceEplace[] // 所有装备栏
@prop({ required: true })
ce: number // 战力
public static async findByRoleId(roleId: string, lean = true) {
let result: ResonanceType[] = await ResonanceModel.find({ roleId }).lean(lean);
return result;
}
public static async findByPosition(roleId: string, position: number, lean = true) {
let result: ResonanceType = await ResonanceModel.findOne({ roleId, position }).lean(lean);
return result
}
public static async findByPositionAndHid(roleId: string, position: number, hid: number, lean = true) {
let result: ResonanceType = await ResonanceModel.findOne({ roleId, position, hid }).lean(lean);
return result
}
public static async updateByPosition(roleId: string, position: number, param: ResonancePara, lean = true) {
let result: ResonanceType = await ResonanceModel.findOneAndUpdate({ roleId, position }, { $set: param }, { new: true, upsert: true }).lean(lean);
return result;
}
public static async deletePosition(roleId: string, position: number) {
let result = await ResonanceModel.deleteMany({ roleId, position });
return result;
}
}
export const ResonanceModel = getModelForClass(Resonance);
export interface ResonanceType extends Pick<DocumentType<Resonance>, keyof Resonance> { };
export type ResonancePara = Partial<ResonanceType>; // 将所有字段变成可选项

View File

@@ -0,0 +1,114 @@
import BaseModel from './BaseModel';
import { getModelForClass, prop, DocumentType, index } from '@typegoose/typegoose';
import { HeroSkin } from './Hero';
export class ResonanceHistoryEplaceStone {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
stone: number; // 装备的宝石id未装备为0
}
export class ResonanceHistoryEplace {
@prop({ required: true })
id: number; // 装备栏idid固定部位
@prop({ required: true })
equipId: number; // 装备表id
@prop({ required: true })
lv: number; // 强化等级
@prop({ required: true })
quality: number; // 品质
@prop({ required: true })
qualityStage: number; // 升品之前需要的次数
@prop({ required: true })
star: number; // 星级
@prop({ required: true })
starStage: number; // 升星级之前的小点
@prop({ required: true, type: ResonanceHistoryEplaceStone, _id: false })
stones: ResonanceHistoryEplaceStone[]; // 地玉石初始的时候就有3个槽是否解锁靠star判断
@prop({ required: true })
jewel: number; // 天晶石的seqId具体状态去jewel表查
}
export class ResonanceHistoryConnection {
@prop({ required: true })
shipId: number; // 羁绊编号
@prop({ required: true })
level: number;
@prop({ required: true })
exp: number;
}
@index({ roleId: 1, position: 1, hid: 1, time: 1 })
export default class ResonanceHistory extends BaseModel {
@prop({ required: true })
roleId: string;
@prop({ required: true })
position: number; // 上阵位置,前6(6是鸣主配在系统参数表)不存通过计算获得已解锁未上阵仅有positon
@prop({ required: true })
hid: number; // 武将id
@prop({ required: true })
seqId: number; // 武将表自增id
@prop({ required: true })
lv: number; //武将等级
@prop({ required: true })
exp: number; //
@prop({ required: true })
jobStage: number; // 职阶
@prop({ required: true })
skinId: number; // 当前皮肤idfashions表的heroId字段
@prop({ required: true, type: HeroSkin, default: [], _id: false })
skins: HeroSkin[]; // 皮肤
@prop({ required: true, type: ResonanceHistoryConnection, _id: false })
connections: ResonanceHistoryConnection[] // 羁绊
@prop({ required: true, type: ResonanceHistoryEplace, _id: false })
ePlace: ResonanceHistoryEplace[] // 所有装备栏
@prop({ required: true })
ce: number // 战力
@prop({ required: true, default: () => new Date() })
time: Date;
// public static async findByRoleId(roleId: string, lean = true) {
// let result: ResonanceHistoryType[] = await ResonanceHistoryModel.find({ roleId }).select({ '_id': -1 }).lean(lean);
// return result;
// }
// public static async findByPosition(roleId: string, position: number, lean = true) {
// let result: ResonanceHistoryType = await ResonanceHistoryModel.findOne({ roleId, position }).select({ '_id': -1 }).lean(lean);
// return result
// }
// public static async findByPositionAndHid(roleId: string, position: number, hid: number, lean = true) {
// let result: ResonanceHistoryType = await ResonanceHistoryModel.findOne({ roleId, position, hid }).select({ '_id': -1 }).lean(lean);
// return result
// }
public static async updateByPosition(roleId: string, position: number, param: ResonanceHistoryPara, lean = true) {
delete param._id;
let result: ResonanceHistoryType = await ResonanceHistoryModel.findOneAndUpdate({ roleId, position }, { $set: param }, { new: true, upsert: true }).lean(lean);
return result;
}
// public static async deletePosition(roleId: string, position: number) {
// let result = await ResonanceHistoryModel.deleteMany({ roleId, position });
// return result;
// }
}
export const ResonanceHistoryModel = getModelForClass(ResonanceHistory);
export interface ResonanceHistoryType extends Pick<DocumentType<ResonanceHistory>, keyof ResonanceHistory> { };
export type ResonanceHistoryPara = Partial<ResonanceHistoryType>; // 将所有字段变成可选项

View File

@@ -0,0 +1,35 @@
// import { ResonanceConnection, ResonanceEplace, ResonancePara, ResonanceTalent } from "../../db/Resonance";
// import { gameData } from "../../pubUtils/data";
// export class ReturnResonanceParam {
// positon: number; // 上阵位置,从1开始(6为鸣主配系统参数表)已解锁未上阵仅有positon
// hid: number; // 武将id
// seqId: number; // 武将表自增 id
// lv: number; //武将等级
// jobStage: number; // 职阶
// skinId: number
// talent: ResonanceTalent[]; // 天赋
// usedTalentPoint: number;
// totalTalentPoint: number;
// connections: ResonanceConnection[]; // 羁绊
// ePlace: ResonanceEplace[];
// ce: number; //战力
// constructor(hero: ResonancePara, job: number) {
// this.positon = hero.positon;
// this.hid = hero.hid;
// this.seqId = hero.seqId;
// this.lv = hero.lv;
// this.ePlace = hero.ePlace;
// this.jobStage = hero.jobStage;
// this.totalTalentPoint = gameData.talentPointOfJob.get(job) || 0;
// this.connections = hero.connections;
// this.talent = hero.talent || [];
// this.usedTalentPoint = hero.usedTalentPoint || 0;
// this.ce = hero.ce;
// }
// }

View File

@@ -15,7 +15,7 @@ import { dicWar, dicWarPvp, dicDailyWarByType, loadWar, dicHeroIdByWar, dicComBa
import { dicWarJson, loadWarJson } from "./dictionary/DicWarJson"; import { dicWarJson, loadWarJson } from "./dictionary/DicWarJson";
import { AUCTION_TIME, BOSS_HP_RATIO_TYPE } from "../consts"; import { AUCTION_TIME, BOSS_HP_RATIO_TYPE } from "../consts";
import { dicFashions, dicFashionsByHeroId, loadFashions } from "./dictionary/DicFashions"; import { dicFashions, dicFashionsByHeroId, loadFashions } from "./dictionary/DicFashions";
import { friendShips, friendShipsByLv, friendShipsMax, loadFriendShip } from "./dictionary/DicFriendShip"; import { friendShipByIndex, friendShips, friendShipsByLv, friendShipsMax, loadFriendShip } from "./dictionary/DicFriendShip";
import { dicHeroQualityUp, loadHeroQualityUp } from "./dictionary/DicHeroQualityUp"; import { dicHeroQualityUp, loadHeroQualityUp } from "./dictionary/DicHeroQualityUp";
import { dicHeroStar, loadHeroStar } from "./dictionary/DicHeroStar"; import { dicHeroStar, loadHeroStar } from "./dictionary/DicHeroStar";
import { dicHeroWake, loadHeroWake } from "./dictionary/DicHeroWake"; import { dicHeroWake, loadHeroWake } from "./dictionary/DicHeroWake";
@@ -174,6 +174,7 @@ import { dicRougeCharaCardPlan, loadRougeCharaCardPlan } from "./dictionary/DicR
import { dicRougeHolyCardPlan, loadRougeHolyCardPlan } from "./dictionary/DicRougeHolyCardPlan"; import { dicRougeHolyCardPlan, loadRougeHolyCardPlan } from "./dictionary/DicRougeHolyCardPlan";
import { dicBossHpRatio, loadBossHpRatio } from "./dictionary/DicBossHpRatio"; import { dicBossHpRatio, loadBossHpRatio } from "./dictionary/DicBossHpRatio";
import { dicSpiritCompose, loadSpiritCompose } from "./dictionary/DicSpiritCompose"; import { dicSpiritCompose, loadSpiritCompose } from "./dictionary/DicSpiritCompose";
import { dicResonance, loadResonance } from "./dictionary/DicResonance";
export const gameData = { export const gameData = {
daily: dicDaily, daily: dicDaily,
@@ -207,6 +208,7 @@ export const gameData = {
friendShips: friendShips, friendShips: friendShips,
friendShipsByLv: friendShipsByLv, friendShipsByLv: friendShipsByLv,
friendShipsMax: friendShipsMax, friendShipsMax: friendShipsMax,
friendShipByIndex: friendShipByIndex,
randomEffectPool: dicRandomEffectPool, randomEffectPool: dicRandomEffectPool,
randomEffectPoolByGroupAndLv: dicRandomEffectPoolByGroupAndLv, randomEffectPoolByGroupAndLv: dicRandomEffectPoolByGroupAndLv,
title: dicTitle, title: dicTitle,
@@ -436,6 +438,8 @@ export const gameData = {
bossHpRatio: dicBossHpRatio, bossHpRatio: dicBossHpRatio,
spiritCompose: dicSpiritCompose, spiritCompose: dicSpiritCompose,
spiritByQuality: dicSpiritByQuality, spiritByQuality: dicSpiritByQuality,
resonance: dicResonance,
}; };
// 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 // 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
@@ -1384,9 +1388,9 @@ export function getRougeEffectTypeKind(effectTypes: number[]) {
} }
export function getBossHpRatio(type: BOSS_HP_RATIO_TYPE, day: number) { export function getBossHpRatio(type: BOSS_HP_RATIO_TYPE, day: number) {
let arr = gameData.bossHpRatio.get(type)||[]; let arr = gameData.bossHpRatio.get(type) || [];
let bossHpRatio = 1; let bossHpRatio = 1;
for(let { serverOpen, ratio } of arr) { for (let { serverOpen, ratio } of arr) {
bossHpRatio = ratio; bossHpRatio = ratio;
if (serverOpen != -1 && serverOpen >= day) break; if (serverOpen != -1 && serverOpen >= day) break;
} }
@@ -1807,9 +1811,10 @@ function loadDatas(type?: string) {
if (type == undefined || type == 'loadRougeTechLevel') loadRougeTechLevel(); if (type == undefined || type == 'loadRougeTechLevel') loadRougeTechLevel();
if (type == undefined || type == 'loadBossHpRatio') loadBossHpRatio(); if (type == undefined || type == 'loadBossHpRatio') loadBossHpRatio();
if (type == undefined || type == 'loadSpiritCompose') loadSpiritCompose(); if (type == undefined || type == 'loadSpiritCompose') loadSpiritCompose();
if (type == undefined || type == 'loadResonance') loadResonance();
console.log('loadDatas type: ', type || 'all'); console.log('loadDatas type: ', type || 'all');
} }
// 后台调用重载资源 // 后台调用重载资源

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@@ -478,3 +478,10 @@ export const ROUGELIKE = {
SELECT_HOLLYCARD_WEIGHT: 30, // 选择的圣物卡后该特性卡权重减少比例(% SELECT_HOLLYCARD_WEIGHT: 30, // 选择的圣物卡后该特性卡权重减少比例(%
RANDOM_HOLLYCARD_WEIGHT: 10, // 随机出的圣物卡后该特性卡权重减少比例(% RANDOM_HOLLYCARD_WEIGHT: 10, // 随机出的圣物卡后该特性卡权重减少比例(%
}; };
export const RESONANCE = {
START_MAIN_WARId: 301, //共鸣系统开启
HOSTER: 6, //鸣主
JEWEL: 1,// 共灵阵是否包括共灵天晶镶嵌(1:包括 0不包括)
STONE: 1, // 共灵阵是否包括共灵地玉镶嵌(1:包括 0不包括)
}

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@@ -16,16 +16,21 @@ export interface DicFriendShip {
// 羁绊武将ID // 羁绊武将ID
readonly hids: Array<number>; readonly hids: Array<number>;
// 属性加成 // 属性加成
readonly attributes: Array<{id: number, number: number}> readonly attributes: Array<{ id: number, number: number }>
// 升到这一级所需的羁绊值 // 升到这一级所需的羁绊值
readonly shipExp: number; readonly shipExp: number;
readonly index: number;
} }
export const friendShips = new Map<string, { level: number, shipExp: number }[]>(); export const friendShips = new Map<string, { level: number, shipExp: number }[]>();
export const friendShipsByLv = new Map<string, DicFriendShip>(); export const friendShipsByLv = new Map<string, DicFriendShip>();
export const friendShipsMax = new Map<string, number>(); export const friendShipsMax = new Map<string, number>();
export const friendShipByIndex = new Map<string, number>();
export function loadFriendShip() { export function loadFriendShip() {
friendShips.clear(); friendShips.clear();
friendShipByIndex.clear();
let arr = readFileAndParse(FILENAME.DIC_FRIEND_SHIP); let arr = readFileAndParse(FILENAME.DIC_FRIEND_SHIP);
arr.forEach(o => { arr.forEach(o => {
@@ -33,32 +38,35 @@ export function loadFriendShip() {
o.hids = parseNumberList(o.memberId); o.hids = parseNumberList(o.memberId);
let key1 = `${o.actorId}_${o.shipId}`; let key1 = `${o.actorId}_${o.shipId}`;
let shipSumValue = 0; let shipSumValue = 0;
if(!friendShips.has(key1)) { if (!friendShips.has(key1)) {
friendShips.set(key1, []); friendShips.set(key1, []);
shipSumValue = 0; shipSumValue = 0;
} }
shipSumValue += o.shipExp; shipSumValue += o.shipExp;
friendShips.get(key1).push({ level: o.level, shipExp: shipSumValue }); friendShips.get(key1).push({ level: o.level, shipExp: shipSumValue });
if(!friendShipsMax.has(key1) || friendShipsMax.get(key1) < o.level) { if (!friendShipsMax.has(key1) || friendShipsMax.get(key1) < o.level) {
friendShipsMax.set(key1, o.level); friendShipsMax.set(key1, o.level);
} }
let key2 = `${o.actorId}_${o.shipId}_${o.level}`; let key2 = `${o.actorId}_${o.shipId}_${o.level}`;
friendShipsByLv.set(key2, o); friendShipsByLv.set(key2, o);
let newKey = `${o.actorId}_${o.index}`;
if (!friendShipByIndex.has(newKey)) friendShipByIndex.set(newKey, o.shipId);
}); });
arr = undefined; arr = undefined;
} }
function parseAttribute(str: string) { function parseAttribute(str: string) {
let result = new Array<{id: number, number: number}>(); let result = new Array<{ id: number, number: number }>();
if(!str) return result; if (!str) return result;
let decodeArr = decodeArrayListStr(str); let decodeArr = decodeArrayListStr(str);
for(let [id, number] of decodeArr) { for (let [id, number] of decodeArr) {
if(isNaN(parseInt(id)) || isNaN(parseInt(number))) { if (isNaN(parseInt(id)) || isNaN(parseInt(number))) {
throw new Error('data table format wrong'); throw new Error('data table format wrong');
} }
result.push({id: parseInt(id), number: parseInt(number)}); result.push({ id: parseInt(id), number: parseInt(number) });
} }
return result return result
} }

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@@ -0,0 +1,26 @@
import { parseGoodStr, readFileAndParse } from '../util'
import { FILENAME } from '../../consts'
import { RewardInter } from '../interface';
export interface DicResonance {
readonly id: number;
readonly name: string;
readonly openLimit: number;
readonly openConsume: RewardInter[];
}
export const dicResonance = new Map<number, DicResonance>();
export function loadResonance() {
dicResonance.clear();
let arr = readFileAndParse(FILENAME.DIC_RESONANCE);
arr.forEach(o => {
o.openConsume = parseGoodStr(o.openConsume);
dicResonance.set(o.id, o);
});
arr = undefined;
}

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@@ -1,5 +1,6 @@
// 一些通用的interface定义 // 一些通用的interface定义
import { ResonanceConnection, ResonanceEplace, ResonanceTalent } from "../db/Resonance";
import { RougelikeCardPara } from "../db/RougelikeCard"; import { RougelikeCardPara } from "../db/RougelikeCard";
import { RougelikeCharaPara } from "../db/RougelikeChara"; import { RougelikeCharaPara } from "../db/RougelikeChara";
import { RougelikeCollectionType } from "../db/RougelikeCollection"; import { RougelikeCollectionType } from "../db/RougelikeCollection";
@@ -206,4 +207,19 @@ export interface CommonReward {
export interface SlotCard { export interface SlotCard {
index: number; //卡槽标记 index: number; //卡槽标记
cardCode: string; //安装的特性卡唯一code cardCode: string; //安装的特性卡唯一code
}
export interface ReturnResonanceParam {
positon: number; // 上阵位置,从1开始(6为鸣主配系统参数表)已解锁未上阵仅有positon
hid?: number; // 武将id
seqId?: number; // 武将表自增 id
lv?: number; //武将等级
exp?: number;
jobStage?: number; // 职阶
talent?: ResonanceTalent[]; // 天赋
usedTalentPoint?: number;
totalTalentPoint?: number;
connections?: ResonanceConnection[]; // 羁绊
ePlace?: ResonanceEplace[];
ce?: number; //战力
} }

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@@ -0,0 +1,122 @@
[
{
"id": 1,
"name": "共鸣阵1",
"openLimit": 60,
"openConsume": "31002&50"
},
{
"id": 2,
"name": "共鸣阵2",
"openLimit": 61,
"openConsume": "31002&50"
},
{
"id": 3,
"name": "共鸣阵3",
"openLimit": 62,
"openConsume": "31002&50"
},
{
"id": 4,
"name": "共鸣阵4",
"openLimit": 63,
"openConsume": "31002&50"
},
{
"id": 5,
"name": "共鸣阵5",
"openLimit": 64,
"openConsume": "31002&50"
},
{
"id": 6,
"name": "共鸣阵6",
"openLimit": 65,
"openConsume": "31002&50"
},
{
"id": 7,
"name": "共鸣阵7",
"openLimit": 66,
"openConsume": "31002&50"
},
{
"id": 8,
"name": "共鸣阵8",
"openLimit": 67,
"openConsume": "31002&50"
},
{
"id": 9,
"name": "共鸣阵9",
"openLimit": 68,
"openConsume": "31002&50"
},
{
"id": 10,
"name": "共鸣阵10",
"openLimit": 69,
"openConsume": "31002&50"
},
{
"id": 11,
"name": "共鸣阵11",
"openLimit": 70,
"openConsume": "31002&50"
},
{
"id": 12,
"name": "共鸣阵12",
"openLimit": 71,
"openConsume": "31002&50"
},
{
"id": 13,
"name": "共鸣阵13",
"openLimit": 72,
"openConsume": "31002&50"
},
{
"id": 14,
"name": "共鸣阵14",
"openLimit": 73,
"openConsume": "31002&50"
},
{
"id": 15,
"name": "共鸣阵15",
"openLimit": 74,
"openConsume": "31002&50"
},
{
"id": 16,
"name": "共鸣阵16",
"openLimit": 75,
"openConsume": "31002&50"
},
{
"id": 17,
"name": "共鸣阵17",
"openLimit": 76,
"openConsume": "31002&50"
},
{
"id": 18,
"name": "共鸣阵18",
"openLimit": 77,
"openConsume": "31002&50"
},
{
"id": 19,
"name": "共鸣阵19",
"openLimit": 78,
"openConsume": "31002&50"
},
{
"id": 20,
"name": "共鸣阵20",
"openLimit": 79,
"openConsume": "31002&50"
}
]