移动playerCeService到pubUtil中

This commit is contained in:
luying
2020-12-17 10:27:00 +08:00
parent f5dd74c884
commit 5e39c09f7c
2 changed files with 1 additions and 1 deletions

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shared/pubUtils/playerCe.ts Normal file
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/**
* 体力系统
*/
import { HERO_SYSTEM_TYPE } from '../consts';
import { pinus } from 'pinus';
import { STATUS } from '../consts/statusCode';
import { resResult, deepCopy } from '../pubUtils/util';
import { HeroModel, HeroType } from '../db/Hero';
import { RoleModel } from '../db/Role';
import { CeAttrData, CeAttr } from '../db/generalField';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts';
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById } from '../pubUtils/data';
import { Attributes } from '../pubUtils/interface';
import { DicSe } from '../pubUtils/dictionary/DicSe';
const HERO_CE_RATIO = 100;
const _ = require('underscore');
//战力计算TODO
export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
let incCe = 0;
let incArr: Attributes = {};
let reIncAttr: CeAttr = {}; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
let addSeidList = new Array<number>();
let removeSeidList = new Array<number>();
if (type == HERO_SYSTEM_TYPE.STAR) {
reIncAttr = calHeroStarIncAttr(hero, args, addSeidList, removeSeidList); // args: 升的星盘
} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero);
} else if (type == HERO_SYSTEM_TYPE.STAGEUP) {
reIncAttr = calHeroJobStageUpIncAttr(hero, args, addSeidList, removeSeidList )
} else if (type == HERO_SYSTEM_TYPE.SKIN) {
reIncAttr = calWaerHeroSkinIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.FAVOUR) {
reIncAttr = calHeroFavourUpIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.CONNECT) {
reIncAttr = calHeroConectIncAttr(hero, args);
}
addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值
if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
let oldCe = originalAttrData.fixUp * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp)
if(!hero.ceAttr[attrName]) hero.ceAttr[attrName] = new CeAttrData();
for (let attrKey in reIncAttr[attrName]) {
hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
}
incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
incCe += incArr[attrName] * getAttrCeRatio(attrName);
}
hero.ce += incCe;
return incCe;
}
//修改并下发战力
export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<HeroType>, type?: number, args?: Array<number>) {
let incPlayerCe = 0;
let pushHeros = new Array<{hid: number, ce: number, incHeroCe: number}>();
for (let hero of heros) {
let incHeroCe = calPlayerCe(hero, type, args);
incPlayerCe += incHeroCe;
await HeroModel.updateHeroInfo(roleId, hero.hid, hero );
pushHeros.push({
hid: hero.hid,
ce: hero.ce,
incHeroCe : incHeroCe,
});
}
let role = await RoleModel.findByRoleId(roleId);
role.ce += incPlayerCe;
await RoleModel.updateRoleInfo(roleId, role);
//下发战力
let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topFiveCe: 0 }), uids);
return heros;
}
export function calHeroStarIncAttr (hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
let res: CeAttr = {};
const dicHero = gameData.hero.get(hero.hid);
const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
if(isWake) {
if(colorStarStage == ABI_STAGE.START) colorStar = colorStar -1;
} else {
if(starStage == ABI_STAGE.START) star = star -1;
}
const dicStar = isWake? getHeroWakeByQuality(quality, colorStar): getHeroStarByQuality(quality, star); // 星级表
for(let stage of args) {
let targetAttrId = getFieldByStage(stage, hero.job); // 转换为17维的属性id
let heroAttr = dicHero.baseAbilityArr.get(targetAttrId); // 武将表hp等
let heroUpAttr = dicHero.baseAbilityUpArr.get(targetAttrId); // 武将表hp_up等
let starUp = dicStar.ceAttr.get(stage);
let newBase = (heroAttr + hero.lv * (heroUpAttr + starUp)) * HERO_CE_RATIO;
let field = getAtrrNameById(targetAttrId);
let ceAttrData: CeAttrData = ceAttr[field]||new CeAttrData(); // 存表中的属性下的basefixupratioup
let {ratioUp = 0, fixUp = 0} = ceAttrData;
res[field] = { base: newBase, ratioUp, fixUp}; // base变动增量为△base * ratio + 0
}
// 解锁技能
if(dicHero.skill){
let {starSeidArr, colorStarSeidArr} = gameData.heroSkill.get(dicHero.skill);
if(isWake) {
for(let {star, value} of starSeidArr){
if(hero.star == star){
addSeidList.push(value);
}
}
} else {
for(let {star, value} of colorStarSeidArr){
if(hero.colorStar == star){
addSeidList.push(value);
}
}
}
}
return res;//属性增量可以是多个
}
export function getAllAttrStage () {
let attrs = new Array<number>(); // 有升级的属性 1-hp 2-atk 3-def 4-mdef 5-agi 6-luk
for(let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
attrs.push(stage)
};
return attrs;
}
//训练
export function calHeroTrainIncAttr(hero: HeroType) {
let res: CeAttr = {};
let attrName: string = getAttrNameByJobStage(hero.jobStage);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
let currentJob = gameData.job.get(hero.job);
if (currentJob.grade > 1) {
let jobGradeAndClass = getJobByGradeAndClass(currentJob.job_class, currentJob.grade - 1);
let lastJob = gameData.job.get(jobGradeAndClass.jobid);
res[attrName].fixUp += (currentJob[attrName] - lastJob[attrName]) * HERO_CE_RATIO;
} else {
res[attrName].fixUp += currentJob[attrName] * HERO_CE_RATIO;
}
return res;
}
//进阶
export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number> ) {
let res: CeAttr = {};
let lastJob = gameData.job.get(args[0]);
let currentJob = gameData.job.get(hero.job);
addSeidList.concat(deepCopy(currentJob.seid));
for (let seid of lastJob.seid) {
let index = _.indexOf(currentJob.seid, seid);
if (index > 0) {
addSeidList.splice(index, 1);
} else {
removeSeidList.push(seid);
}
}
return res;
}
//穿戴时装
export function calWaerHeroSkinIncAttr(hero: HeroType, args: Array<number>) {
let res: CeAttr = {};
let addSkin = gameData.fashion.get(args[0]);
let delSkin = gameData.fashion.get(args[1]);
let attrName: string;
for (let attr of delSkin.actorAttr) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * HERO_CE_RATIO;
}
for (let attr of addSkin.actorAttr) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp -= attr.number * HERO_CE_RATIO;
}
return res;
}
//羁绊解锁
export function calHeroConectIncAttr(hero: HeroType, args: Array<number>) {
let res: CeAttr = {};
let fiendShipLevel = gameData.friendShipLevelMap.get(hero.favourLv);
let shipId = args[0];//当前升级的羁绊序号
let level = args[1];//当前升级的羁绊等级
let attrName: string;
let currentShip = getFriendShipById(shipId, level);
for (let attr of currentShip.attributes) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * (HERO_CE_RATIO + fiendShipLevel.add);
}
if (level > 1) {
let lastShip = getFriendShipById(shipId, level - 1);
for (let attr of lastShip.attributes) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp -= attr.number * (HERO_CE_RATIO + fiendShipLevel.add);
}
}
return res;
}
//好感升级
export function calHeroFavourUpIncAttr(hero: HeroType, args: Array<number>) {
let res: CeAttr = {};
let currentFiendShipLevel = gameData.friendShipLevelMap.get(hero.favourLv);
let difAdd = currentFiendShipLevel.add;
if (!!args[0]) {
let lastFiendShipLevel = gameData.friendShipLevelMap.get(args[0]);
difAdd -= lastFiendShipLevel.add;
}
let attrName: string;
for (let connect of hero.connections) {
let heroShip = getFriendShipById(connect.shipId, connect.level);
for (let attr of heroShip.attributes) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * (HERO_CE_RATIO + difAdd);
}
}
return res;
}
// 根据存在升星表等的stage字段的id对应17维id
function getFieldByStage(stage: number, jobid: number) {
let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
if(typeof targetAttrId === 'number') {
return targetAttrId
} else {
const dicJob = gameData.job.get(jobid);
return targetAttrId(dicJob.type);
}
}
// 添加技能增加的被动属性
function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
let otiginalSeidList = [
{list: addSeidList, multi: 1},
{list: removeSeidList, multi: -1}
];
for(let {list, multi} of otiginalSeidList) {
let effectList = new Array<DicSe>(); // any: dic_zyz_se表内容
for(let seid of list) {
let dicSeid = gameData.se.get(seid);
if(dicSeid && dicSeid.id > 0){
addSeid(effectList, dicSeid.id, dicSeid.gainValueArr)
}
}
for(let {type, gainValueArr: [ability, value]} of effectList) {
if(type == SEID_TYPE.TYPE101) { // 加值
if(!reIncAttr[HERO_ATTR[ability]]) {
reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
}
reIncAttr[HERO_ATTR[ability]].fixUp += value * multi * HERO_CE_RATIO;
} else if (type == SEID_TYPE.TYPE102) { // 加百分比
if(!reIncAttr[HERO_ATTR[ability]]) {
reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
}
reIncAttr[HERO_ATTR[ability]].ratioUp += value * multi;
}
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: Array<any>, seidId:number, seidValue = new Array<number>()){
// console.log('addSeidEffect', seidId, seidValue)
let curSeid = gameData.se.get(seidId);
if(!curSeid) {console.log("seidId not found:"+seidId);return;}
if(!seidValue) seidValue = curSeid.gainValueArr;
if(curSeid.type === 999){
for(let i = 0;i < seidValue.length;i++){
addSeid(effectList, seidValue[i]);
}
return;
}
effectList.push(curSeid);
}