装备:一键装备

This commit is contained in:
luying
2021-07-06 14:26:57 +08:00
parent f0852f653a
commit 61df3881cf
7 changed files with 117 additions and 17 deletions

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@@ -1,5 +1,5 @@
import { Application, BackendSession } from "pinus";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE } from "../../../consts";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE, HERO_CE_RATIO } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
@@ -10,12 +10,13 @@ import Role from "../../../db/Role";
import { calPlayerCeAndSave } from "../../../services/playerCeService";
import { getHeroJob, getGoodById, gameData, getHeroEquipByClassId } from "../../../pubUtils/data";
import { EQUIP } from "../../../pubUtils/dicParam";
import { ITID, SPEICAL_ITEM, QUALITY_TYPE } from "../../../consts/constModules/itemConst";
import { ITID, SPEICAL_ITEM, QUALITY_TYPE, equipTypeToSortAttr } from "../../../consts/constModules/itemConst";
import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe } from "../../../services/equipService";
import { indexOf, findIndex } from 'underscore';
import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage, checkActivityTask } from "../../../services/taskService";
import { Attribute } from "../../../domain/roleField/attribute";
export default function (app: Application) {
return new EquipHandler(app);
@@ -528,6 +529,66 @@ export class EquipHandler {
return resResult(STATUS.SUCCESS, { curEquips: curEquips });
}
// 一次性装备上
public async putOnOnce(msg: { hid: number }, session: BackendSession) {
let { hid } = msg;
let roleId: string = session.get('roleId');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs');
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicJob = gameData.job.get(dicHero.jobid);
let allEquips = await EquipModel.findNotWearEquips(roleId);
let sortEquips = allEquips.map(equip => {
let { id, quality, randRange, ePlaceId } = equip;
let { goodsAbility, lvLimited, itid } = gameData.goods.get(id);
let attrObj = new Attribute();
attrObj.setByMap(goodsAbility, HERO_CE_RATIO + randRange);
let ce = attrObj.calEquipCe();
let { classId } = getHeroEquipByClassId(itid);
return { id, quality, ce, equip, goodsAbility, lvLimited, classId, ePlaceId }
});
let { ePlace, lv } = hero;
let curEquips: Array<{ seqId: number, hid: number }> = [];
for(let curEPlace of ePlace) {
if(!curEPlace.equip) { // 未装备
let sortAttrId = equipTypeToSortAttr.get(curEPlace.id);
let sortedAndSuitEquips = sortEquips.filter(equipInfos => { // 筛选可穿的
let { lvLimited, classId, ePlaceId } = equipInfos;
return lvLimited >= lv && classId.indexOf(dicJob.job_class) != -1 && curEPlace.id == ePlaceId;
}).sort((a, b) => { // 排序按:战力 => 根据位置看个别属性 => 品质
if(b.ce - a.ce != 0) return b.ce - a.ce;
let abilityA = a.goodsAbility.get(sortAttrId)||0;
let abilityB = b.goodsAbility.get(sortAttrId)||0;
if( abilityA - abilityB != 0) return abilityB - abilityA;
return b.quality - a.quality;
});
if(sortedAndSuitEquips.length > 0) {
let { equip } = sortedAndSuitEquips.shift();
let curEquip = await dressEquip(serverId, roleId, sid, hero,equip, funcs);
if(!!curEquip) curEquips.push(curEquip);
}
}
}
//任务
//英雄满装备且都镶嵌相同阶数的宝石
let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
if (isTask) {
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
}
return resResult(STATUS.SUCCESS, { curEquips });
}
//装备打孔
public async digHole(msg: { eid: number, id: number }, session: BackendSession) {
let { eid, id } = msg;

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@@ -109,7 +109,7 @@ export async function takeOffEquipAndCalPlayerCe(roleId: string, sid: string, he
// 任务
await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_SUM, -1, true, {});
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_QUALITY, equip, [-1]);
return { seqId: equip.seqId, hid: 0 };
return { seqId: equip.seqId, hid: 0, id: equip.id, ePlaceId: equip.ePlaceId };
}
/**
* 穿戴装备并重算战力
@@ -131,5 +131,5 @@ export async function dressEquip(serverId: number, roleId: string, sid: string,
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equip.quality })
await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUM, 1)
return { seqId: equip.seqId, hid: hero.hid };
return { seqId: equip.seqId, hid: hero.hid, id: equip.id, ePlaceId: equip.ePlaceId };
}

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@@ -103,16 +103,16 @@ module.exports = {
"required uInt32 type": 2,
"repeated Material material": 3
},
"role.heroHandler.starUp": {
"required uInt32 hid": 1,
"required uInt32 star": 2,
"required uInt32 starStage": 3
},
"role.heroHandler.wakeUp": {
"required uInt32 hid": 1,
"required uInt32 colorStar": 2,
"required uInt32 colorStarStage": 3
},
// "role.heroHandler.starUp": {
// "required uInt32 hid": 1,
// "required uInt32 star": 2,
// "required uInt32 starStage": 3
// },
// "role.heroHandler.wakeUp": {
// "required uInt32 hid": 1,
// "required uInt32 colorStar": 2,
// "required uInt32 colorStarStage": 3
// },
"role.heroHandler.qualityUp": {
"required uInt32 hid": 1,
"required uInt32 quality": 2

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@@ -48,7 +48,7 @@ export enum ABI_TYPE{
ABI_MDAMAGE_INC = 20,
/**物伤减免 */
ABI_PDAMAGE_DEC = 21,
/**伤减免 */
/**伤减免 */
ABI_MDAMAGE_DEC = 22,
/**反击伤害 */
ABI_STRIKE_BACK = 23,
@@ -117,8 +117,13 @@ export const HERO_ATTR = {
14: "damageDecrease", // 伤害减免等级
15: "defIngnore", // 忽视防御等级
16: "bloodSuck", // 吸血等级
17: "damageCri", // 暴击伤害
18: "ap" // 暴击伤害
17: "ap", // 怒气
18: "damageCri", // 暴击伤害
19: "pdamageInc", // 物伤加深
20: "mdamageInc", // 法伤加深
21: "pdamageDec", // 物伤减免
22: "mdamageDec", // 法伤减免
23: "strikeBack", // 反击伤害
};
export const ABI_TYPE_TO_STAGE = new Map<number, number>([

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@@ -1,3 +1,5 @@
import { ABI_TYPE } from "./abilityConst";
export const IT_TYPE = {
BLUEPRT: 28,
EQUIP_PIECE: 40,
@@ -67,6 +69,15 @@ export enum EQUIP_TYPE {
END = 6
}
export const equipTypeToSortAttr = new Map([
[ EQUIP_TYPE.WEAPON, ABI_TYPE.ABI_ATK ],
[ EQUIP_TYPE.CLOTHES, ABI_TYPE.ABI_HP ],
[ EQUIP_TYPE.SHOES, ABI_TYPE.ABI_ATK ],
[ EQUIP_TYPE.CAP, ABI_TYPE.ABI_HP ],
[ EQUIP_TYPE.ACCESSORY, ABI_TYPE.ABI_DEF ],
[ EQUIP_TYPE.BOOK, ABI_TYPE.ABI_MDEF ]
]);
export enum JEWEL_TYPE {
WEAPON = 42, // 神兵(武器)
CLOTHES = 43, // 宝甲(上装)

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@@ -99,6 +99,12 @@ export default class Equip extends BaseModel {
return equip;
}
public static async findNotWearEquips(roleId: string) {
const equips: EquipType[] = await EquipModel.find({ roleId, hid: 0 }).lean();
return equips;
}
public static async deleteAccount(roleId: string) {
let result = await EquipModel.deleteMany({ roleId });
return result;

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@@ -128,6 +128,17 @@ export class Attribute {
}
}
setByMap( attributes: Map<number, number>, ratio: number = 1 ) {
for(let [id, val] of attributes) {
let attrName = getAtrrNameById(id);
if(ABI_TYPE_MAIN.includes(id)) {
if(attrName in this) this[attrName] = Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO);
} else {
if(attrName in this) this[attrName] = Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO);
}
}
}
private calAttrValue(roleFix: number = 0, roleRatio: number = 0, heroBase: number = 0, heroFix: number = 0, heroRatio: number = 0, heroEquip: number = 0) {
return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
}
@@ -209,6 +220,12 @@ export class Attribute {
return ce > 0? ce: 1;
}
// 计算未装备的装备的简易战力公式
public calEquipCe() {
let { hp, atk, def, mdef } = this.getRealMainAttr();
return hp * 1 + atk * 3 + def * 2 + mdef * 2;
}
public calCelAndReduce() {
return Math.floor(this.calCe() / HERO_CE_RATIO / HERO_CE_RATIO);
}