装备:一键装备
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@@ -1,5 +1,5 @@
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import { Application, BackendSession } from "pinus";
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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";
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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";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
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@@ -10,12 +10,13 @@ import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getHeroJob, getGoodById, gameData, getHeroEquipByClassId } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID, SPEICAL_ITEM, QUALITY_TYPE } from "../../../consts/constModules/itemConst";
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import { ITID, SPEICAL_ITEM, QUALITY_TYPE, equipTypeToSortAttr } from "../../../consts/constModules/itemConst";
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import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe } from "../../../services/equipService";
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import { indexOf, findIndex } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
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import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs, checkTaskConditionEquipSuitJewelStage, checkActivityTask } from "../../../services/taskService";
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import { Attribute } from "../../../domain/roleField/attribute";
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export default function (app: Application) {
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return new EquipHandler(app);
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@@ -528,6 +529,66 @@ export class EquipHandler {
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return resResult(STATUS.SUCCESS, { curEquips: curEquips });
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}
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// 一次性装备上
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public async putOnOnce(msg: { hid: number }, session: BackendSession) {
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let { hid } = msg;
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let roleId: string = session.get('roleId');
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const serverId = session.get('serverId');
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let sid: string = session.get('sid');
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let funcs: number[] = session.get('funcs');
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let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let dicJob = gameData.job.get(dicHero.jobid);
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let allEquips = await EquipModel.findNotWearEquips(roleId);
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let sortEquips = allEquips.map(equip => {
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let { id, quality, randRange, ePlaceId } = equip;
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let { goodsAbility, lvLimited, itid } = gameData.goods.get(id);
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let attrObj = new Attribute();
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attrObj.setByMap(goodsAbility, HERO_CE_RATIO + randRange);
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let ce = attrObj.calEquipCe();
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let { classId } = getHeroEquipByClassId(itid);
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return { id, quality, ce, equip, goodsAbility, lvLimited, classId, ePlaceId }
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});
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let { ePlace, lv } = hero;
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let curEquips: Array<{ seqId: number, hid: number }> = [];
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for(let curEPlace of ePlace) {
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if(!curEPlace.equip) { // 未装备
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let sortAttrId = equipTypeToSortAttr.get(curEPlace.id);
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let sortedAndSuitEquips = sortEquips.filter(equipInfos => { // 筛选可穿的
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let { lvLimited, classId, ePlaceId } = equipInfos;
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return lvLimited >= lv && classId.indexOf(dicJob.job_class) != -1 && curEPlace.id == ePlaceId;
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}).sort((a, b) => { // 排序按:战力 => 根据位置看个别属性 => 品质
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if(b.ce - a.ce != 0) return b.ce - a.ce;
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let abilityA = a.goodsAbility.get(sortAttrId)||0;
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let abilityB = b.goodsAbility.get(sortAttrId)||0;
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if( abilityA - abilityB != 0) return abilityB - abilityA;
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return b.quality - a.quality;
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});
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if(sortedAndSuitEquips.length > 0) {
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let { equip } = sortedAndSuitEquips.shift();
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let curEquip = await dressEquip(serverId, roleId, sid, hero,equip, funcs);
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if(!!curEquip) curEquips.push(curEquip);
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}
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}
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}
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//任务
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//英雄满装备且都镶嵌相同阶数的宝石
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let { isTask, jewelLevel } = await checkTaskConditionEquipSuitJewelStage(hero)
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if (isTask) {
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUIT_JEWEL_STAGE, 1, { stage: jewelLevel })
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}
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return resResult(STATUS.SUCCESS, { curEquips });
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}
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//装备打孔
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public async digHole(msg: { eid: number, id: number }, session: BackendSession) {
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let { eid, id } = msg;
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@@ -109,7 +109,7 @@ export async function takeOffEquipAndCalPlayerCe(roleId: string, sid: string, he
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// 任务
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await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_SUM, -1, true, {});
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await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_QUALITY, equip, [-1]);
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return { seqId: equip.seqId, hid: 0 };
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return { seqId: equip.seqId, hid: 0, id: equip.id, ePlaceId: equip.ePlaceId };
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}
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/**
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* 穿戴装备并重算战力
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@@ -131,5 +131,5 @@ export async function dressEquip(serverId: number, roleId: string, sid: string,
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equip.quality })
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await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUM, 1)
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return { seqId: equip.seqId, hid: hero.hid };
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return { seqId: equip.seqId, hid: hero.hid, id: equip.id, ePlaceId: equip.ePlaceId };
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}
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@@ -103,16 +103,16 @@ module.exports = {
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"required uInt32 type": 2,
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"repeated Material material": 3
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},
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"role.heroHandler.starUp": {
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"required uInt32 hid": 1,
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"required uInt32 star": 2,
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"required uInt32 starStage": 3
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},
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"role.heroHandler.wakeUp": {
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"required uInt32 hid": 1,
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"required uInt32 colorStar": 2,
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"required uInt32 colorStarStage": 3
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},
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// "role.heroHandler.starUp": {
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// "required uInt32 hid": 1,
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// "required uInt32 star": 2,
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// "required uInt32 starStage": 3
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// },
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// "role.heroHandler.wakeUp": {
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// "required uInt32 hid": 1,
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// "required uInt32 colorStar": 2,
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// "required uInt32 colorStarStage": 3
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// },
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"role.heroHandler.qualityUp": {
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"required uInt32 hid": 1,
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"required uInt32 quality": 2
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@@ -48,7 +48,7 @@ export enum ABI_TYPE{
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ABI_MDAMAGE_INC = 20,
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/**物伤减免 */
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ABI_PDAMAGE_DEC = 21,
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/**物伤减免 */
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/**法伤减免 */
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ABI_MDAMAGE_DEC = 22,
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/**反击伤害 */
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ABI_STRIKE_BACK = 23,
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@@ -117,8 +117,13 @@ export const HERO_ATTR = {
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14: "damageDecrease", // 伤害减免等级
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15: "defIngnore", // 忽视防御等级
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16: "bloodSuck", // 吸血等级
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17: "damageCri", // 暴击伤害
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18: "ap" // 暴击伤害
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17: "ap", // 怒气
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18: "damageCri", // 暴击伤害
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19: "pdamageInc", // 物伤加深
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20: "mdamageInc", // 法伤加深
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21: "pdamageDec", // 物伤减免
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22: "mdamageDec", // 法伤减免
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23: "strikeBack", // 反击伤害
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};
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export const ABI_TYPE_TO_STAGE = new Map<number, number>([
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@@ -1,3 +1,5 @@
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import { ABI_TYPE } from "./abilityConst";
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export const IT_TYPE = {
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BLUEPRT: 28,
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EQUIP_PIECE: 40,
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@@ -67,6 +69,15 @@ export enum EQUIP_TYPE {
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END = 6
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}
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export const equipTypeToSortAttr = new Map([
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[ EQUIP_TYPE.WEAPON, ABI_TYPE.ABI_ATK ],
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[ EQUIP_TYPE.CLOTHES, ABI_TYPE.ABI_HP ],
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[ EQUIP_TYPE.SHOES, ABI_TYPE.ABI_ATK ],
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[ EQUIP_TYPE.CAP, ABI_TYPE.ABI_HP ],
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[ EQUIP_TYPE.ACCESSORY, ABI_TYPE.ABI_DEF ],
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[ EQUIP_TYPE.BOOK, ABI_TYPE.ABI_MDEF ]
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]);
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export enum JEWEL_TYPE {
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WEAPON = 42, // 神兵(武器)
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CLOTHES = 43, // 宝甲(上装)
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@@ -99,6 +99,12 @@ export default class Equip extends BaseModel {
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return equip;
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}
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public static async findNotWearEquips(roleId: string) {
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const equips: EquipType[] = await EquipModel.find({ roleId, hid: 0 }).lean();
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return equips;
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}
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public static async deleteAccount(roleId: string) {
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let result = await EquipModel.deleteMany({ roleId });
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return result;
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@@ -128,6 +128,17 @@ export class Attribute {
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}
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}
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setByMap( attributes: Map<number, number>, ratio: number = 1 ) {
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for(let [id, val] of attributes) {
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let attrName = getAtrrNameById(id);
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if(ABI_TYPE_MAIN.includes(id)) {
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if(attrName in this) this[attrName] = Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO);
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} else {
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if(attrName in this) this[attrName] = Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO);
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}
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}
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}
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private calAttrValue(roleFix: number = 0, roleRatio: number = 0, heroBase: number = 0, heroFix: number = 0, heroRatio: number = 0, heroEquip: number = 0) {
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return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
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}
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@@ -209,6 +220,12 @@ export class Attribute {
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return ce > 0? ce: 1;
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}
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// 计算未装备的装备的简易战力公式
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public calEquipCe() {
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let { hp, atk, def, mdef } = this.getRealMainAttr();
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return hp * 1 + atk * 3 + def * 2 + mdef * 2;
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}
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public calCelAndReduce() {
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return Math.floor(this.calCe() / HERO_CE_RATIO / HERO_CE_RATIO);
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}
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