feat(玉石一键合成): 新增
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@@ -232,17 +232,22 @@ export async function getComposeStoneNeedCost(id: number) {
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export async function getCurItem(roleId: string, itId: number) {
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let curItem = new Map<number, number>();
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let stoneItId = gameData.stoneItId.get(itId);
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let goodIds = [];
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for (const { good_id, lv } of stoneItId) {
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if (lv >= ITID_STONE_LIMIT) continue;
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let nextLvMaterial = await getComposeStoneNeedCost(good_id);
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if (!nextLvMaterial) continue;
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for (let material of nextLvMaterial) {
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if (curItem.get(material.id)) continue;
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const item = await ItemModel.findbyRoleAndGid(roleId, material.id)
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if (!item || item.count == 0) continue;
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curItem.set(material.id, item.count);
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goodIds.push(material.id);
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}
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}
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let items = await ItemModel.find({ roleId, id: { $in: goodIds } });
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if (!items || items.length == 0) return curItem;
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for (let { id, count } of items) {
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if (count == 0) continue;
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curItem.set(id, count);
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}
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return curItem;
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}
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@@ -259,10 +264,9 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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//计算升品所需消耗
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for (let lv = ITID_STONE_LIMIT - 1; lv >= 1; lv--) {
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for (let indexLv = lv; indexLv < ITID_STONE_LIMIT; indexLv++) {
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let id = gameData.stoneItIdLv.get(`${itId}_${indexLv}`);
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let tempItem1 = curItem.get(id) ? curItem.get(id) : 0;
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let tempItem2 = allAddItem.get(id) ? allAddItem.get(id) : 0
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let tempItem1 = curItem.get(id) || 0;
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let tempItem2 = allAddItem.get(id) || 0
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let count = tempItem1 + tempItem2;
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if (count == 0) continue;//当前品没有,无法进行升下一品
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@@ -274,7 +278,7 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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if (!nextLvMaterial || nextLvMaterial.length == 0) {
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//升下一品不存在消耗
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//产出
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let addCount = allAddItem.get(nextLvId) ? allAddItem.get(nextLvId) : 0
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let addCount = allAddItem.get(nextLvId) || 0
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allAddItem.set(nextLvId, addCount + count);
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continue;
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}
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@@ -286,17 +290,18 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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console.error("dic_zyz_stone配置错误, good_id=%s", nextLvId);
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continue;
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}
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let val1 = curItem.get(initial.id) ? curItem.get(initial.id) : 0;
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let val2 = allAddItem.get(initial.id) ? allAddItem.get(initial.id) : 0;
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let val1 = curItem.get(initial.id) || 0;
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let val2 = allAddItem.get(initial.id) || 0;
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let nextLvCount = Math.floor((val1 + val2) / initial.count);//设置初始值
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for (let material of nextLvMaterial) {
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if (!material.count || material.count == 0) {
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nextLvCount = 0;
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console.error("dic_zyz_stone配置错误, good_id=%s", nextLvId);
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continue;
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}
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let tempCount1 = curItem.get(material.id) ? curItem.get(material.id) : 0;
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let tempCount2 = allAddItem.get(material.id) ? allAddItem.get(material.id) : 0;
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let tempCount1 = curItem.get(material.id) || 0;
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let tempCount2 = allAddItem.get(material.id) || 0;
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nextLvCount = Math.min(nextLvCount, Math.floor((tempCount1 + tempCount2) / material.count));
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}
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@@ -305,9 +310,9 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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// 消耗
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for (let material of nextLvMaterial) {
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let needCostCount = nextLvCount * material.count; //需要消耗数量
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let tempCount1 = curItem.get(material.id) ? curItem.get(material.id) : 0; // 当前item中已有的数量
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let tempCount2 = allAddItem.get(material.id) ? allAddItem.get(material.id) : 0; // 当前总产出中已有的数量
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let tempCostCount = allCostItem.get(material.id) ? allCostItem.get(material.id) : 0; // 当前总消耗中已有的数量
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let tempCount1 = curItem.get(material.id) || 0; // 当前item中已有的数量
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let tempCount2 = allAddItem.get(material.id) || 0; // 当前总产出中已有的数量
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let tempCostCount = allCostItem.get(material.id) || 0; // 当前总消耗中已有的数量
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let diff = tempCount1 - needCostCount;
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if (diff > 0) {// 先消耗item中的
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@@ -317,7 +322,7 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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}
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curItem.delete(material.id);
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if (tempCount1 != 0) allCostItem.set(material.id, tempCount1);//记录入总消耗(0不记录)
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if (tempCount1 != 0) allCostItem.set(material.id, tempCostCount + tempCount1);//记录入总消耗(0不记录)
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if (tempCount2 - Math.abs(diff) < 0) return;//异常
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@@ -326,7 +331,7 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
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}
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// 产出
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let addCount = allAddItem.get(nextLvId) ? allAddItem.get(nextLvId) : 0
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let addCount = allAddItem.get(nextLvId) || 0
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allAddItem.set(nextLvId, addCount + nextLvCount);
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}
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}
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