抽卡
This commit is contained in:
@@ -1,10 +1,10 @@
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import { GachaData, Floor, GachaResult, Hope, GachaListReturn } from "../../domain/activityField/gachaField";;
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import { DicGacha } from "../../pubUtils/dictionary/DicGacha";
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import { UserGachaType, UserGachaModel } from "../../db/UserGacha";
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import { shouldRefresh, getRandEelm, getRandEelmWithWeight } from "../../pubUtils/util";
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import { shouldRefresh, getRandEelm, getRandEelmWithWeight, getRandSingleIndex, getRandSingleEelm } from "../../pubUtils/util";
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import { REFRESH_TIME, GACHA_TO_FLOOR, GACHA_FLOOR_TYPE, GACHA_CONTENT_TYPE, HERO_QUALITY_TYPE, GACHA_OCCUPY_HID, IT_TYPE, ITID, CONSUME_TYPE, SPECIAL_ATTR, TIME_OUTPUT_TYPE, GACHA_ID } from "../../consts";
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import { getTimeFunD, getZeroPointD } from "../../pubUtils/timeUtil";
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import { gameData, getDicGachaFloor } from "../../pubUtils/data";
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import { gameData, getDicGachaFloor, getGachaContentOfHeroQuality } from "../../pubUtils/data";
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import { RoleModel } from "../../db/Role";
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import { RewardInter } from "../../pubUtils/interface";
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import { CreateHeroParam } from "../../domain/roleField/hero";
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@@ -89,394 +89,354 @@ export async function getVisitedHeroList(roleId: string) {
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return visitedHero;
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}
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class PlayerGachaRecord {
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public lv: number; // 玩家等级
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public hope: Hope[] = []; // 玩家记录的心愿单达成情况
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public floor: Floor[] = [];
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public pickHero: number = 0;
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constructor(userGacha: UserGachaType, item: NewHeroGachaItem) {
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if(userGacha) {
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this.floor = userGacha.floor;
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this.hope = userGacha.hope;
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this.pickHero = userGacha.pickHero;
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}
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if(item) {
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this.floor.push({ id: GACHA_FLOOR_TYPE.ASSIGN, count: item.count, hasGetFloor: item.hasGetFloor });
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}
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}
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public getFloorCountByFloorType(floorType: GACHA_FLOOR_TYPE) {
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let userFloor = this.floor.find(cur => cur.id == floorType);
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if(userFloor) {
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return { floorCount: userFloor.count, hasGetFloor: userFloor.hasGetFloor }
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} else {
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return { floorCount: 0, hasGetFloor: false }
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}
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}
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public setFloorCount(floorType: GACHA_FLOOR_TYPE, count: number, hasGetFloor: boolean) {
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let index = this.floor.findIndex(cur => cur.id == floorType);
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if(index == -1) {
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this.floor.push({ id: floorType, count, hasGetFloor })
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} else {
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this.floor[index].count = count;
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this.floor[index].hasGetFloor = hasGetFloor;
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}
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}
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public getHopeHero(randHopePosition: number) {
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let userHope = this.hope.find(cur => cur.id == randHopePosition);
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if(!userHope || userHope.hasGet) return 0;
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return userHope.hid||0;
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}
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public setUserHope(hid: number) {
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if(hid <= 0) return;
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let userHope = this.hope.find(cur => cur.hid == hid);
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if(userHope && !userHope.hasGet) userHope.hasGet = true;
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}
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public getUserGachaParam() {
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return { hope: this.hope, floor: this.floor }
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}
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}
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class GachaResults {
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count: number = 0;
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list: GachaResult[] = [];
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addResult(contentId: number, id?: number) {
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this.count++;
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this.list.push(new GachaResult(contentId, id));
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}
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public shouldPurpleFloor(floorCount: number) {
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return this.count == floorCount && !this.hasPurple();
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}
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public hasPurple() {
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return this.list.findIndex(gachaResult => this.checkContentIsHero(gachaResult.contentId, HERO_QUALITY_TYPE.PURPLE)) != -1;
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}
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private checkContentIsHero(contentId: number, quality: HERO_QUALITY_TYPE) {
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let {type, param} = gameData.gachaContent.get(contentId);
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return type == GACHA_CONTENT_TYPE.HERO && param[0] >= quality;
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}
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public getRandItemNotPurple() {
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let indexes = this.filterIndex(item => {
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return !this.checkContentIsHero(item.contentId, HERO_QUALITY_TYPE.PURPLE);
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});
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let index = getRandSingleEelm(indexes);
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return this.list[index];
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}
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private filterIndex(callback: (item: GachaResult) => boolean) {
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let result: number[] = [];
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for(let i = 0; i < this.list.length; i++) {
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if(callback(this.list[i])) {
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result.push(i);
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}
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}
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return result;
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}
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}
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/**
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* 抽卡方法
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*/
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export class GachaPull {
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private gachaType: GACHA_ID; // 抽卡类型
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private dicFloorType: GACHA_FLOOR_TYPE; // 保底类型 金将保底,指定保底
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// 字典
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private dicFloorCount: number; // 保底次数
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private dicFloor: Map<GACHA_FLOOR_TYPE, number>; // 保底次数
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private percent: { id: number, weight: number, goodId?: number }[];
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private dicFloor: { id: number, weight: number, goodId?: number }; // 保底的一项,percent中的一项
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private bigReward: { id: number, weight: number, goodId?: number }; // 保底的一项,percent中的一项
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// 玩家数据
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private lv: number; // 玩家等级
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private userHeroes: number[]; // 玩家的所有武将
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private floorCount: number = 0; // 记录下的保底次数
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private hasGetFloor: boolean = false; // 玩家是否达到保底
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private hope: Hope[] = []; // 玩家记录的心愿单达成情况
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private player: PlayerGachaRecord;
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// 结果
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private result = new GachaResults();
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constructor(gachaType: GACHA_ID, lv: number, userHeroes: HeroType[]) {
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constructor(gachaType: GACHA_ID, ) {
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this.gachaType = gachaType;
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if (gachaType == GACHA_ID.NORMAL) { // 元宝招募,金色武将保底,按次数给保底,抽到就重新计算次数,单抽也算
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this.dicFloorType = GACHA_FLOOR_TYPE.GOLD;
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} else if (gachaType == GACHA_ID.ASSIGN || gachaType == GACHA_ID.TIMELIMIT) { // 求贤若渴,和活动抽卡金色保底,伪随机,n次内给且只给一个,单抽也算
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this.dicFloorType = GACHA_FLOOR_TYPE.ASSIGN;
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} else {
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this.dicFloorType = GACHA_FLOOR_TYPE.GOLD;
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}
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this.userHeroes = userHeroes.map(cur => cur.hid);
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this.lv = lv;
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}
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// 一般抽卡setter
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public setByUserGacha(dicGacha: DicGacha, userGacha: UserGachaType) {
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public setByUserGacha(dicGacha: DicGacha, userGacha: UserGachaType, isGuide: boolean) {
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// 字典方面
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let percent = dicGacha.percent;
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// 设置pickup的武将
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let newPercent = [];
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for (let { id, weight } of percent) {
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if (id == 4) {
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newPercent.push({ id, weight, goodId: userGacha.pickHero })
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} else if ( id == 14 || id == 15) {
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let dicHero = gameData.hero.get(userGacha.pickHero);
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newPercent.push({ id, weight, goodId: dicHero.pieceId });
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} else {
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newPercent.push({ id, weight });
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}
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}
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this.percent = newPercent;
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this.percent = dicGacha.percent;
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if (dicGacha.floorReward > 0) {
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this.dicFloor = this.percent[dicGacha.floorReward - 1];
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this.bigReward = this.percent[dicGacha.floorReward - 1];
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}
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this.dicFloorCount = getDicGachaFloor(this.dicFloorType);
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if(!isGuide) this.setDicFloor();
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// 玩家数据
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let userFloor = userGacha.floor.find(cur => cur.id == this.dicFloorType);
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if (userFloor) {
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this.floorCount = userFloor.count;
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this.hasGetFloor = userFloor.hasGetFloor || false;
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}
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this.hope = userGacha.hope;
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this.player = new PlayerGachaRecord(userGacha, null);
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}
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private setDicFloor() {
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let dicFloor = GACHA_TO_FLOOR.get(this.gachaType)||[];
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for(let id of dicFloor) {
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this.dicFloor.set(id, getDicGachaFloor(id));
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}
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}
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// 新武将活动setter
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public setByActivity(item: NewHeroGachaItem) {
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this.floorCount = item.count;
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this.hasGetFloor = item.hasGetFloor;
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this.percent = item.percent;
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this.dicFloorCount = item.floorCount;
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if (item.floorReward >= 0) {
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this.dicFloor = item.percent[item.floorReward]
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this.bigReward = item.percent[item.floorReward]
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}
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this.dicFloor.set(GACHA_FLOOR_TYPE.ASSIGN, item.floorCount);
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this.player = new PlayerGachaRecord(null, item);
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}
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private getFloorResult(base: { id: number, weight: number, goodId?: number }) {
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if (!this.dicFloor) return base;
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let isTarget = base.id == this.dicFloor.id; // 是否抽到的就是那个保底
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if (this.dicFloorType == GACHA_FLOOR_TYPE.GOLD) { // 元宝招募 橙色 按次数保底,抽到就重计
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if (isTarget || this.floorCount + 1 >= this.dicFloorCount) {
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this.floorCount = 0;
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return this.dicFloor;
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} else {
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this.floorCount++;
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return base;
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}
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} else if (this.dicFloorType == GACHA_FLOOR_TYPE.ASSIGN) {
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let result = base;
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if (isTarget || this.floorCount + 1 >= this.dicFloorCount) {
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if (this.hasGetFloor) { // 已经获得过一次保底了, 不给,换个给
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let { dic } = getRandEelmWithWeight(this.percent.filter(cur => cur.id != this.dicFloor.id));
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result = dic
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} else {
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this.hasGetFloor = true;
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result = this.dicFloor;
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}
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}
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this.floorCount++;
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if (this.floorCount >= this.dicFloorCount) {
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this.hasGetFloor = false;
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this.floorCount = 0;
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}
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// console.log('******', this.floorCount, this.dicFloorCount, this.hasGetFloor)
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return result;
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} else {
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return base
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}
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public pull(count: number, userHeroes: HeroType[]) {
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this.pullContent(count);
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this.processFloors();
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this.processDetail();
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this.processHope();
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let { heroInfo, items, resultList } = this.getFinalResult(userHeroes)
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return { resultList, heroInfo, items };
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}
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/**
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* 根据contentId获得抽卡结果(包括心愿单)
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* @param contentId dic_zyz_gachaContent的id
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* @param lv 玩家等级
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* @param hope 玩家心愿单
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*/
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private getResultFromContentId(contentId: number, goodId?: number) {
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let dic = gameData.gachaContent.get(contentId);
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let { type, param, count } = dic;
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if (type == GACHA_CONTENT_TYPE.HERO) {
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let pool: number[] = [];
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if (this.hope.length > 0) {
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pool = this.getPoolByHope(this.hope, param[0]); // 根据心愿单获得卡池
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} else {
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pool = getAllHeroByQuality(param[0]); // 没有心愿单就根据武将颜色
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}
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let hero = getRandEelm(pool);
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let result = new GachaResult(contentId);
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result.setHero(hero[0]);
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if (goodId > 0) {
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result.setHero(goodId);
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}
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return result
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} else {
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let pool: number[] = [];
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if (type == GACHA_CONTENT_TYPE.HERO_PIECE) {
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pool = getAllItemByQuality(IT_TYPE.HERO_PIECE, param[0]);
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} else if (type == GACHA_CONTENT_TYPE.JEWEL) {
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pool = getAllJewelByLv(param[0]);
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} else if (type == GACHA_CONTENT_TYPE.TERAPH_MATERIAL) {
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pool = param;
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}
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if(pool.length <= 0) {
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if(contentId <= 0) return false
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return this.getResultFromContentId(contentId - 1, goodId);
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}
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let item = getRandEelm(pool);
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let result = new GachaResult(contentId);
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result.setItem(item[0], count);
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if (goodId > 0) {
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result.setItem(goodId, count);
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}
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return result;
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}
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}
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/**
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* 心愿
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* @param hope 玩家数据里的心愿单
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* @param qualtiy 武将品质
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*/
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private getPoolByHope(hope: Hope[], qualtiy: number) {
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if (qualtiy == HERO_QUALITY_TYPE.GOLD) {
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let hopeMap = new Map<number, Hope>();
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let hasGetHope: number[] = [];
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for (let h of hope) {
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if (h.hid > 0) {
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hopeMap.set(h.id, h);
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if (h.hasGet) hasGetHope.push(h.id);
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}
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}
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let list = gameData.gachaHope.map(cur => {
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return { ...cur, hasGet: hopeMap.get(cur.id)?.hasGet || false };
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})
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let { dic: { id, hasGet } } = getRandEelmWithWeight(list);
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if (id == 0 || hasGet) {
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return getAllHeroByQuality(qualtiy).filter(cur => !hasGetHope.includes(cur));
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} else {
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if (hopeMap.has(id)) {
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let curHope = hopeMap.get(id);
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curHope.hasGet = true;
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return [curHope.hid];
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} else {
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return getAllHeroByQuality(qualtiy).filter(cur => !hasGetHope.includes(cur));
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}
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}
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} else {
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return getAllHeroByQuality(qualtiy);
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}
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}
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public pull(count: number) {
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let items: RewardInter[] = [], heroInfo: CreateHeroParam[] = [], resultList: GachaResult[] = [];
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let activityData = [];//活动需要统计抽中的英雄、碎片品质
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// 根据基础的percent抽基地
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private pullContent(count: number) {
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for (let i = 0; i < count; i++) {
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// 按照一般概率抽出
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let { dic } = getRandEelmWithWeight(this.percent);
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let { id: contentId, goodId } = this.getFloorResult(dic); // 根据保底替换
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contentId = this.getPurpleFloor(count, i, contentId, resultList);
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let result = this.getResultFromContentId(contentId, goodId);
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if(!result) continue;
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if(dic) this.result.addResult(dic.id, dic.goodId);
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}
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}
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// 保底
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private processFloors() {
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for(let [id, floorCount] of this.dicFloor) {
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switch(id) {
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case GACHA_FLOOR_TYPE.PURPLE:
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this.setPurpleFloor(floorCount);
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break;
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case GACHA_FLOOR_TYPE.GOLD:
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this.setGoldFloor(floorCount);
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break;
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case GACHA_FLOOR_TYPE.ASSIGN:
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this.setAssignFloor(floorCount);
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}
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}
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}
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// 紫将保底,10连抽必出一个紫将
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private setPurpleFloor(floorCount: number) {
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if(this.result.shouldPurpleFloor(floorCount)) {
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let item = this.result.getRandItemNotPurple();
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item.setContentId(getGachaContentOfHeroQuality(HERO_QUALITY_TYPE.PURPLE));
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}
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}
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// 元宝招募保底,金将保底,按次数给保底,抽到就重新计算次数,单抽也算
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public setGoldFloor(dicFloorCount: number) {
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let floorType = GACHA_FLOOR_TYPE.GOLD;
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let { floorCount: historyCount } = this.player.getFloorCountByFloorType(floorType);
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for(let gachaResult of this.result.list) {
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let isTarget = this.bigReward.id == gachaResult.contentId;
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if(++historyCount >= dicFloorCount || isTarget) {
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gachaResult.setContentId(this.bigReward.id, this.bigReward.goodId);
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historyCount = 0;
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}
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}
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this.player.setFloorCount(floorType, historyCount, false);
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}
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// 求贤若渴,和活动抽卡金色保底,伪随机,n次内给且只给一个,单抽也算
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public setAssignFloor(dicFloorCount: number) {
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let floorType = GACHA_FLOOR_TYPE.ASSIGN;
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let { floorCount: historyCount, hasGetFloor } = this.player.getFloorCountByFloorType(floorType);
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for(let gachaResult of this.result.list) {
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let isTarget = this.bigReward.id == gachaResult.contentId;
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if(++historyCount >= dicFloorCount || isTarget) {
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if(hasGetFloor) { // 已经获得过一次保底了, 不给,换个给
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gachaResult.setContentId(getGachaContentOfHeroQuality(HERO_QUALITY_TYPE.PURPLE));
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} else {
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gachaResult.setContentId(this.bigReward.id, this.bigReward.goodId);
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hasGetFloor = false;
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}
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gachaResult.setContentId(this.bigReward.id, this.bigReward.goodId);
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||||
historyCount = 0;
|
||||
}
|
||||
if(historyCount >= dicFloorCount) {
|
||||
hasGetFloor = false;
|
||||
historyCount = 0;
|
||||
}
|
||||
}
|
||||
this.player.setFloorCount(floorType, historyCount, hasGetFloor);
|
||||
}
|
||||
|
||||
// 具体的卡池
|
||||
private processDetail() {
|
||||
for(let gachaResult of this.result.list) {
|
||||
let detail = new ContentDetail(gachaResult.contentId, gachaResult.pickHero||this.player.pickHero);
|
||||
let id = detail.getResult();
|
||||
gachaResult.setHidOrGid(id, detail.count);
|
||||
}
|
||||
}
|
||||
|
||||
// 心愿单
|
||||
private processHope() {
|
||||
if(this.gachaType != GACHA_ID.NORMAL) return;
|
||||
for(let gachaResult of this.result.list) {
|
||||
if(gachaResult.contentId != getGachaContentOfHeroQuality(HERO_QUALITY_TYPE.GOLD)) continue; // 只有橙将
|
||||
let { dic: { id: randHopePosition } } = getRandEelmWithWeight(gameData.gachaHope);
|
||||
if(randHopePosition > 0) { // 按玩家设置的心愿单塞
|
||||
let hopeHero = this.player.getHopeHero(randHopePosition)
|
||||
if(hopeHero > 0) gachaResult.setHidOrGid(hopeHero);
|
||||
}
|
||||
this.player.setUserHope(gachaResult.hid); // 设置心愿单中了没有
|
||||
}
|
||||
}
|
||||
|
||||
// 创建信息
|
||||
public getFinalResult(userHeroes: HeroType[]) {
|
||||
return this.transferToFinalResult(this.result.list, userHeroes);
|
||||
}
|
||||
|
||||
public pullBySimpleResult(simpleResult: {contentId: number, hid: number }[], userHeroes: HeroType[]) {
|
||||
let results = simpleResult.map(obj => {
|
||||
return new GachaResult(obj.contentId, obj.hid);
|
||||
});
|
||||
return this.transferToFinalResult(results, userHeroes);
|
||||
}
|
||||
|
||||
private transferToFinalResult(results: GachaResult[], userHeroes: HeroType[]) {
|
||||
let hids = userHeroes.map(cur => cur.hid);
|
||||
let items: RewardInter[] = [], heroInfo: CreateHeroParam[] = [];
|
||||
|
||||
for (let result of results) {
|
||||
if (result.hid > 0) {
|
||||
let hasHero = this.userHeroes.indexOf(result.hid) != -1;
|
||||
let hasHero = hids.indexOf(result.hid) != -1;
|
||||
if (hasHero) { // 已有转换为碎片
|
||||
let dicHero = gameData.hero.get(result.hid);
|
||||
activityData.push({ hid: result.hid, quality: dicHero.quality });
|
||||
let { pieceId, count } = transPiece(result.hid);
|
||||
result.transferToPiece(pieceId, count);
|
||||
items.push({ id: pieceId, count });
|
||||
} else {
|
||||
heroInfo.push({ hid: result.hid, count: 1 })//默认1个英雄
|
||||
this.userHeroes.push(result.hid);
|
||||
hids.push(result.hid);
|
||||
}
|
||||
} else {
|
||||
items.push({ id: result.id, count: result.count });
|
||||
}
|
||||
resultList.push(result);
|
||||
}
|
||||
|
||||
return { items, heroInfo, resultList, activityData }
|
||||
}
|
||||
|
||||
public pullBySimpleResult(simpleResult: {contentId: number, hid: number}[]) {
|
||||
let items: RewardInter[] = [], heroInfo: CreateHeroParam[] = [], resultList: GachaResult[] = [];
|
||||
let activityData = [];//活动需要统计抽中的英雄、碎片品质
|
||||
|
||||
for (let { contentId, hid } of simpleResult) {
|
||||
let result = new GachaResult(contentId);
|
||||
result.setHero(hid);
|
||||
|
||||
let hasHero = this.userHeroes.indexOf(result.hid) != -1;
|
||||
if (hasHero) { // 已有转换为碎片
|
||||
let dicHero = gameData.hero.get(result.hid);
|
||||
activityData.push({ hid: result.hid, quality: dicHero.quality });
|
||||
let { pieceId, count } = transPiece(hid);
|
||||
result.transferToPiece(pieceId, count);
|
||||
items.push({ id: pieceId, count });
|
||||
} else {
|
||||
heroInfo.push({ hid, count: 1 })//默认1个英雄
|
||||
this.userHeroes.push(result.hid);
|
||||
}
|
||||
resultList.push(result);
|
||||
}
|
||||
|
||||
return { items, heroInfo, resultList, activityData }
|
||||
}
|
||||
|
||||
private getPurpleFloor(count: number, index: number, contentId: number, resultList: GachaResult[]) {
|
||||
if (this.gachaType == GACHA_ID.NORMAL && count == 10 && index == count - 1) { // 10连到最后一抽
|
||||
let { type, param } = gameData.gachaContent.get(contentId);
|
||||
if (type != GACHA_CONTENT_TYPE.HERO || param[0] < HERO_QUALITY_TYPE.PURPLE) {
|
||||
let hasPurple = false;
|
||||
for (let { contentId } of resultList) {
|
||||
let { type, param } = gameData.gachaContent.get(contentId);
|
||||
if (type == GACHA_CONTENT_TYPE.HERO && param[0] >= HERO_QUALITY_TYPE.PURPLE) {
|
||||
hasPurple = true; break;
|
||||
}
|
||||
}
|
||||
if (!hasPurple) {
|
||||
return gameData.gachaContentHero.get(HERO_QUALITY_TYPE.PURPLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
return contentId
|
||||
return { items, heroInfo, resultList: results }
|
||||
}
|
||||
|
||||
// 获得需要储存的数据
|
||||
// 一般抽卡getter
|
||||
public getUserGachaParam(userGacha: UserGachaType) {
|
||||
let floor = userGacha.floor || [];
|
||||
let curFloor = floor.find(cur => cur.id == this.dicFloorType);
|
||||
if (curFloor) {
|
||||
curFloor.hasGetFloor = this.hasGetFloor;
|
||||
curFloor.count = this.floorCount;
|
||||
} else {
|
||||
floor.push({ id: this.dicFloorType, hasGetFloor: this.hasGetFloor, count: this.floorCount })
|
||||
}
|
||||
return { hope: this.hope, floor }
|
||||
public getUserGachaParam() {
|
||||
return this.player.getUserGachaParam()
|
||||
}
|
||||
// 活动getter
|
||||
public getActivityParam() {
|
||||
return { hasGetFloor: this.hasGetFloor, floorCount: this.floorCount };
|
||||
let { hasGetFloor, floorCount } = this.player.getFloorCountByFloorType(GACHA_FLOOR_TYPE.ASSIGN);
|
||||
return { hasGetFloor, floorCount };
|
||||
}
|
||||
}
|
||||
|
||||
class ContentDetail {
|
||||
contentId: number;
|
||||
type: number;
|
||||
count: number;
|
||||
param: number[];
|
||||
pickHero: number;
|
||||
|
||||
/**
|
||||
* @description 获得保底结果
|
||||
* @param gachaId 招募表id
|
||||
* @param base 按普通概率获得的东西 内容参考gachaContent
|
||||
* @param floor 玩家保底数据
|
||||
*/
|
||||
export function getFloorResult(gachaId: number, base: number, floor: Floor[]) {
|
||||
let dicGachaContent = gameData.gachaContent.get(base); // 普通随机得出的结果是哪一类;
|
||||
if (!dicGachaContent) {
|
||||
console.error('dic_zyz_gachaContent error');
|
||||
return false; // DIC_NOT_FOUND 直接报错
|
||||
constructor(contentId: number, pickHero: number) {
|
||||
this.contentId = contentId;
|
||||
let dicGachaContet = gameData.gachaContent.get(contentId);
|
||||
this.type = dicGachaContet.type;
|
||||
this.count = dicGachaContet.count;
|
||||
this.param = dicGachaContet.param;
|
||||
this.pickHero = pickHero;
|
||||
}
|
||||
|
||||
let touchedFloor = 0, touchedHeroQuality: number; // 触发的保底的id
|
||||
let dicFloorType = GACHA_TO_FLOOR.get(gachaId);
|
||||
for (let id of dicFloorType) {
|
||||
let { type, param } = dicGachaContent;
|
||||
let heroQuality = getHeroQuality(id);
|
||||
if (heroQuality == false) continue;
|
||||
|
||||
let isTarget = type == GACHA_CONTENT_TYPE.HERO && param[0] == heroQuality;
|
||||
if (!isTarget) { // 触发保底
|
||||
let percent = countFloorPercent(id, floor);
|
||||
let rand = Math.random();
|
||||
if (rand < percent) { // 可以替换为保底
|
||||
if (touchedFloor > 0 && touchedFloor < id) { // 如果已经触发过保底了
|
||||
// 更新被覆盖掉的那个保底数量
|
||||
updateUserFloor(floor, touchedFloor, false);
|
||||
}
|
||||
touchedFloor = id;
|
||||
touchedHeroQuality = heroQuality;
|
||||
} else {
|
||||
updateUserFloor(floor, id, false);
|
||||
}
|
||||
} else {
|
||||
updateUserFloor(floor, id, true);
|
||||
public getResult() {
|
||||
switch(this.contentId) {
|
||||
case GACHA_CONTENT_TYPE.HERO:
|
||||
return this.randomHeroByQuality(this.param[0]);
|
||||
case GACHA_CONTENT_TYPE.HERO_PIECE:
|
||||
return this.randomHeroPieceByQuality(this.param[0]);
|
||||
case GACHA_CONTENT_TYPE.STONE:
|
||||
return this.randomStoneByLv(this.param[0]);
|
||||
case GACHA_CONTENT_TYPE.ITEMS:
|
||||
return getRandSingleEelm(this.param);
|
||||
}
|
||||
}
|
||||
|
||||
if (touchedFloor > 0) {
|
||||
updateUserFloor(floor, touchedFloor, true);
|
||||
return gameData.gachaContentHero.get(touchedHeroQuality);
|
||||
} else {
|
||||
return base;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @description 更新玩家保底数据
|
||||
* @param floor 玩家保底数据
|
||||
* @param id 更新的保底类型
|
||||
* @param needReset 是否重置保底
|
||||
*/
|
||||
function updateUserFloor(floor: Floor[], id: number, needReset: boolean) {
|
||||
let curFloor = floor.find(cur => cur.id == id);
|
||||
if (!curFloor) {
|
||||
curFloor = { id, count: 0 };
|
||||
floor.push(curFloor);
|
||||
}
|
||||
if (needReset) {
|
||||
curFloor.count = 0;
|
||||
} else {
|
||||
curFloor.count++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算保底概率
|
||||
* @param id 保底类型
|
||||
* @param floor 玩家保底数据
|
||||
*/
|
||||
function countFloorPercent(id: number, floor: Floor[]) {
|
||||
let curFloor = floor.find(cur => cur.id == id);
|
||||
let count = curFloor ? curFloor.count : 0;
|
||||
// 保底概率,暂时使用线性公式,由策划使用后选择
|
||||
let floorCount = getDicGachaFloor(id);
|
||||
return count / floorCount;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取保底武将的品质
|
||||
* @param id 保底类型id in GACHA_FLOOR_TYPE
|
||||
*/
|
||||
function getHeroQuality(id: number) {
|
||||
if (id == GACHA_FLOOR_TYPE.PURPLE) {
|
||||
return HERO_QUALITY_TYPE.PURPLE;
|
||||
} else if (id == GACHA_FLOOR_TYPE.GOLD) {
|
||||
return HERO_QUALITY_TYPE.GOLD;
|
||||
} else if (id == GACHA_FLOOR_TYPE.ASSIGN) {
|
||||
return 0
|
||||
} else {
|
||||
return false;
|
||||
private randomHeroByQuality(quality: number) {
|
||||
if(quality == 0) return this.pickHero;
|
||||
|
||||
let heroes = getAllHeroByQuality(quality);
|
||||
return getRandSingleEelm(heroes);
|
||||
}
|
||||
|
||||
|
||||
private randomHeroPieceByQuality(quality: number) {
|
||||
let pieces = getAllItemByQuality(IT_TYPE.HERO_PIECE, quality);
|
||||
return getRandSingleEelm(pieces);
|
||||
}
|
||||
|
||||
|
||||
private randomStoneByLv(lv: number) {
|
||||
let stones = getAllStoneByLv(lv);
|
||||
return getRandSingleEelm(stones);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 根据品质获得武将池
|
||||
* @param quality 品质
|
||||
*/
|
||||
export function getAllHeroByQuality(quality: number) {
|
||||
if (quality == 0) return [GACHA_OCCUPY_HID];
|
||||
|
||||
let allHero: number[] = [];
|
||||
let allQuality: number[] = [];
|
||||
for (let { actorId } of gameData.recruit) {
|
||||
@@ -494,7 +454,7 @@ export function getAllHeroByQuality(quality: number) {
|
||||
return allHero;
|
||||
}
|
||||
|
||||
function getAllItemByQuality(itid: number, quality: number) {
|
||||
export function getAllItemByQuality(itid: number, quality: number) {
|
||||
let allPiece: number[] = [];
|
||||
for (let [id, dicGoods] of gameData.goods) {
|
||||
if (dicGoods.itid == itid) {
|
||||
@@ -506,7 +466,7 @@ function getAllItemByQuality(itid: number, quality: number) {
|
||||
return allPiece;
|
||||
}
|
||||
|
||||
function getAllJewelByLv(lv: number) {
|
||||
export function getAllStoneByLv(lv: number) {
|
||||
let items: number[] = [];
|
||||
for(let [id, dicStone] of gameData.stone) {
|
||||
if(dicStone.lv == lv) items.push(id);
|
||||
|
||||
Reference in New Issue
Block a user