整理代码结构,使用service
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/**
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* 战场奖励发放 对象
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* 支持战场相关的奖励格式,目前包括fixedReward, randomReward, conditionReward
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*/
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import { BattleDropModel } from '../db/BattleDrop';
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import { getWarById } from '../util/gamedata';
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import { decodeStr } from '../util/util';
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import { BATTLE_REWARD_TYPE } from '../consts/consts';
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import { handleReward } from './rewardService';
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export class WarReward {
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roleId: string;
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roleName: string;
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battleId: number;
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condition: Map<number, boolean>;
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warInfo: any;
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isSuccess: boolean;
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rewards: Array<{type: number, gid: number, count: number}>;
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constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
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this.roleId = roleId;
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this.roleName = roleName;
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this.battleId = battleId;
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this.condition = new Map();
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this.warInfo = getWarById(battleId);
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this.isSuccess = isSuccess;
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}
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public setCondition(id: number, isOk: boolean) {
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this.condition.set(id, isOk);
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}
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private handleFixReward(num: number) {
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if(this.isSuccess) { // 成功了才给固定奖励
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let {fixReward = ''} = this.warInfo;
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let reward = decodeStr('fixReward', fixReward);
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for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
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}
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}
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private handleConditionReward(num: number) {
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if(this.isSuccess) {
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let {conditionReward = ''} = this.warInfo;
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let reward = decodeStr('conditionReward', conditionReward);
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for(let obj of reward) {
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if(this.condition.get(obj.condition)) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
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}
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}
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}
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}
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private async handleRandomReward(num: number) {
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if(this.isSuccess) {
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let {RandomReward:randomReward = ''} = this.warInfo;
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let reward = decodeStr('randomReward', randomReward);
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for(let obj of reward) {
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let { gid, frequency } = obj;
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let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid);
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let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
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for(let i = 0; i < num; i ++) {
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let flag = false; // 是否可以获得
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if(allNum + 1 > frequency) {
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allNum = 0; getNum = 0;
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}
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allNum++; allSum++;
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if(getNum == 0) {
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let r = Math.random();
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if(r <= 1/frequency*allNum || (allNum >= frequency) ) {
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flag = true; // 独立概率随机
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}
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}
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if(flag) {
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getNum ++; getSum++;
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this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, ...obj});
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}
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}
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await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
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getNum, allNum, getSum, allSum
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});
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}
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}
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}
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public async saveReward(num: number) {
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this.rewards = new Array();
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// let warType = this.warInfo.warType;
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this.handleFixReward(num);
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this.handleConditionReward(num);
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await this.handleRandomReward(num);
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let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
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return returnGoods;
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}
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}
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