羁绊:升级方法修改,使用点击升级的方案

This commit is contained in:
luying
2022-07-11 19:25:33 +08:00
parent ae369f7bf2
commit 7bec79b12e
3 changed files with 61 additions and 29 deletions

View File

@@ -6,7 +6,7 @@ import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace, Talent } from '../../
import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE, ITEM_CHANGE_REASON } from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getConnectLvByExp, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv, hasCurConnect } from '../../../pubUtils/data';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getConnectLvByExp, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv, hasCurConnect, getConnectMaxLv, getFriendShipByIdAndLv } from '../../../pubUtils/data';
import { ItemInter, RewardInter } from '../../../pubUtils/interface';
import { getDropItems, FIGURE_UNLOCK_CONDITION, ITID } from '../../../consts/constModules/itemConst'
import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
@@ -409,12 +409,12 @@ export class HeroHandler {
}
//赠送(包括一键赠送)
async heroGiveFavor(msg: { hid: number, shipId: number, items: [{id: number, count: number}] }, session: BackendSession) {
async heroGiveFavor(msg: { hid: number, shipId: number, type: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { hid, shipId, items } = msg;
let { hid, shipId, type } = msg;
if(!hasCurConnect(hid, shipId)) return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
@@ -422,40 +422,63 @@ export class HeroHandler {
let { connections } = hero;
let curConnect = connections.find(cur => cur.shipId == shipId);
let { level = 0, exp = 0 } = curConnect||{};
let { level: oldLv = 0, exp: oldExp = 0 } = curConnect||{};
let newLevel = level;
// 计算得材料可转换的经验
let check = new CheckMeterial(roleId);
for (let { id, count } of items) {
let dicGoods = gameData.goods.get(id);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicItid = ITID.get(dicGoods.itid);
if (!dicItid) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if(dicItid.type != CONSUME_TYPE.FAVOUR) return resResult(STATUS.ROLE_WRONG_ITEM);
let isEnough = await check.decrease([{ id, count }]);
if(!isEnough) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
exp += dicGoods.value * count;
let { newLv, maxLv } = getConnectLvByExp(hid, shipId, exp);
if(newLevel > maxLv) return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
newLevel = newLv;
let addLv = 0;
if (type == 1) {
addLv = 1;
} else if (type == 5) {
addLv = 5;
} else {
return resResult(STATUS.WRONG_PARMS);
}
let material = check.getConsume();
let result = await handleCost(roleId, sid, items, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
let maxLv = getConnectMaxLv(hid, shipId); // 好感度最大等级
if (maxLv <= oldLv)
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
// 计算武将可以升的级数
if (oldLv + addLv > maxLv) addLv = maxLv - oldLv;
console.log('#####maxLv', oldLv + addLv)
let nextObj = getFriendShipByIdAndLv(hid, shipId, oldLv + addLv);
if (!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
let nextExp = nextObj.shipExp;
let needExp = nextExp - oldExp;
let newExp = oldExp;
// 计算得材料可转换的经验
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR);
let material = new Array<RewardInter>();
for (let { id, count } of originalConsumes) {
let dicGoods = gameData.goods.get(id);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let needCount = Math.ceil(needExp / dicGoods.value);
if(needCount <= 0) break;
if(needCount > count) needCount = count;
material.push({ id, count: needCount });
newExp += dicGoods.value * needCount;
needExp -= dicGoods.value * count;
}
if (newExp == oldExp) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let newLevel = getConnectLvByExp(hid, shipId, newExp);
let result = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let updateConsume = addConsumeToHero(hero.consumes, material);
let update = {
connections: addConnect(connections, { shipId, level: newLevel, exp }),
connections: addConnect(connections, { shipId, level: newLevel, exp: newExp }),
consumes: updateConsume
}
let isLv = level != newLevel;
let isLv = oldLv != newLevel;
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, hero.hid, update);
if(isLv) {
// await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]);

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@@ -15,7 +15,7 @@ import { dicWar, dicWarPvp, dicDailyWarByType, loadWar, dicHeroIdByWar } from ".
import { dicWarJson, loadWarJson } from "./dictionary/DicWarJson";
import { AUCTION_TIME } from "../consts";
import { dicFashions, dicFashionsByHeroId, loadFashions } from "./dictionary/DicFashions";
import { friendShips, friendShipsByLv, loadFriendShip } from "./dictionary/DicFriendShip";
import { friendShips, friendShipsByLv, friendShipsMax, loadFriendShip } from "./dictionary/DicFriendShip";
import { dicHeroQualityUp, loadHeroQualityUp } from "./dictionary/DicHeroQualityUp";
import { dicHeroStar, loadHeroStar } from "./dictionary/DicHeroStar";
import { dicHeroWake, loadHeroWake } from "./dictionary/DicHeroWake";
@@ -139,6 +139,7 @@ export const gameData = {
fashionBySkinId: dicFashionsByHeroId,
friendShips: friendShips,
friendShipsByLv: friendShipsByLv,
friendShipsMax: friendShipsMax,
randomEffectPool: dicRandomEffectPool,
randomEffectPoolByGroupAndLv: dicRandomEffectPoolByGroupAndLv,
title: dicTitle,
@@ -322,6 +323,10 @@ export function hasCurConnect(actorId: number, shipId: number) {
return gameData.friendShips.has(`${actorId}_${shipId}`);
}
export function getConnectMaxLv(actorId: number, shipId: number) {
return gameData.friendShipsMax.get(`${actorId}_${shipId}`)||0;
}
/**
* 根据武将当前好感获得好感等级
* @param exp 累积经验
@@ -329,12 +334,11 @@ export function hasCurConnect(actorId: number, shipId: number) {
export function getConnectLvByExp(actorId: number, shipId: number, newExp: number) {
let exps = gameData.friendShips.get(`${actorId}_${shipId}`)||[];
exps.sort((a, b) => a.level - b.level);
let newLv = 0, maxLv = 0;
let newLv = 0;
for(let { level, shipExp } of exps) {
if(newExp >= shipExp) newLv = level;
if(maxLv < level) maxLv = level
}
return { newLv, maxLv }
return newLv
}
export function getBossHpByWarId(warId: number) {

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@@ -23,6 +23,7 @@ export interface DicFriendShip {
export const friendShips = new Map<string, { level: number, shipExp: number }[]>();
export const friendShipsByLv = new Map<string, DicFriendShip>();
export const friendShipsMax = new Map<string, number>();
export function loadFriendShip() {
friendShips.clear();
let arr = readFileAndParse(FILENAME.DIC_FRIEND_SHIP);
@@ -39,6 +40,10 @@ export function loadFriendShip() {
shipSumValue += o.shipExp;
friendShips.get(key1).push({ level: o.level, shipExp: shipSumValue });
if(!friendShipsMax.has(key1) || friendShipsMax.get(key1) < o.level) {
friendShipsMax.set(key1, o.level);
}
let key2 = `${o.actorId}_${o.shipId}_${o.level}`;
friendShipsByLv.set(key2, o);
});