装备:天晶石洗练

This commit is contained in:
luying
2022-02-16 20:14:35 +08:00
parent 925468ae64
commit 82b15e5792
9 changed files with 215 additions and 190 deletions
+2 -2
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@@ -851,8 +851,8 @@ function splitTime(str: string) {
return { hour: parseInt(arr[0]), minute: parseInt(arr[1]), seconds: parseInt(arr[2]) }
}
export function getEquipByJobClassAndEPlace(jobClass: number, eplaceId: number) {
let equipId = gameData.equipIdByJobAndEPlace.get(`${jobClass}_${eplaceId}`);
export function getEquipByJobClassAndEPlace(jobClass: number, ePlaceId: number) {
let equipId = gameData.equipIdByJobAndEPlace.get(`${jobClass}_${ePlaceId}`);
return gameData.equipById.get(equipId);
}
@@ -1,5 +1,5 @@
// 天晶石表
import { readFileAndParse, parseGoodStr, parseNumberList } from '../util'
import { readFileAndParse } from '../util'
import { FILENAME } from '../../consts';
export interface DicJewelCondition {
+27 -15
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@@ -15,19 +15,19 @@ import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
import { SchoolModel } from '../db/School';
import { ABI_TYPE_MAIN, ABI_JOB_STAGE, ABI_STAGE_TO_TYPE } from '../consts/constModules/abilityConst'
import { PvpDefenseModel } from '../db/PvpDefense';
import { findIndex, uniq } from 'underscore';
import { findIndex } from 'underscore';
import { GuildModel } from '../db/Guild';
import { DicJob } from './dictionary/DicJob';
import { saveCeChangeLog } from './logUtil';
import { JewelModel, JewelType } from '../db/Jewel';
import { JewelType } from '../db/Jewel';
// 修改并下发战力
export async function calPlayerCeAndSave(type: number, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>) {
export async function calPlayerCeAndSave(type: number, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>, params?: any) {
let role = await RoleModel.findByRoleId(roleId);
let { attr: roleAttrs = [], serverId } = role;
let heroAttrs = await calPlayerCe(originHero, update, type, args); // 根据操作计算attr的增加
let heroAttrs = await calPlayerCe(originHero, update, type, args, params); // 根据操作计算attr的增加
let newAttr = new AttributeCal();
newAttr.setLv(update.lv||originHero.lv);
@@ -137,7 +137,7 @@ async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleTyp
}
// 计算单个武将战力
export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, args: Array<number> = []) {
export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, args: Array<number> = [], params) {
let heroAttrs: CeAttrData[] = []; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
let addSeidList = new Array<number>();
@@ -178,10 +178,13 @@ export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: numb
heroAttrs = calEquipStarIncAttr(hero, update, args, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP_JEWEL:
heroAttrs = await calEquipPutOnOrOffJewelIncAttr(hero, update, args, addSeidList, removeSeidList);
heroAttrs = calEquipPutOnOrOffJewelIncAttr(hero, update, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP_STONE:
heroAttrs = await calEquipPutOnOrOffStoneIncAttr(hero, update, args, addSeidList, removeSeidList);
heroAttrs = calEquipPutOnOrOffStoneIncAttr(hero, update, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE:
heroAttrs = calJewelResetRandSe(hero, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP: //
heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
@@ -718,22 +721,21 @@ function calEquipSuitIncAttr(hid: number, oldEplace: EPlace[], newEplace: EPlace
}
}
export async function calEquipPutOnOrOffJewelIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], addSeidList: number[], removeSeidList: number[]) {
export function calEquipPutOnOrOffJewelIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
await setRandSeToSeidList(oldEquip, removeSeidList);
setRandSeToSeidList(params.oldJewel, oldEquip, removeSeidList);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
await setRandSeToSeidList(newEquip, addSeidList);
setRandSeToSeidList(params.newJewel, newEquip, addSeidList);
}
return heroAttrs;
}
async function setRandSeToSeidList(equip: EPlace, list: number[]) {
function setRandSeToSeidList(jewel: JewelType, equip: EPlace, list: number[]) {
if(equip && equip.jewel) {
let jewel = await JewelModel.findbySeqId(equip.jewel);
for(let { id, seid, rand } of jewel.randSe) {
if(isRandSeUnLock(jewel.id, id, equip.stones)) {
list.push(seid, rand);
@@ -756,16 +758,16 @@ function isRandSeUnLock(jewelId: number, randSeId: number, stones: Stone[]) {
return stoneCnt >= dicJewelCondition.stoneCnt && stoneLv >= dicJewelCondition.stoneLv;
}
export async function calEquipPutOnOrOffStoneIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], addSeidList: number[], removeSeidList: number[]) {
export function calEquipPutOnOrOffStoneIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], params: { jewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
updateHeroAttrOfStone(heroAttrs, oldEquip, -1);
await setRandSeToSeidList(oldEquip, removeSeidList);
setRandSeToSeidList(params.jewel, oldEquip, removeSeidList);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
updateHeroAttrOfStone(heroAttrs, newEquip, 1);
await setRandSeToSeidList(newEquip, addSeidList); // 地玉石阶数变化可能导致属性词条解锁变化
setRandSeToSeidList(params.jewel, newEquip, addSeidList); // 地玉石阶数变化可能导致属性词条解锁变化
}
return heroAttrs;
}
@@ -782,6 +784,16 @@ function updateHeroAttrOfStone(heroAttrs: CeAttrData[], equip: EPlace, ratio: nu
}
export function calJewelResetRandSe(hero: HeroType, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace } = hero;
for(let eplaceId of eplaceIds) {
let equip = ePlace.find(cur => cur.id == eplaceId);
setRandSeToSeidList(params.oldJewel, equip, removeSeidList);
setRandSeToSeidList(params.newJewel, equip, addSeidList);
}
return heroAttrs;
}
/**
* 穿脱, removeSeidList原来身上穿着的所有装备的seid,包括套装的
* @param {HeroType} hero 武将