羁绊:修改武将羁绊格式

This commit is contained in:
luying
2022-07-08 18:29:53 +08:00
parent 4e12c6e389
commit 868bb07977
16 changed files with 119 additions and 226 deletions
@@ -6,15 +6,15 @@ 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, getFriendShipById, getFavourLvByExp, reloadDicParam, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv } from '../../../pubUtils/data';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getConnectLvByExp, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv, hasCurConnect } from '../../../pubUtils/data';
import { ItemInter, RewardInter } from '../../../pubUtils/interface';
import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
import { getDropItems, FIGURE_UNLOCK_CONDITION, ITID } from '../../../consts/constModules/itemConst'
import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
import { PvpDefenseModel } from '../../../db/PvpDefense';
import { checkTask, checkTaskInHeroQUalityUp, checkTaskInHeroStarUp, checkTaskInHeroTrain, checkTaskInHeroWakeUp } from '../../../services/task/taskService';
import { isNumber, pick } from 'underscore';
import { updateEplaces } from '../../../services/equipService';
import { addConsumeToHero, checkUnlockTalentCondition, initSkinTalent, updateSkinTalent } from '../../../services/roleService';
import { addConnect, addConsumeToHero, checkUnlockTalentCondition, initSkinTalent, updateSkinTalent } from '../../../services/roleService';
import { JewelModel, jewelUpdate } from '../../../db/Jewel';
import { HERO, REBORN } from '../../../pubUtils/dicParam';
import { createHero, createHeroes } from '../../../services/role/createHero';
@@ -408,136 +408,60 @@ export class HeroHandler {
return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'job', 'jobStage', 'totalTalentPoint']) }});
}
//激活羁绊
async heroConectionActivate(msg: { shipId: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { shipId } = msg;
let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId);
if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let heroConnections: Connect[] = deepCopy(hero.connections);
let curConnect = heroConnections.find(cur => cur.shipId == shipId);
if (!curConnect) {
curConnect = { shipId, level: 0 };
heroConnections.push(curConnect);
}
if (curConnect.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
}
curConnect.level++;
let level = curConnect.level;
let friendShip = getFriendShipById(shipId, level);
if (hero.star + hero.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let hids = friendShip.hids;
for (let hid of hids) {
if (hid == shipHidAndLevel.actorId)
continue;
let member = await HeroModel.findByHidAndRole(hid, roleId);
if (!member)
return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
if (member.star + member.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
}
let consumes = [getCoinObject(friendShip.costCoin)];
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let update = {
connections: heroConnections,
consumes: addConsumeToHero(hero.consumes, consumes)
}
//重算战力并下发
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, hero.hid, update, { shipId, hero });
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_CONNECT, { connectLv: level })
return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'connections']) });
}
//赠送(包括一键赠送)
async heroGiveFavor(msg: { hid: number, type: number }, session: BackendSession) {
async heroGiveFavor(msg: { hid: number, shipId: number, items: [{id: number, count: number}] }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { hid, type } = msg;
let addLv = 0;
if (type == 1) {
addLv = 1;
} else if (type == 5) {
addLv = 5;
} else {
return resResult(STATUS.WRONG_PARMS);
}
let { hid, shipId, items } = msg;
if(!hasCurConnect(hid, shipId)) return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { favourLv: oldLv, favour: oldExp, lv } = hero;
let maxLv = lv > gameData.maxFriendShipLv.max ? gameData.maxFriendShipLv.max : lv; // 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;
let nextObj = gameData.friendShipLevelMap.get(oldLv + addLv - 1);
if (!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
let nextExp = nextObj.expSum;
let needExp = nextExp - oldExp;
let newExp = oldExp;
let { connections } = hero;
let curConnect = connections.find(cur => cur.shipId == shipId);
let { level = 0, exp = 0 } = curConnect||{};
let newLevel = level;
// 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 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 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;
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;
}
if (newExp == oldExp) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let newLv = getFavourLvByExp(newExp);
let result = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
let material = check.getConsume();
let result = await handleCost(roleId, sid, items, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let updateConsume = addConsumeToHero(hero.consumes, material);
let update = {
favour: newExp,
favourLv: newLv,
connections: addConnect(connections, { shipId, level: newLevel, exp }),
consumes: updateConsume
}
let isFavourLvUp = oldLv != newLv;
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.FAVOUR, roleId, serverId, sid, hero.hid, update, { isFavourLvUp, hero });
if(isFavourLvUp) {
await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]);
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, { hero: curHero, oldFavourLv: oldLv }); // 任务
let isLv = level != 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 }]);
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_CONNECT, { connectLv: newLevel })
}
return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'favour', 'favourLv']), cost: material } });
return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'connections']), shipId } });
}
//穿带时装
@@ -288,16 +288,16 @@ export class RoleHandler {
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId, 'hid lv star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv connections attr ce');
let hero = await HeroModel.findByHidAndRole(hid, roleId, 'hid lv star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality connections attr ce');
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality, favour, favourLv } = hero;
let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality } = hero;
let update = {
scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality, favour, favourLv
scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality
};
if (!scrollActive) { // 初次激活
update.scrollActive = true;
@@ -327,7 +327,7 @@ export class RoleHandler {
await checkTaskInActiveScroll(serverId, roleId, sid, scrollActive, hero);
return resResult(STATUS.SUCCESS, {
curHero: pick(curHero, ['hid', 'scrollActive', 'scrollId', 'scrollStar', 'scrollColorStar', 'scrollQuality', 'favour', 'favourLv'])
curHero: pick(curHero, ['hid', 'scrollActive', 'scrollId', 'scrollStar', 'scrollColorStar', 'scrollQuality'])
});
}
+1 -12
View File
@@ -135,16 +135,6 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
}
break;
}
case HERO_SYSTEM_TYPE.FAVOUR: // 8. 好感度
{
let { hero: { connections }, isFavourLvUp } = param;
if(isFavourLvUp) {
for(let [hid, { favourLv }] of heroUpdates) {
calCe.setFavour(hid, favourLv, connections);
}
}
break;
}
case HERO_SYSTEM_TYPE.CONNECT: // 9. 羁绊
{
for(let [ hid, { connections } ] of heroUpdates) {
@@ -297,12 +287,11 @@ export async function calculateCes(type: HERO_SYSTEM_TYPE, roleId: string, serve
{
let { role, schools, jewels, heroes, skins } = param;
calCe.clearRoleCe();
for(let { hid, skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, connections, favourLv, skins, scrollStar, scrollQuality, scrollColorStar, ePlace } of heroes) {
for(let { hid, skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, connections, skins, scrollStar, scrollQuality, scrollColorStar, ePlace } of heroes) {
calCe.setHeroBase(hid, skinId);
calCe.setHeroLv(hid, lv);
calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
calCe.setJob(hid, job, jobStage);
calCe.setFavour(hid, favourLv, connections);
calCe.setConnection(hid, connections);
calCe.setTalent(hid, skins);
for(let { id, equipId, star, starStage, quality, qualityStage, lv: equipLv, stones, jewel } of ePlace) {
+6 -20
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@@ -5,7 +5,7 @@ import { RoleUpdate, Teraph } from "../../db/Role";
import { AttrCell, Attribute, EquipAttr, HeroAttr, RoleCeType, SchoolAttr, ScrollAttr } from "../../db/RoleCe";
import { TopHero } from "../../domain/dbGeneral";
import { AttributeCal } from "../../domain/roleField/attribute";
import { gameData, getEquipQualityIdByEquipIdAndPoint, getEquipStarAttrByStage, getEquipStrenthenAttr, getEquipSuitByHero, getFriendShipById, getHeroStarByQuality, getHeroWakeByQuality, getJewelConditionByLvAndSeId, getJobByGradeAndClass, getSchoolRateByStar, getScollByStar, getTeraph } from "../../pubUtils/data";
import { gameData, getEquipQualityIdByEquipIdAndPoint, getEquipStarAttrByStage, getEquipStrenthenAttr, getEquipSuitByHero, getFriendShipByIdAndLv, getHeroStarByQuality, getHeroWakeByQuality, getJewelConditionByLvAndSeId, getJobByGradeAndClass, getSchoolRateByStar, getScollByStar, getTeraph } from "../../pubUtils/data";
import { DicRandomEffectPool } from "../../pubUtils/dictionary/DicRandomEffectPool";
import { DicSe } from "../../pubUtils/dictionary/DicSe";
import { addToMap, deepCopy } from "../../pubUtils/util";
@@ -45,13 +45,13 @@ export class CalCe {
let lv = this.data.heroLv.get(hid)||1;
for(let attrId = ABI_TYPE.ABI_HP; attrId < ABI_TYPE.ABI_MAX; attrId++) {
if(!this.data.heroAttrs.has(`${hid}_${attrId}`) && !this.data.globalAttrs.has(attrId)) continue;
let { mainBase = 0, subBase = 0, job = 0, starUp = 0, connect = 0, favour = 0, talent = 0, equipQuality = 0, equipStrength = 0, equipStar = 0, equipSuit = 0, jewel = 0, stone = 0 } = this.data.heroAttrs.get(`${hid}_${attrId}`)||{};
let { mainBase = 0, subBase = 0, job = 0, starUp = 0, connect = 0, talent = 0, equipQuality = 0, equipStrength = 0, equipStar = 0, equipSuit = 0, jewel = 0, stone = 0 } = this.data.heroAttrs.get(`${hid}_${attrId}`)||{};
let { school = 0, teraph = 0, title = 0, scroll = 0, skin = 0 } = this.data.getGlobalAttrById(attrId)||{};
let val = 0, str = '';
if(ABI_TYPE_MAIN.indexOf(attrId) != -1) {
// {[hp1 + lv * hp2 + hp3 * ( 1 + hp4 )] * (1 + hp5 ) + [( hp6 + hp7 ) * ( 1 + hp8 )] } * ( 1 + hp9 ) + hp10 + hp11
val = ((mainBase + job + lv * starUp + connect * ( 1 + favour/100 )) * ( 1 + school/100 + talent/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 ))) ) * ( 1 + jewel/100 ) + stone + teraph + title + scroll + skin;
str += `{[${mainBase}+${job}+${lv}*${starUp}+${connect}*(1+${favour}/100)]*(1+${school}/100+${talent}/100)+[(${equipQuality}+${equipStrength})*(1+${equipStar}/100+${equipSuit}/100)]}*(1+${jewel}/100)+${stone}+${teraph}+${title}+${scroll}+${skin}`;
val = ((mainBase + job + lv * starUp + connect ) * ( 1 + school/100 + talent/100 ) + (( equipQuality + equipStrength ) * ( 1 + ( equipStar/100 + equipSuit/100 ))) ) * ( 1 + jewel/100 ) + stone + teraph + title + scroll + skin;
str += `{[${mainBase}+${job}+${lv}*${starUp}+${connect}]*(1+${school}/100+${talent}/100)+[(${equipQuality}+${equipStrength})*(1+${equipStar}/100+${equipSuit}/100)]}*(1+${jewel}/100)+${stone}+${teraph}+${title}+${scroll}+${skin}`;
} else {
// attr1 + attr2 + attr3 + attr4 + attr5 + attr6 + attr7 + attr8 + attr9
val = subBase + job + talent + teraph + school + title + jewel + skin + equipStar;
@@ -191,26 +191,12 @@ export class CalCe {
}
}
// 好感度
public setFavour(hid: number, favourLv: number, connections: Connect[]) {
this.data.clearHeroAttrByHid(hid, 'favour');
let currentFiendShipLevel = gameData.friendShipLevelMap.get(favourLv);
let add = currentFiendShipLevel.add;
for (let {shipId, level} of connections) {
let dicHeroFriendShip = getFriendShipById(shipId, level);
for (let { id } of dicHeroFriendShip.attributes) {
let heroAttr = this.data.getHeroAttrByHidAndId(hid, id);
heroAttr.favour = add;
}
}
}
// 羁绊
public setConnection(hid: number, connections: Connect[]) {
this.data.clearHeroAttrByHid(hid, 'connect');
let map = new Map<number, number>(); // attrId => val;
for(let { shipId, level = 0 } of connections) {
let currentShip = getFriendShipById(shipId, level);
let currentShip = getFriendShipByIdAndLv(hid, shipId, level);
if (currentShip) {
for (let { id, number: val } of currentShip.attributes) {
if(!map.has(id)) {
@@ -988,7 +974,7 @@ abstract class HeroAllAttr {
job: number = 0; // hp1 & attr2, 职业属性(dic_zyz_job的attr)
starUp: number = 0; // hp2, 角色升星成长(dic_zyz_hero_star的hp或dic_zyz_hero_wake的hp)
connect: number = 0; // hp3, 角色羁绊固定值(dic_zyz_friend_ship的attribute)
favour: number = 0; // hp4, 声望加成(dic_zyz_friend_ship_level的add)
favour: number = 0; // 删除-hp4, 声望加成(dic_zyz_friend_ship_level的add)
talent: number = 0; // hp5 & attr3, 天赋树百分比加成(dic_zyz_hero_talent的levelSeid,然后对应到dic_zyz_se)
equipQuality: number = 0; // hp6, 装备品质基础值(dic_zyz_equipQuality的attribute)
equipStrength: number = 0; // hp7, 装备强化值(dic_zyz_equipStrenthAttr的attr)
+18 -1
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@@ -7,7 +7,7 @@ import { SCHOOL } from '../pubUtils/dicParam';
import { gameData, getHeroInitTalent } from '../pubUtils/data';
import { SchoolModel } from '../db/School';
import { SclResultInter, SclPosInter, RewardInter, ItemInter } from '../pubUtils/interface';
import { HeroModel, HeroSkin, HeroUpdate, Talent } from '../db/Hero';
import { Connect, HeroModel, HeroSkin, HeroUpdate, Talent } from '../db/Hero';
import { SkinUpdate } from '../db/Skin';
import { Figure } from '../domain/dbGeneral';
import { pick } from 'underscore';
@@ -165,6 +165,23 @@ export function addConsumeToHero(oldConsume: Reward[] = [], consumes: ItemInter[
return newConsume;
}
export function addConnect(connections: Connect[], curConnect: Connect) {
let newConnections: Connect[] = [];
let index = -1;
for(let i = 0; i < connections.length; i++) {
if(connections[i].shipId == curConnect.shipId) {
index = i;
newConnections.push(curConnect);
} else {
newConnections.push(connections[i]);
}
}
if(index == -1) {
newConnections.push(curConnect);
}
return newConnections;
}
export function checkUnlockTalentCondition(hid: number, id: number, talents: Talent[], usedTalentPoint: number) {
let dicHero = gameData.hero.get(hid);
let dicHeroTalent = gameData.heroTalent.get(id);
+8 -8
View File
@@ -521,14 +521,14 @@ export class CheckSingleTask {
}
break;
}
case TASK_TYPE.HERO_FAVOUR_LV: // 15.
{
let { hero, oldFavourLv } = param;
if(dicTaskParam[1] > oldFavourLv && dicTaskParam[1] <= hero.favourLv) {
result = { inc: 1 };
}
break;
}
// case TASK_TYPE.HERO_FAVOUR_LV: // 15.
// {
// let { hero, oldFavourLv } = param;
// if(dicTaskParam[1] > oldFavourLv && dicTaskParam[1] <= hero.favourLv) {
// result = { inc: 1 };
// }
// break;
// }
case TASK_TYPE.HERO_CONNECT: // 16. 激活x次 x星 武将羁绊
{
let { connectLv } = param;
+4 -4
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@@ -121,10 +121,10 @@ module.exports = {
"role.heroHandler.heroConectionActivate": {
"required uInt32 shipId": 1
},
"role.heroHandler.heroGiveFavor": {
"required uInt32 hid": 1,
"required uInt32 type": 2,
},
// "role.heroHandler.heroGiveFavor": {
// "required uInt32 hid": 1,
// "required uInt32 type": 2,
// },
"role.heroHandler.heroWearSkin": {
"required uInt32 id": 1
},
-3
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@@ -49,8 +49,6 @@ export function checkHero(heroes) {
expect(connection.shipId).to.be.a('number');
expect(connection.level).to.be.a('number');
});
expect(hero.favour).to.be.a('number');
expect(hero.favourLv).to.be.a('number');
expect(hero.connections).to.be.an('array');
hero.skins.forEach(skin => {
expect(skin.id).to.be.a('number');
@@ -190,7 +188,6 @@ function checkRoleHero(heros) {
expect(hero.jobStage).to.be.a('number');
expect(hero.skinId).to.be.a('number');
expect(hero.favour).to.be.a('number');
expect(hero.favourLv).to.be.a('number');
expect(hero.connections).to.be.an('array');
hero.connections.forEach(connect => {
expect(connect.shipId).to.be.a('number');