升级,升星,升品,升彩星

This commit is contained in:
luying
2020-12-09 21:16:27 +08:00
parent bcb8f135a3
commit 92b5bf90bc
10 changed files with 248 additions and 39 deletions

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@@ -1,12 +1,13 @@
import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
import { handleCost } from '../../../services/rewardService';
import { calPlayerCeAndSave } from '../../../services/playerCeService';
import { resResult, getItems } from '../../../pubUtils/util';
import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE} from '../../../consts/const';
import {getJobInfoById, getMaxGradeByjobClass , getJobByGradeAndClass, getFriendShipById, getHeroInfoById, getFriendShipLevels, getGoodById} from '../../../pubUtils/gamedata';
import { ITID, CONSUME_TYPE } from '../../../consts/consts';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass ,getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels} from '../../../pubUtils/gamedata';
import { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role';
const _ = require('underscore');
@@ -36,7 +37,7 @@ export class HeroHandler {
}
// 武将碎片合成
public async combine(msg: { hid: number}, session: BackendSession) {
public async compose(msg: { hid: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
@@ -64,12 +65,20 @@ export class HeroHandler {
// 武将升级
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { hid, type, material } = msg;
// 根据dic_goods 计算得材料可转换的经验
let addLv = 0;
if(type == 1) {
addLv = 1;
} else if(type == 5) {
addLv = 5;
} else {
return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
}
// 计算得材料可转换的经验
let allExp = 0;
for(let {id, count} of material) {
let dicGoods = getGoodById(id);
@@ -78,42 +87,196 @@ export class HeroHandler {
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
return resResult(STATUS.ROLE_METERIAL_ERROR);
}
allExp += count * dicGoods.value;
}
// 根据dic_zyz_charexp 计算武将可以升的级数
// 检查材料是否满足升级需求
// 检查是否超出主公等级
// 进行升级,溢出经验保留
// handleCost
// 计算武将可以升的级数
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
let {lv: oldLv, exp: oldExp} = hero;
if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
oldExp += allExp;
let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验
let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级
let curExp = newExp; // 考虑到主公等级,还剩多少经验
for(;;) {
let exp = getHeroExpByLv(newLv);
console.log(exp, newExp)
if(exp < newExp) {
newExp -= exp;
if(newLv < playerLv) curExp -= exp;
newLv ++;
} else {
break;
}
}
if(oldLv + addLv > newLv) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
let costResult = await handleCost(roleId, sid, material);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.lv = playerLv > newLv?newLv: playerLv;
hero.exp = curExp;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid, lv : heros[0].lv, exp : heros[0].exp
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 武将升星
public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
// 根据dic_hero 获得 碎片id
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
// 检查当前星级和星阶和客户端传参是否符合
// 升星阶满6自动升星。最高6星
// handleCost
}
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, fireStage: number}, session: BackendSession) {
// 根据dic_hero 获得 碎片id
// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
// 特殊处理初次觉醒fireStage传0保存为 colorStar = 1, fireStage = 0花费的材料取的0星的
// 检查品质是否是橙色
// 升星阶满6自动升星
// handleCost
let {hid, star, starStage} = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {star: oldStar, starStage: oldStarStage, quality} = hero;
if(oldStar != star || oldStarStage != starStage) {
return resResult(STATUS.WRONG_PARMS);
}
if(oldStar == HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_STAR_REACH_MAX);
}
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
const dicHeroStar = getGamedata('dic_zyz_hero_star');
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
hero.star = isUpStar? oldStar + 1: oldStar;
hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid,
star : heros[0].star,
starStage : heros[0].starStage,
colorStar: heros[0].colorStar,
colorStarStage: heros[0].colorStarStage
}
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
}
// 武将升品
public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, quality} = msg;
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
// 根据dic_hero 获得 碎片id
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {quality: oldQuality, star} = hero;
if(quality != oldQuality) {
return resResult(STATUS.WRONG_PARMS);
}
if(oldQuality == HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
}
if(star != HERO_GROW_MAX.STAR ) {
return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
}
// 根据dic_zyz_hero_quality_up 获得需要的材料
// 检查是否达到6星
// 升品满品3级
// handleCost
let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {fragmentNum, consume} = curDicHeroQualityUp;
let consumeArr = decodeStr('cost', consume);
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.quality ++;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid,
quality : heros[0].quality
}
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
// 根据dic_hero 获得 碎片id
// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
// 特殊处理初次觉醒fireStage传0保存为 colorStar = 1, colorStarStage = 0花费的材料取的0星的
// 检查品质是否是橙色
// 升星阶满6自动升星
// handleCost
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, colorStar, colorStarStage} = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
return resResult(STATUS.WRONG_PARMS);
}
if(star != HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
}
if(quality != HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
}
// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
const dicHeroStar = getGamedata('dic_zyz_hero_wake');
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {fragmentNum, consume} = curDicHeroStar;
let consumeArr = decodeStr('cost', consume);
console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
const curHero = {
hid,
star : heros[0].star,
starStage : heros[0].starStage,
colorStar: heros[0].colorStar,
colorStarStage: heros[0].colorStarStage
}
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
}
//训练
async heroJobTrain (msg: {hid:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');

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@@ -53,10 +53,12 @@ export enum ABI_TYPE{
}
export enum ABI_STAGE {
START = 0,
HP = 1,
ATK = 2,
DEF = 3,
MDEF = 4,
AGI = 5,
LUK = 6
LUK = 6,
END = 6
}

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@@ -326,4 +326,12 @@ export const FRIEND_DROP_TYPE = {
// 每日情谊点上限
export const FRIEND_DROP_MAX = {
COM_BTL: 150
}
// 武将上限
export const HERO_GROW_MAX = {
STAR: 6,
COLORSTAR: 6,
QUALITY: 3
}

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@@ -121,6 +121,17 @@ export const STATUS = {
// 武将合成,升级,升星,升品相关 30200 - 30299
ROLE_HERO_EXISTS: {code: 30200, simStr: '已存在武将不可合成' },
ROLE_METERIAL_ERROR: {code: 30201, simStr: '材料错误' },
ROLE_HERO_NOT_EXISTS: {code: 30202, simStr: '未找到该武将' },
ROLE_HERO_LV_OVER: {code: 30203, simStr: '武将等级不可超过主公等级' },
ROLE_HERO_LV_TYPE_ERROR: {code: 30204, simStr: '只可选择升1级或升5级' },
ROLE_EXP_NOT_ENOUGH: {code: 30205, simStr: '材料经验不足' },
ROLE_STAR_STAGE_NOT_ENOUGH: {code: 30206, simStr: '请先点亮前面的星盘' },
ROLE_STAR_REACH_MAX: {code: 30207, simStr: '已升满星,请先觉醒' },
ROLE_STAR_NOT_ENOUGH: {code: 30208, simStr: '未升满星,不可升品' },
ROLE_QUALITY_REACH_MAX: {code: 30209, simStr: '品质已升满' },
ROLE_WAKE_STAR_NOT_ENOUGH: {code: 30210, simStr: '未升满星,不可觉醒' },
ROLE_QUALITY_NOT_ENOUGH: {code: 30211, simStr: '品质未升满,不可觉醒' },
// 武将训练,好感度,羁绊,时装相关 30300 - 30399
// 社交相关状态 40000 - 49999

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@@ -1,6 +1,8 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, Ref, mongoose } from '@typegoose/typegoose';
import Equip from './Equip';
import { CounterModel } from './Counter';
import { COUNTER } from '../consts/consts';
/**
* 英雄表
@@ -12,7 +14,7 @@ interface heroUpdate {
star?: number;
starStage?: number;
colorStar?: number;
fireStage?: number;
colorStarStage?: number;
quality?: number;
job?:number;
jobStage?:number;
@@ -63,7 +65,7 @@ export default class Hero extends BaseModel {
@prop({ required: true, default: 0 })
colorStar: number; // 觉醒, 彩星
@prop({ required: true, default: 0 })
fireStage: number; // 觉醒六维阶段
colorStarStage: number; // 觉醒六维阶段
@prop({ required: true, default: 0 })
quality: number; // 品质
@@ -120,9 +122,10 @@ export default class Hero extends BaseModel {
public static async createHero(heroInfo: {roleId: string, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number }, lean = true) {
const doc = new HeroModel();
const update = Object.assign(doc.toJSON(), heroInfo);
const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1;
const update = Object.assign(doc.toJSON(), heroInfo, {seqId});
delete update._id;
const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar fireStage quality job jobStage connections favour favourLv skins equips').lean(lean);
const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar colorStarStage quality job jobStage connections favour favourLv skins equips').lean(lean);
return hero;
}

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@@ -13,6 +13,7 @@ const heroInfos = new Map<number, any>();
const jobInfos = new Map<number, any>();
const jobClassMaxGrades = new Map<number, number>();
const levelInfos = new Map<number, {sum: number, cur: number}>();
const heroLevelInfo = new Map<number, number>();
const starRatioInfo = new Map<number, number>();
const heroSkillInfo = new Map<number, any>()
const seidInfo = new Map<number, any>();
@@ -118,6 +119,16 @@ function parseLevelInfo() {
});
}
function parseHeroLevelInfo() {
const jobFile = 'dic_zyz_charexp';
const levelData = gamedata['jsons'][jobFile] || [];
levelData.forEach(elem => {
if (elem && elem.level) {
heroLevelInfo.set(elem.level, elem.exp);
}
});
}
function parseStarRatio() {
const file = 'dic_star_ratio';
const data = gamedata['jsons'][file] || [];
@@ -256,6 +267,7 @@ function parseData() {
parseHeroData();
parseJobData();
parseLevelInfo();
parseHeroLevelInfo();
parseStarRatio();
parseHeroSkill();
parseSeidList();
@@ -336,6 +348,10 @@ export function getExpByLv(lv: number) {
return levelInfos.get(lv);
}
export function getHeroExpByLv(lv: number) {
return heroLevelInfo.get(lv);
}
export function getStarRatio(star: number) {
return starRatioInfo.get(star);
}

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@@ -104,6 +104,12 @@ const moment = require('moment');
result = { id: parseInt(id), weight: parseInt(weight) };
break;
}
case 'cost': {
let [id, count] = arr;
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
result = { id: parseInt(id), count: parseInt(count)};
break;
}
}
return result;
};

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@@ -3,18 +3,18 @@
"id": 1,
"quality": 1,
"fragmentNum": 100,
"consume": "100&100&100"
"consume": "&"
},
{
"id": 2,
"quality": 2,
"fragmentNum": 200,
"consume": "100&100&100"
"consume": "&"
},
{
"id": 3,
"quality": 3,
"fragmentNum": 300,
"consume": "100&100&100"
"consume": "&"
}
]

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@@ -4,7 +4,7 @@
"quality": 1,
"star": 0,
"fragmentNum": 240,
"consume": "20000&100|20001&100",
"consume": "&",
"hp_up": 21,
"atk_up": 22,
"def_up": 23,

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@@ -145,7 +145,7 @@ export default class Auth extends Service {
let {quality, initialStars: star, jobid: job, name: hName} = dicHero;
hero = await HeroModel.createHero({
roleId, roleName: role.roleName, hid, hName, star, lv: 30, quality, job
roleId, roleName: role.roleName, hid, hName, star, quality, job
});
}