添加处理seid方法

This commit is contained in:
luying
2020-12-12 17:06:28 +08:00
parent b9a213f344
commit 93d0beef31
6 changed files with 81 additions and 72 deletions

View File

@@ -4,8 +4,8 @@ import { calPlayerCeAndSave } from '../../../services/playerCeService';
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, HERO_GROW_MAX} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById, getHeroLvByExp} from '../../../pubUtils/gamedata';
import { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role';
@@ -59,7 +59,7 @@ export class HeroHandler {
let curHero = await HeroModel.createHero({
roleId, serverId, roleName, hid, hName, star, quality, job
}, false);
await calPlayerCeAndSave(sid, roleId, [curHero]);
await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR);
return resResult(STATUS.SUCCESS, {curHero});
}
@@ -97,22 +97,10 @@ export class HeroHandler {
let {lv: oldLv, exp: oldExp} = hero;
if(oldLv + addLv > 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);
let newExp = oldExp + allExp; // 加上经验书可以达到的经验
let newLv = getHeroLvByExp(newExp);
if(exp < newExp) {
newExp -= exp;
if(newLv < playerLv) curExp -= exp;
newLv ++;
} else {
break;
}
}
if(oldLv + addLv > newLv) {
if(newLv < oldLv + addLv) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
@@ -120,9 +108,9 @@ export class HeroHandler {
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.lv = playerLv > newLv?newLv: playerLv;
hero.exp = curExp;
hero.exp = newExp;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid, lv : heros[0].lv, exp : heros[0].exp
}
@@ -163,7 +151,7 @@ export class HeroHandler {
hero.star = isUpStar? oldStar + 1: oldStar;
hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid,
star : heros[0].star,
@@ -208,7 +196,7 @@ export class HeroHandler {
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.quality ++;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid,
quality : heros[0].quality
@@ -218,12 +206,6 @@ export class HeroHandler {
// 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');
@@ -264,7 +246,7 @@ export class HeroHandler {
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid,
star : heros[0].star,

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@@ -11,24 +11,33 @@ import Hero from '../db/Hero';
import { RoleModel } from '../db/Role';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake } from '../pubUtils/gamedata';
import { HEROTARIN, CE_RATIO, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst';
import { CeAttrData } from '../db/BaseModel';
import { CeAttrData, CeAttr } from '../db/BaseModel';
const HERO_CE_RATIO = 100;
//战力计算TODO
export function calPlayerCe(hero: any, type: number, args: Array<number>) {
let incCe = 0;
let incArr = {};
let reIncAttr; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
let addSeidList = new Array<number>();
let removeSeidList = new Array<number>();
if (type == HERO_SYSTEM_TYPE.STAR) {
reIncAttr = calHeroStarIncAttr(hero, args); // 返回 计算后的值
reIncAttr = calHeroStarIncAttr(hero, addSeidList, removeSeidList); // 返回 计算后的值
} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero);
}
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName];
addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值
if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
let oldCe = originalAttrData.fixUp * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp)
if(!hero.ceAttr[attrName]) hero.ceAttr[attrName] = new CeAttrData();
for (let attrKey in reIncAttr[attrName]) {
hero.CeAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
}
incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
incCe += incArr[attrName] * CE_RATIO[attrName];
@@ -61,7 +70,7 @@ export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Arr
return heros;
}
export function calHeroStarIncAttr (hero: Hero, _args: Array<number>) {
export function calHeroStarIncAttr (hero: Hero, addSeidList: Array<number>, removeSeidList: Array<number>) {
let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
let res = {};
const dicHero = getHeroInfoById(hero.hid);
@@ -98,7 +107,7 @@ export function calHeroStarIncAttr (hero: Hero, _args: Array<number>) {
let starUp = dicStar.ceAttr.get(stage);
let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
let field = WAR_JSON_ATTRIBUTE_TYPE[targetAttrId];
let ceAttrData: CeAttrData = ceAttr[field]; // 存表中的属性下的basefixupratioup
let ceAttrData: CeAttrData = ceAttr[field]||new CeAttrData(); // 存表中的属性下的basefixupratioup
let {ratioUp = 0, fixUp = 0} = ceAttrData;
res[field] = { base: newBase, ratioUp, fixUp}; // base变动增量为△base * ratio + 0
}
@@ -131,3 +140,8 @@ function getFieldByStage(stage: number, jobid: number) {
return targetAttrId(dicJob.type);
}
}
function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
}

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@@ -26,42 +26,42 @@ export default class BaseModel extends TimeStamps {
export class CeAttrData {
@prop({ required: true })
base?: number;
base?: number = 0;
@prop({ required: true })
ratioUp: number;
ratioUp: number = 0;
@prop({ required: true })
fixUp: number;
fixUp: number = 0;
}
export class CeAttr {
@prop({ required: true })
hp: CeAttrData;
@prop({ required: true })
atk: CeAttrData;
@prop({ required: true })
matk: CeAttrData;
@prop({ required: true })
def: CeAttrData;
@prop({ required: true })
mdef: CeAttrData;
@prop({ required: true })
agi: CeAttrData;
@prop({ required: true })
luk: CeAttrData;
@prop({ required: true })
hit: CeAttrData;
@prop({ required: true })
cri: CeAttrData;
@prop({ required: true })
flee: CeAttrData;
@prop({ required: true })
antCri: CeAttrData;
@prop({ required: true })
damageIncrease: CeAttrData;
@prop({ required: true })
damageDecrease: CeAttrData;
@prop({ required: true })
defIngnore: CeAttrData;
@prop({ required: true })
bloodSuck: CeAttrData;
@prop({ required: false })
hp?: CeAttrData;
@prop({ required: false })
atk?: CeAttrData;
@prop({ required: false })
matk?: CeAttrData;
@prop({ required: false })
def?: CeAttrData;
@prop({ required: false })
mdef?: CeAttrData;
@prop({ required: false })
agi?: CeAttrData;
@prop({ required: false })
luk?: CeAttrData;
@prop({ required: false })
hit?: CeAttrData;
@prop({ required: false })
cri?: CeAttrData;
@prop({ required: false })
flee?: CeAttrData;
@prop({ required: false })
antCri?: CeAttrData;
@prop({ required: false })
damageIncrease?: CeAttrData;
@prop({ required: false })
damageDecrease?: CeAttrData;
@prop({ required: false })
defIngnore?: CeAttrData;
@prop({ required: false })
bloodSuck?: CeAttrData;
}

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@@ -67,7 +67,7 @@ export default class Hero extends BaseModel {
ce: number; // 武将战力
@prop({ required: true, default: 0 })
historyCe: number; // 武将历史最高战力
@prop({required: true })
@prop({required: true, default: new CeAttr() })
ceAttr: CeAttr; // 影响战力的属性
@prop({ required: true, default: 1 })

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@@ -77,7 +77,7 @@ export default class Role extends BaseModel {
lv: number; // 主公等级
@prop({ required: true, default: 0 })
ce: number; // 总战力
@prop({ required: true, default: {} })
@prop({ required: true, default: new CeAttr() })
globalCeAttr: CeAttr; // 总战力
@prop({ required: true, default: 0 })
topFiveCe: number; // 最强5人战力

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@@ -146,9 +146,11 @@ function parseLevelInfo() {
function parseHeroLevelInfo() {
const jobFile = 'dic_zyz_charexp';
const levelData = gamedata['jsons'][jobFile] || [];
let exp = 0;
levelData.forEach(elem => {
if (elem && elem.level) {
heroLevelInfo.set(elem.level, elem.exp);
exp += elem.exp;
heroLevelInfo.set(elem.level, exp);
}
});
}
@@ -448,6 +450,17 @@ export function getExpByLv(lv: number) {
return levelInfos.get(lv);
}
export function getHeroLvByExp(exp: number) {
let curLv = 0;
let entries = heroLevelInfo.entries();
for (let [lv, sum] of entries) {
curLv = lv;
if(exp < sum) break;
}
return curLv;
}
export function getHeroExpByLv(lv: number) {
return heroLevelInfo.get(lv);
}