属性随机使用既有方法
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@@ -1,7 +1,7 @@
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import { Application, BackendSession } from "pinus";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE, HERO_GROW_MAX } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr, getRandomByLen, deepCopy } from "../../../pubUtils/util";
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import { resResult, parseGoodStr, getRandomByLen, deepCopy, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { EquipModel, RandSe } from "../../../db/Equip";
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import { HeroModel, EPlace } from "../../../db/Hero";
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@@ -9,7 +9,7 @@ import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getHeroJob, getGoodById, gameData, getJewelById, getHeroEquipByClassId } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID, SPEICAL_ITEM } from "../../../consts/constModules/itemConst";
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import { ITID, SPEICAL_ITEM, RANDOM_SE_COUNT } from "../../../consts/constModules/itemConst";
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const _ = require('underscore');
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@@ -271,28 +271,28 @@ export class EquipHandler {
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if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { randomEffect } = dicGoods;
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
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let hasReset = false, lockNum = 0;
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let chosen = randSe.map(cur => cur.seid); // 上一轮随机出来的
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let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), randSe.length);
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let lockNum = 0;
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let removeSeidList = new Array<number>(); // 原装备上的seid [seid, rand, ...]
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for(let i = 0; i < randSe.length; i++) {
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removeSeidList.push(randSe[i].seid, randSe[i].rand);
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if(!randSe[i].locked) {
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let newPool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(newPool);
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if (!random) { break };
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let random = gameData.randomEffectPool.get(randomResult[i]);
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if (!random) break ;
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let rand = 0;
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if (random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
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if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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randSe[i].seid = random.id;
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randSe[i].rand = rand;
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hasReset = true;
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} else {
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lockNum++;
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}
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}
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if (!hasReset) {
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if (lockNum >= randSe.length) {
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return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
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}
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@@ -6,7 +6,7 @@ import { EquipModel, RandSe, Holes } from './../db/Equip';
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import { BagInter, EquipInter } from './interface';
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import { gameData } from './data';
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import { RANDOM_SE_COUNT, FIX_ATTRIBUTES_RAN, ITID } from '../consts';
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import { getRandomByLen } from './util';
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import { getRandValueByMinMax, getRandEelm } from './util';
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const _ = require('underscore');
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@@ -35,24 +35,22 @@ export async function addEquips(roleId: string, roleName: string, weapon: EquipI
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let {type} = ITID.get(itid);
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let randomNum = RANDOM_SE_COUNT.get(quality);
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = new Array<number>();
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let randSe = new Array<RandSe>();
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for(let i = 0; i < randomNum; i++) {
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pool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(pool);
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if(!random) break;
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chosen.push(random.id);
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let randomResult: number[] = getRandEelm(randomEffect, randomNum);
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let randSe: Array<RandSe> = randomResult.map((id: number, i: number) => {
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let random = gameData.randomEffectPool.get(id)
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let rand = 0;
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if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
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randSe.push({
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if(random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
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return {
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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});
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}
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let randRange = Math.floor(Math.random() * FIX_ATTRIBUTES_RAN * 2) - FIX_ATTRIBUTES_RAN;
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};
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});
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let randRange = getRandValueByMinMax(0 - FIX_ATTRIBUTES_RAN, FIX_ATTRIBUTES_RAN, 0);
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let holes = new Array<Holes>();
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for(let i = 0; i < hole; i++) {
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holes.push({id: i+1, isOpen: false, jewel: 0})
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@@ -293,6 +293,19 @@ export function getRandValue(base: number, ratio: number, decimal = 2): number {
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return parseFloat((base * (1 - ratio + Math.random() * ratio * 2)).toFixed(decimal));
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}
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/**
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* 在给定最大最小值中随机一个值
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* @param min 最小
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* @param max 最大
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* @param decimal 返回值保留的小数位数
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*/
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export function getRandValueByMinMax(min: number, max: number, decimal = 2): number {
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return parseFloat((min + (max - min) * Math.random()).toFixed(decimal));
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}
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export function resResult(status: {code: number, simStr: string}, data = null, customMsg = '') {
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const { code, simStr } = status;
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if (code !== STATUS.SUCCESS.code) {
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