✨ feat(军团): 修改boss和城门血条逻辑
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@@ -1,24 +1,25 @@
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import { BossInstanceType, BossInstanceModel } from '../db/BossInstance';
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import { lockData } from '../services/redLockService';
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import { findIndex, pick } from 'underscore';
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import { sismemberAsync, smembersAsync, saddAsync, delAsync, getRoleOnlineInfo } from '../services/redisService';
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import { sismemberAsync, smembersAsync, saddAsync, delAsync, getRoleOnlineInfo, getServerCreateTime } from '../services/redisService';
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import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult, shouldRefresh } from '../pubUtils/util';
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import { BattleRecordModel } from '../db/BattleRecord';
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import { getArmyBossRank, gameData } from '../pubUtils/data';
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import { getArmyBossRank, gameData, getBossHpRatio } from '../pubUtils/data';
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import { sendMailToGuildByContent } from '../services/mailService';
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import { MAIL_TYPE, AUCTION_SOURCE, ABI_TYPE, PUSH_ROUTE } from '../consts';
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import { MAIL_TYPE, AUCTION_SOURCE, ABI_TYPE, PUSH_ROUTE, BOSS_HP_RATIO_TYPE } from '../consts';
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import { GUILD_BOSS_STATUS } from '../consts/constModules/guildConst';
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import { genAuction } from './auctionService';
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import { GuildModel, GuildType } from '../db/Guild';
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import { UserGuildModel, UserGuildType } from '../db/UserGuild';
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import { nowSeconds } from '../pubUtils/timeUtil';
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import { getZeroPoint, getZeroPointOfTime, nowSeconds } from '../pubUtils/timeUtil';
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import { GUILDACTIVITY } from '../pubUtils/dicParam';
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import { ServerRecordModel } from '../db/ServerRecords';
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import { GuildRecord, ServerRecordModel } from '../db/ServerRecords';
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import { sendMessageToGuildWithSuc, sendMessageToUsersWithSuc } from './pushService';
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import { AttributeCal } from '../domain/roleField/attribute';
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import { saveGuildBossHpLog } from '../pubUtils/logUtil';
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import { getHeroesAttributes } from './playerCeService';
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/**
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* 获得boss界面
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@@ -196,33 +197,21 @@ export async function getBossHp(serverId: number, guildCode: string, dicBossBase
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let serverRecord = await ServerRecordModel.findTodayData(serverId);
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if(!serverRecord) return { ratio: 1, bossHp: zoomInDamage(minBossHp) };
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let dicWar = gameData.war.get(warId);
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let dicWarJson = gameData.warJson.get(dicWar.dispatchJsonId);
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let actorId = gameData.heroIdByWar.get(warId);
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let dicBoss = dicWarJson.find(cur => cur.actorId == actorId);
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let attribute = dicBoss?.attribute||[];
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let hp = attribute.find(cur => cur.id == ABI_TYPE.ABI_HP)?.val||0;
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console.log(`getBossHp warId ${warId} hp ${hp}`);
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let activeGuilds = serverRecord.activeGuilds||[];
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let myGuild = activeGuilds.find(cur => cur.guildCode == guildCode);
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let activeCe = 0, playerCnt = 0;
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if(myGuild) {
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let activePlayers = myGuild.players||[];
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activePlayers.sort((a, b) => b.ce - a.ce);
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for(let i = 0; i < 10; i++) {
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if(!activePlayers[i]) break;
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activeCe += activePlayers[i].topLineupCe;
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playerCnt ++;
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}
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}
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if(playerCnt == 0) return { ratio: 1, bossHp: zoomInDamage(minBossHp) };
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let subCe = getBossSubAttrCe(actorId, dicWar.secondAttrLevel, bossLv)
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console.log(`getBossHp activeCe ${activeCe} playerCnt ${playerCnt} subCe ${subCe}`);
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let B = (activeCe/playerCnt/6 - subCe)/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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let bossBaseHp = B * hp;
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let bossHp = Math.floor(bossBaseHp * bossHpRatio);
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let playerAtkResult = await getPlayerAtkAvg(myGuild);
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if (!playerAtkResult) return { ratio: 1, bossHp: zoomInDamage(minBossHp) };
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// *军团的玩家人数=开启前一天军团内登录的玩家数
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// *单个玩家的平均攻击力=军团前一天活跃玩家中最强6人排名前10的玩家的最强6人的攻击之和/10
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let { playerAtkAvg, playerCnt, activeCe } = playerAtkResult;
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// 倍数按开服天数变化
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let ratio = await getBossHpRatioByServer(BOSS_HP_RATIO_TYPE.BOSS_RATIO, serverId);
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// *单个玩家10回合造成的总伤害=单个玩家的平均攻击力*倍数*10
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let player10Damage = playerAtkAvg * ratio * 10;
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// boss血量=单个玩家10回合造成的总伤害*军团的玩家人数*2
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let bossHp = Math.floor(player10Damage * playerCnt * 2);
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let B = getB(warId, bossLv, activeCe, playerCnt);
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if(B < 1) {
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B = 1;
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bossHp = minBossHp;
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@@ -231,11 +220,55 @@ export async function getBossHp(serverId: number, guildCode: string, dicBossBase
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B = 1;
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bossHp = minBossHp;
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}
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console.log(`getBossHp B ${B}`);
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saveGuildBossHpLog(serverId, warId, guildCode, { minBossHp, bossHpRatio, hp, activeCe, playerCnt, subCe, B, bossHp })
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saveGuildBossHpLog(serverId, warId, guildCode, { minBossHp, bossHpRatio, ratio, playerAtkAvg, player10Damage, activeCe, playerCnt, B, bossHp })
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return { ratio: B, bossHp: zoomInDamage(bossHp) };
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}
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function getB(warId: number, bossLv: number, activeCe: number, playerCnt: number) {
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let dicWar = gameData.war.get(warId);
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if (!dicWar) return 1;
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let actorId = gameData.heroIdByWar.get(warId);
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let subCe = getBossSubAttrCe(actorId, dicWar.secondAttrLevel, bossLv)
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let B = (activeCe/playerCnt/6 - subCe)/GUILDACTIVITY.GATEACTIVITY_ENEMYCE;
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return B;
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}
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async function getPlayerAtkAvg(myGuild: GuildRecord) {
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if (!myGuild) return false;
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let playerAtkSum = 0, playerCnt = 0, activeCe = 0;
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if (myGuild) {
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let activePlayers = myGuild.players || [];
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activePlayers.sort((a, b) => b.ce - a.ce);
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for (let i = 0; i < 10; i++) {
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if (!activePlayers[i]) break;
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let onePlayerAtkSum = 0, heroCnt = 0;
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let { roleId, topLineup = [], topLineupCe = 0 } = activePlayers[i];
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let attrByHid = await getHeroesAttributes(roleId);
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for (let { hid } of topLineup) {
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let atk = attrByHid.get(hid)?.getAtk() || 0;
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onePlayerAtkSum += atk;
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heroCnt++;
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}
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if (heroCnt == 0) continue; // 基本不可能,但是以防NaN
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playerAtkSum += onePlayerAtkSum / heroCnt * 6;
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playerCnt++;
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activeCe += topLineupCe;
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}
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}
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if (playerCnt == 0) return false;
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let playerAtkAvg = playerAtkSum / playerCnt * 10;
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return { playerAtkAvg, playerCnt, activeCe };
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}
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export async function getBossHpRatioByServer(type: BOSS_HP_RATIO_TYPE, serverId: number) {
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let serverOpenTime = await getServerCreateTime(serverId);
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let serverZeroPoint = getZeroPointOfTime(serverOpenTime);
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let todayZeroPoint = getZeroPoint();
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let n = Math.floor((todayZeroPoint - serverZeroPoint)/86400) + 1;
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return getBossHpRatio(type, n);
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}
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export function zoomInDamage(damage: number, ratio = 100) {
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return Math.floor(damage * ratio);
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}
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