添加藏宝图按体力掉落

This commit is contained in:
luying
2020-11-24 15:44:10 +08:00
parent f362c5505f
commit 991d193eab
5 changed files with 170 additions and 19 deletions

View File

@@ -4,22 +4,25 @@
*/
import { BattleDropModel } from '../db/BattleDrop';
import { getWarById } from '../pubUtils/gamedata';
import { decodeStr } from '../pubUtils/util';
import { BATTLE_REWARD_TYPE } from '../consts/consts';
import { getWarById, getBluePrtByQuality } from '../pubUtils/gamedata';
import { decodeStr, getRefTime, getRandomWithWeight, getRandomByLen } from '../pubUtils/util';
import { BATTLE_REWARD_TYPE, BLUEPRT_CONST, BLUEPRT_CHANCE } from '../consts/consts';
import { handleReward } from './rewardService';
import { BattleBlueprtDropModel } from '../db/BattleBlueprtDrop'
import { RoleModel } from '../db/Role';
export class WarReward {
roleId: string;
roleName: string;
battleId: number;
condition: Map<number, boolean>;
warInfo: any;
isSuccess: boolean;
rewards: Array<{type: number, gid: number, count: number, times: number}>;
fixReward: string;
conditionReward: string;
randomReward: string;
private roleId: string;
private roleName: string;
private battleId: number;
private condition: Map<number, boolean>;
private warInfo: any;
private isSuccess: boolean;
private rewards: Array<{type: number, gid: number, count: number, times: number}>;
private fixReward: string;
private conditionReward: string;
private randomReward: string;
private costAp: number;
constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
this.roleId = roleId;
@@ -34,6 +37,7 @@ export class WarReward {
this.randomReward = RandomReward;
this.isSuccess = isSuccess;
this.costAp = this.warInfo.cost;
}
public setCondition(id: number, isOk: boolean) {
@@ -101,7 +105,7 @@ export class WarReward {
let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
for(let i = 0; i < num; i ++) {
let flag = false; // 是否可以获得
if(allNum + 1 > frequency) {
if(allNum >= frequency) {
allNum = 0; getNum = 0;
}
allNum++; allSum++;
@@ -122,6 +126,58 @@ export class WarReward {
}
}
private async handlerBlueprtReward(num: number) {
const refTime = getRefTime(new Date(), BLUEPRT_CONST.REFRESH_TIME);
const battleBlueprtDrop = await BattleBlueprtDropModel.findByTime(this.roleId, refTime);
if(battleBlueprtDrop) {
let { getNum = 0, curCostAp = 0, getSum = 0, costAp = 0 } = battleBlueprtDrop;
for(let i = 0; i < num; i ++) {
let flag = false; // 是否可以获得
if( curCostAp >= BLUEPRT_CONST.PER_AP) {
curCostAp = curCostAp - BLUEPRT_CONST.PER_AP; getNum = 0;
}
costAp += this.costAp; curCostAp += this.costAp;
if(getNum == 0) {
let r = Math.random();
console.log(r, 1/BLUEPRT_CONST.PER_AP*curCostAp);
if(r <= 1/BLUEPRT_CONST.PER_AP*curCostAp || (curCostAp >= BLUEPRT_CONST.PER_AP) ) {
flag = true; // 独立概率随机
}
}
if(getSum >= BLUEPRT_CONST.DAILY_CNT) {
flag = false;
}
if(flag) {
getNum ++; getSum++;
const obj = await this.randomBlueprt();
if(obj) {
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj});
}
}
}
await BattleBlueprtDropModel.updateByTime(this.roleId, refTime, {
getNum, curCostAp, getSum, costAp
});
}
}
private async randomBlueprt() {
const { lv } = await RoleModel.findByRoleId(this.roleId);
const result = BLUEPRT_CHANCE.find(cur => {return cur.min <= lv && cur.max >= lv});
console.log('****', lv, result)
if(result) {
const dicOdds = decodeStr('possibility', result.chance);
const {dic: {id}} = getRandomWithWeight(dicOdds);
const blueprtList = getBluePrtByQuality(id);
const gid = getRandomByLen(blueprtList);
return {gid, count:1}
} else {
return null
}
}
public async saveReward(num: number) {
this.rewards = new Array();
// let warType = this.warInfo.warType;
@@ -131,6 +187,8 @@ export class WarReward {
if(this.fixReward) this.handleFixReward(num, this.fixReward);
if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
if(this.randomReward) await this.handleRandomReward(num, this.randomReward);
if(this.costAp > 0) await this.handlerBlueprtReward(num);
}
let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);

View File

@@ -64,7 +64,13 @@ const itid_array = [
{ id: 23, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
{ id: 24, name: '消耗类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
{ id: 26, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, field: "souls" },
{ id: 27, name: '货币', goodType: GOOD_TYPE.CONSUMES, field: "currency", isCurrency: true }
{ id: 27, name: '货币', goodType: GOOD_TYPE.CONSUMES, field: "currency", isCurrency: true },
{ id: 28, name: '藏宝图', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
{ id: 29, name: '礼器', goodType: GOOD_TYPE.EQUIP },
{ id: 30, name: '宝甲', goodType: GOOD_TYPE.EQUIP },
{ id: 31, name: '名驹', goodType: GOOD_TYPE.EQUIP },
{ id: 32, name: '典籍', goodType: GOOD_TYPE.EQUIP },
{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP }
];
export const ITID = new Map<number, {id: number, name: string, goodType: number, field?: string, isCurrency?: boolean}>();
@@ -104,6 +110,21 @@ export const WAR_TYPE = {
MYSTERY_ELITE: 13 // 秘境精英
};
// 藏宝图掉落参数
export const BLUEPRT_CONST = {
REFRESH_TIME: 5, // 每天几点刷新
DAILY_CNT: 5, // 每天最多掉落多少张
PER_AP: 15 // 每多少体力掉落1张藏宝图
};
// 藏宝图概率
export const BLUEPRT_CHANCE = [
{min: 20, max: 40, chance: "1&100"},
{min: 41, max: 60, chance: "1&70|2&30"},
{min: 61, max: 80, chance: "2&70|3&30"},
{min: 81, max: 100, chance: "2&60|3&40"}
];
// 事件,是否开启保存随机记录方式
export const EVENT_RANDOM_TYPE_ONE_OPEN = false;
// 奇遇事件每次刷新几个

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@@ -0,0 +1,42 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop } from '@typegoose/typegoose';
/**
* 藏宝图掉落记录
*/
@index({ roleId: 1, battleId: 1 })
export default class BattleBlueprtDrop extends BaseModel {
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
refTime: Date; // 刷新日期
@prop({ required: true, default: 0 })
getNum: number; // 获取次数当curCostAp超过ap重置
@prop({ required: true })
curCostAp: number; // 这一轮消耗的ap单独设置出了以防以后修改PER_AP
@prop({ required: true, default: 0 })
getSum: number; // 获取道具的全部次数
@prop({ required: true })
costAp: number; // 当天消耗的ap
public static async findByTime(roleId: string, refTime: Date, lean = true) {
const result = await BattleBlueprtDropModel.findOneAndUpdate({ roleId, refTime }, {}, {new: true, upsert: true}).lean(lean);
return result;
}
public static async updateByTime(roleId: string, refTime: Date, params: {getNum: number, curCostAp: number, getSum: number, costAp: number}, lean = true) {
const result = await BattleBlueprtDropModel.findOneAndUpdate({roleId, refTime}, {$set: params}).lean(lean);
return result;
}
public static async deleteAccount(roleId: string, lean = true) {
let result = await BattleBlueprtDropModel.deleteMany({roleId}).lean(lean);
return result||{};
}
}
export const BattleBlueprtDropModel = getModelForClass(BattleBlueprtDrop);

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@@ -2,6 +2,7 @@ import fs = require('fs');
import path = require('path');
import { ABI_TYPE } from '../consts/abilityConst';
import { decodeIdCntArrayStr } from './util';
import { IT_TYPE } from '../consts/consts';
let gamedata = {};
const wars = ['dic_zyz_gk_main', 'dic_zyz_gk_mainElite', 'dic_zyz_gk_daily', 'dic_zyz_gk_event', 'dic_zyz_gk_tower', 'dic_zyz_gk_expedition', 'dic_zyz_gk_dungeon','dic_zyz_gk_dungeonElite']; // 关卡相关的表
@@ -19,6 +20,8 @@ const expeditionInfo = new Map<number, any> ();
const comBtlInfo = new Map<number, {quality: number, name: string, assistanceTime: number, assistanceLevel: number}>();
const btlBossHp = new Map<number, number>();
const blueprtBossHp = new Map<number, number>();
const goodInfo = new Map<number, any>();
const blueprt = new Map<number, Array<number>>();
function parseWarData() {
let result = null;
@@ -190,6 +193,21 @@ function parseComBtlData() {
});
}
function parseGood() {
const file = 'dic_goods';
const data = gamedata['jsons'][file] || [];
data.forEach(elem => {
if (elem && elem.good_id) {
goodInfo.set(elem.good_id, elem);
if(elem.itid == IT_TYPE.BLUEPRT) {
let arr = blueprt.get(elem.quality)||new Array();
arr.push(elem.good_id);
blueprt.set(elem.quality, arr);
}
}
});
}
function initData (folder: string) {
if(!gamedata.hasOwnProperty(folder)) {
gamedata[folder] = {};
@@ -227,6 +245,7 @@ function parseData() {
parseOlySeidList();
parseExpedition();
parseComBtlData();
parseGood();
}
initData('jsons'); // 加载一般json
@@ -258,10 +277,11 @@ export function getTowerDataByLv(lv: number) {
}
export function getGoodById(gid) {
let goodsInfo = gamedata['jsons']['dic_goods']||[];
return goodsInfo.find(cur => {
return cur.good_id == gid
});
return goodInfo.get(gid);
}
export function getBluePrtByQuality(quality: number) {
return blueprt.get(quality)|| new Array<number>();
}
export function getTaskById(tid: number) {

View File

@@ -98,6 +98,12 @@ const moment = require('moment');
result = { type: parseInt(type), param: parseInt(param), cnt: parseInt(cnt) };
break;
}
case 'possibility': {
let [id, weight] = arr;
if(isNaN(id) || isNaN(weight)) throw new Error('data table format wrong');
result = { id: parseInt(id), weight: parseInt(weight) };
break;
}
}
return result;
};
@@ -163,6 +169,10 @@ export function decodeIdCntArrayStr(str: string, multi: number) {
return ce;
}
export function getRandomByLen(arr: Array<any>) {
let len = arr.length;
return arr[Math.floor(Math.random() * len)]
}
export function getRandomWithWeight(randomList: any) {
let len = randomList.reduce((pre, cur) => {