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