添加藏宝图按体力掉落
This commit is contained in:
@@ -4,22 +4,25 @@
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*/
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*/
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import { BattleDropModel } from '../db/BattleDrop';
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import { BattleDropModel } from '../db/BattleDrop';
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import { getWarById } from '../pubUtils/gamedata';
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import { getWarById, getBluePrtByQuality } from '../pubUtils/gamedata';
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import { decodeStr } from '../pubUtils/util';
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import { decodeStr, getRefTime, getRandomWithWeight, getRandomByLen } from '../pubUtils/util';
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import { BATTLE_REWARD_TYPE } from '../consts/consts';
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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 { 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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export class WarReward {
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roleId: string;
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private roleId: string;
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roleName: string;
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private roleName: string;
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battleId: number;
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private battleId: number;
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condition: Map<number, boolean>;
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private condition: Map<number, boolean>;
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warInfo: any;
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private warInfo: any;
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isSuccess: boolean;
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private isSuccess: boolean;
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rewards: Array<{type: number, gid: number, count: number, times: number}>;
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private rewards: Array<{type: number, gid: number, count: number, times: number}>;
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fixReward: string;
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private fixReward: string;
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conditionReward: string;
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private conditionReward: string;
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randomReward: 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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constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
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this.roleId = roleId;
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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.randomReward = RandomReward;
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this.isSuccess = isSuccess;
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this.isSuccess = isSuccess;
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this.costAp = this.warInfo.cost;
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}
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}
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public setCondition(id: number, isOk: boolean) {
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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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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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for(let i = 0; i < num; i ++) {
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let flag = false; // 是否可以获得
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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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allNum = 0; getNum = 0;
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}
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}
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allNum++; allSum++;
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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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}
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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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public async saveReward(num: number) {
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this.rewards = new Array();
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this.rewards = new Array();
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// let warType = this.warInfo.warType;
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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.fixReward) this.handleFixReward(num, this.fixReward);
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if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
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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.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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}
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let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
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let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
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+22
-1
@@ -64,7 +64,13 @@ const itid_array = [
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{ id: 23, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
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{ id: 23, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
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{ id: 24, name: '消耗类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
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{ id: 24, name: '消耗类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
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{ id: 26, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, field: "souls" },
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{ id: 26, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, field: "souls" },
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{ id: 27, name: '货币', goodType: GOOD_TYPE.CONSUMES, field: "currency", isCurrency: true }
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{ id: 27, name: '货币', goodType: GOOD_TYPE.CONSUMES, field: "currency", isCurrency: true },
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{ id: 28, name: '藏宝图', goodType: GOOD_TYPE.CONSUMES, field: "consumeGoods" },
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{ id: 29, name: '礼器', goodType: GOOD_TYPE.EQUIP },
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{ id: 30, name: '宝甲', goodType: GOOD_TYPE.EQUIP },
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{ id: 31, name: '名驹', goodType: GOOD_TYPE.EQUIP },
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{ id: 32, name: '典籍', goodType: GOOD_TYPE.EQUIP },
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{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP }
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];
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];
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export const ITID = new Map<number, {id: number, name: string, goodType: number, field?: string, isCurrency?: boolean}>();
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export const ITID = new Map<number, {id: number, name: string, goodType: number, field?: string, isCurrency?: boolean}>();
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@@ -104,6 +110,21 @@ export const WAR_TYPE = {
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MYSTERY_ELITE: 13 // 秘境精英
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MYSTERY_ELITE: 13 // 秘境精英
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};
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};
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// 藏宝图掉落参数
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export const BLUEPRT_CONST = {
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REFRESH_TIME: 5, // 每天几点刷新
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DAILY_CNT: 5, // 每天最多掉落多少张
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PER_AP: 15 // 每多少体力掉落1张藏宝图
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};
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// 藏宝图概率
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export const BLUEPRT_CHANCE = [
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{min: 20, max: 40, chance: "1&100"},
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{min: 41, max: 60, chance: "1&70|2&30"},
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{min: 61, max: 80, chance: "2&70|3&30"},
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{min: 81, max: 100, chance: "2&60|3&40"}
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];
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// 事件,是否开启保存随机记录方式
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// 事件,是否开启保存随机记录方式
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export const EVENT_RANDOM_TYPE_ONE_OPEN = false;
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export const EVENT_RANDOM_TYPE_ONE_OPEN = false;
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// 奇遇事件每次刷新几个
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// 奇遇事件每次刷新几个
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@@ -0,0 +1,42 @@
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import BaseModel from './BaseModel';
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import { index, getModelForClass, prop } from '@typegoose/typegoose';
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/**
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* 藏宝图掉落记录
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*/
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@index({ roleId: 1, battleId: 1 })
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export default class BattleBlueprtDrop extends BaseModel {
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@prop({ required: true })
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roleId: string; // 角色 id
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@prop({ required: true })
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refTime: Date; // 刷新日期
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@prop({ required: true, default: 0 })
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getNum: number; // 获取次数,当curCostAp超过ap重置
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@prop({ required: true })
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curCostAp: number; // 这一轮消耗的ap,单独设置出了以防以后修改PER_AP
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@prop({ required: true, default: 0 })
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getSum: number; // 获取道具的全部次数
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@prop({ required: true })
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costAp: number; // 当天消耗的ap
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public static async findByTime(roleId: string, refTime: Date, lean = true) {
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const result = await BattleBlueprtDropModel.findOneAndUpdate({ roleId, refTime }, {}, {new: true, upsert: true}).lean(lean);
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return result;
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}
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public static async updateByTime(roleId: string, refTime: Date, params: {getNum: number, curCostAp: number, getSum: number, costAp: number}, lean = true) {
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const result = await BattleBlueprtDropModel.findOneAndUpdate({roleId, refTime}, {$set: params}).lean(lean);
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return result;
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}
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public static async deleteAccount(roleId: string, lean = true) {
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let result = await BattleBlueprtDropModel.deleteMany({roleId}).lean(lean);
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return result||{};
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}
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}
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export const BattleBlueprtDropModel = getModelForClass(BattleBlueprtDrop);
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@@ -2,6 +2,7 @@ import fs = require('fs');
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import path = require('path');
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import path = require('path');
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import { ABI_TYPE } from '../consts/abilityConst';
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import { ABI_TYPE } from '../consts/abilityConst';
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import { decodeIdCntArrayStr } from './util';
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import { decodeIdCntArrayStr } from './util';
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import { IT_TYPE } from '../consts/consts';
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let gamedata = {};
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let gamedata = {};
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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
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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
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@@ -19,6 +20,8 @@ const expeditionInfo = new Map<number, any> ();
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const comBtlInfo = new Map<number, {quality: number, name: string, assistanceTime: number, assistanceLevel: number}>();
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const comBtlInfo = new Map<number, {quality: number, name: string, assistanceTime: number, assistanceLevel: number}>();
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const btlBossHp = new Map<number, number>();
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const btlBossHp = new Map<number, number>();
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const blueprtBossHp = new Map<number, number>();
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const blueprtBossHp = new Map<number, number>();
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const goodInfo = new Map<number, any>();
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const blueprt = new Map<number, Array<number>>();
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function parseWarData() {
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function parseWarData() {
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let result = null;
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let result = null;
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@@ -190,6 +193,21 @@ function parseComBtlData() {
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});
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});
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}
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}
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function parseGood() {
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const file = 'dic_goods';
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem && elem.good_id) {
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goodInfo.set(elem.good_id, elem);
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if(elem.itid == IT_TYPE.BLUEPRT) {
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let arr = blueprt.get(elem.quality)||new Array();
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arr.push(elem.good_id);
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blueprt.set(elem.quality, arr);
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}
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}
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});
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}
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function initData (folder: string) {
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function initData (folder: string) {
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if(!gamedata.hasOwnProperty(folder)) {
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if(!gamedata.hasOwnProperty(folder)) {
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gamedata[folder] = {};
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gamedata[folder] = {};
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@@ -227,6 +245,7 @@ function parseData() {
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parseOlySeidList();
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parseOlySeidList();
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parseExpedition();
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parseExpedition();
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parseComBtlData();
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parseComBtlData();
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parseGood();
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}
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}
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initData('jsons'); // 加载一般json
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initData('jsons'); // 加载一般json
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@@ -258,10 +277,11 @@ export function getTowerDataByLv(lv: number) {
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}
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}
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export function getGoodById(gid) {
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export function getGoodById(gid) {
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let goodsInfo = gamedata['jsons']['dic_goods']||[];
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return goodInfo.get(gid);
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return goodsInfo.find(cur => {
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}
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return cur.good_id == gid
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});
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export function getBluePrtByQuality(quality: number) {
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return blueprt.get(quality)|| new Array<number>();
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}
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}
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export function getTaskById(tid: number) {
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export function getTaskById(tid: number) {
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@@ -98,6 +98,12 @@ const moment = require('moment');
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result = { type: parseInt(type), param: parseInt(param), cnt: parseInt(cnt) };
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result = { type: parseInt(type), param: parseInt(param), cnt: parseInt(cnt) };
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break;
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break;
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}
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}
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case 'possibility': {
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let [id, weight] = arr;
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if(isNaN(id) || isNaN(weight)) throw new Error('data table format wrong');
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result = { id: parseInt(id), weight: parseInt(weight) };
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break;
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}
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}
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}
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return result;
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return result;
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};
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};
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@@ -163,6 +169,10 @@ export function decodeIdCntArrayStr(str: string, multi: number) {
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return ce;
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return ce;
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}
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}
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export function getRandomByLen(arr: Array<any>) {
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let len = arr.length;
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return arr[Math.floor(Math.random() * len)]
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}
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export function getRandomWithWeight(randomList: any) {
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export function getRandomWithWeight(randomList: any) {
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let len = randomList.reduce((pre, cur) => {
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let len = randomList.reduce((pre, cur) => {
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