fix 修复奇遇本答题逻辑

This commit is contained in:
luying
2020-10-19 16:56:22 +08:00
parent 6b9a749a2b
commit 99e50c9c36
7 changed files with 94 additions and 32 deletions
+24 -15
View File
@@ -3,7 +3,9 @@ import { getGamedata } from '../pubUtils/gamedata';
import { EventRecordModel } from '../db/EventRecord';
import { RoleModel } from '../db/Role';
import { genCode, decodeStrSingle, decodeStr, getRandomWithWeight } from '../pubUtils/util';
import { EVENT_STATUS, EVENT_RECORD_STATUS, EVENT_TYPE, EVENT_RANDOM_TYPE_ONE_OPEN, EVENT_QUIZ_NUM } from '../consts/consts';
import { EVENT_STATUS, EVENT_RECORD_STATUS, EVENT_TYPE, EVENT_RANDOM_TYPE_ONE_OPEN, EVENT_QUIZ_NUM, EVENT_ANSWER_STATUS } from '../consts/consts';
import { STATUS } from '../consts/statusCode';
import { stat } from 'fs';
export async function setBattleStatus(app: Application, session: FrontendOrBackendSession, roleId: string, battleId: number , isSuccess: boolean, battleCode: string) {
@@ -206,8 +208,8 @@ export function checkEventStatus(type: number, status: number) {
}
export function getEventSuccessStatus(type: number, status: number, answer: Array<{id: number, answer: number}>) {
let isSuccess: boolean; // 检查状态是否正确
export function getEventSuccessStatus(type: number, status: number, question: Array<{id: number, status: number}>) {
let isSuccess: boolean, returnResult = 1; // 检查状态是否正确
if(type == EVENT_TYPE.BATTLE) {
if(status == EVENT_RECORD_STATUS.BATTLE_SUCCESS) {
isSuccess = true;
@@ -217,17 +219,26 @@ export function getEventSuccessStatus(type: number, status: number, answer: Arra
} else if(type == EVENT_TYPE.BOX) {
isSuccess = true;
} else if (type == EVENT_TYPE.QUIZ) {
isSuccess = checkQuiz(answer)
isSuccess = true;
for(let { status = EVENT_ANSWER_STATUS.WAITING } of question) {
console.log(status);
if(status == EVENT_ANSWER_STATUS.WRONG) {
isSuccess = false;
} else if(status == EVENT_ANSWER_STATUS.WAITING) {
isSuccess = false;
returnResult = -1;
}
}
}
return isSuccess
return { isSuccess, status: returnResult }
}
export function checkQuizParam(param: Array<{id: number, answer: number }>, database?: Array<{id: number}>) {
export function checkQuizParam(param: Array<number>, database?: Array<{id: number}>) {
if(database) {
let flag = true;
for(let {id} of database) {
let index = param.findIndex(cur => cur.id == id);
let index = param.indexOf(id);
if(index == -1) flag = false; break;
}
return flag
@@ -251,14 +262,12 @@ function randomQuestion(num: number) {
return result;
}
function checkQuiz(arr: Array<{id: number, answer: number }>) {
let flag = true;
export function checkQuiz(id: number, answer: number) {
let questions = getGamedata('Questions');
for(let {id, answer} of arr) {
let result = questions[id - 1];
if(!result || result.correct != answer) {
flag = false;
}
let result = questions[id - 1];
return {
isCorrect: !!result && result.correct == answer,
answerNo: result?result.correct: 0
}
return flag
}
+11 -5
View File
@@ -35,16 +35,22 @@ export class WarReward {
if(this.isSuccess) { // 成功了才给固定奖励
let {fixReward = ''} = this.warInfo;
let reward = decodeStr('fixReward', fixReward);
for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
for(let i = 0; i < num; i++) {
for(let obj of reward) {
this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count });
}
}
}
}
private handleConditionReward(num: number) {
if(this.isSuccess) {
let {conditionReward = ''} = this.warInfo;
let reward = decodeStr('conditionReward', conditionReward);
for(let obj of reward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
for(let i = 0; i < num; i++) {
for(let obj of reward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, times: i +1, ...obj, count: obj.count});
}
}
}
}
@@ -73,7 +79,7 @@ export class WarReward {
}
if(flag) {
getNum ++; getSum++;
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, ...obj});
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj});
}
}
await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {