添加升星等的战力计算,计算方式修改为返回余量

This commit is contained in:
luying
2020-12-12 11:04:41 +08:00
parent b411c5efe0
commit a08ce42936
7 changed files with 162 additions and 24 deletions

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@@ -255,7 +255,7 @@ export class HeroHandler {
let {fragmentNum, consume} = curDicHeroStar;
let consumeArr = decodeStr('cost', consume);
console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);

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@@ -2,31 +2,35 @@
* 体力系统
*/
import { ActionPointModel } from '../db/ActionPoint';
import { HERO_SYSTEM_TYPE } from '../consts/consts';
import { HERO_SYSTEM_TYPE, WAR_JSON_ATTRIBUTE_TYPE } from '../consts/consts';
import { pinus } from 'pinus';
import { STATUS } from '../consts/statusCode';
import { resResult } from '../pubUtils/util';
import { HeroModel } from '../db/Hero';
import Hero from '../db/Hero';
import { RoleModel } from '../db/Role';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById } from '../pubUtils/gamedata';
import { HEROTARIN, CE_RATIO} from '../consts/abilityConst';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake } from '../pubUtils/gamedata';
import { HEROTARIN, CE_RATIO, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst';
import { CeAttrData } from '../db/BaseModel';
const HERO_CE_RATIO = 100;
//战力计算TODO
export function calPlayerCe(hero: any, type: number, args: Array<number>) {
let incCe = 0;
let incArr = {};
let reIncAttr;
let reIncAttr; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
if (type == HERO_SYSTEM_TYPE.STAR) {
reIncAttr = calHeroStarIncAttr(hero, args);
reIncAttr = calHeroStarIncAttr(hero, args); // 返回 计算后的值
} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero);
}
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName];
let oldCe = originalAttrData.fixUp * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp)
for (let attrKey in reIncAttr[attrName]) {
hero.CeAttr[attrName][attrKey] += parseInt(reIncAttr[attrName][attrKey]);
hero.CeAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
}
incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp); //计算属性
incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
incCe += incArr[attrName] * CE_RATIO[attrName];
}
hero.ce += incCe;
@@ -37,6 +41,7 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<any>, type?: number, args?: Array<number>) {
let incPlayerCe = 0;
let pushHeros = [];
for (let hero of heros) {
let incHeroCe = calPlayerCe(hero, type, args);
incPlayerCe += incHeroCe;
@@ -47,17 +52,58 @@ export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Arr
incHeroCe : incHeroCe,
});
}
let role = await RoleModel.findOne({ roleId });
let role = await RoleModel.findByRoleId(roleId);
role.ce += incPlayerCe;
await role.save();
await RoleModel.updateRoleInfo(roleId, role);
//下发战力
let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topFiveCe: 0 }), uids);
return heros;
}
export function calHeroStarIncAttr(hero: any, args: Array<number>) {
return {};//属性增量可以是多个
export function calHeroStarIncAttr (hero: Hero, _args: Array<number>) {
let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
let res = {};
const dicHero = getHeroInfoById(hero.hid);
const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
let attrs = new Array<number>(); // 有升级的属性 1-hp 2-atk 3-def 4-mdef 5-agi 6-luk
if(isWake) {
if(colorStar == 1 && colorStarStage == ABI_STAGE.START) { // 当第一次觉醒时,一口气修改全部属性
for(let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
attrs.push(stage)
};
colorStar = colorStar -1; // 当第一次觉醒时存的是1读表的是上一行0
} else { // 觉醒一次,相应的属性
if(colorStarStage == ABI_STAGE.START) { // 当升一级的时候存储会存0但加的是6读表读的是上一行
colorStarStage = ABI_STAGE.END; colorStar = colorStar -1;
}
attrs.push(colorStarStage);
}
} else {
if(starStage == ABI_STAGE.START) { // 当升一级的时候存储会存0但加的是6读表读的是上一行
starStage = ABI_STAGE.END; star = star -1;
}
attrs.push(starStage);
}
const dicStar = isWake? getHeroWake(quality, colorStar): getHeroStar(quality, star); // 星级表
for(let stage of attrs) {
let targetAttrId = getFieldByStage(stage, hero.job); // 转换为17维的属性id
let heroAttr = dicHero.baseAbilityArr[targetAttrId]; // 武将表hp等
let heroUpAttr = dicHero.baseAbilityUpArr[targetAttrId]; // 武将表hp_up等
let starUp = dicStar.ceAttr.get(stage);
let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
let field = WAR_JSON_ATTRIBUTE_TYPE[targetAttrId];
let ceAttrData: CeAttrData = ceAttr[field]; // 存表中的属性下的basefixupratioup
let {ratioUp = 0, fixUp = 0} = ceAttrData;
res[field] = { base: newBase, ratioUp, fixUp}; // base变动增量为△base * ratio + 0
}
return res;//属性增量可以是多个
}
export function calHeroTrainIncAttr(hero: any) {
@@ -74,3 +120,14 @@ export function calHeroTrainIncAttr(hero: any) {
}
return res;
}
// 根据存在升星表等的stage字段的id对应17维id
function getFieldByStage(stage: number, jobid: number) {
let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
if(typeof targetAttrId === 'number') {
return targetAttrId
} else {
const dicJob = getJobInfoById(jobid);
return targetAttrId(dicJob.type);
}
}

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@@ -4,7 +4,10 @@
* 属性 id
*/
export enum ABI_TYPE {
import { JOB_TYPE } from "./consts";
export enum ABI_TYPE{
/**生命 */
ABI_HP = 1,
/**物攻 */
@@ -90,3 +93,11 @@ export const CE_RATIO = {
"bloodSuck": 0,
};
export const ABI_TYPE_TO_STAGE = new Map<number, number | ((jobType: number) => number)>([
[ABI_STAGE.HP, ABI_TYPE.ABI_HP],
[ABI_STAGE.ATK, (jobType:number) => { return jobType == JOB_TYPE.PHYSIC?ABI_TYPE.ABI_ATK: ABI_TYPE.ABI_MATK}],
[ABI_STAGE.DEF, ABI_TYPE.ABI_DEF],
[ABI_STAGE.MDEF, ABI_TYPE.ABI_MDEF],
[ABI_STAGE.AGI, ABI_TYPE.ABI_AGI],
[ABI_STAGE.LUK, ABI_TYPE.ABI_LUK]
]);

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@@ -339,4 +339,9 @@ export const HERO_GROW_MAX = {
STAR: 6,
COLORSTAR: 6,
QUALITY: 3
}
export const JOB_TYPE = {
PHYSIC: 1,
MAGIC: 2
}

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@@ -24,7 +24,7 @@ export default class BaseModel extends TimeStamps {
updatedAt: Date
}
class CeAttrData {
export class CeAttrData {
@prop({ required: true })
base?: number;
@prop({ required: true })

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@@ -10,9 +10,7 @@ import { COUNTER } from '../consts/consts';
class Connect {
@prop({ required: true })
shipId: number;
@prop({ required: true })
level: number;
id: number;
}
class Skin {
@@ -65,9 +63,9 @@ export default class Hero extends BaseModel {
@prop({ required: true, default: 0 })
ce: number; // 武将战力
@prop({ required: true, default: 0 })
historyCe: number; // 武将历史最高战力存储的是实际10000倍数据
@prop({required: true, default: {} })
ceAttr: CeAttr; // 影响战力的属性存储的是实际10000倍数据
historyCe: number; // 武将历史最高战力
@prop({required: true })
ceAttr: CeAttr; // 影响战力的属性
@prop({ required: true, default: 1 })
star: number; // 星级
@@ -97,7 +95,7 @@ export default class Hero extends BaseModel {
@prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId })
equips: Ref<Equip>[]; // 武将装备引用数组
public static async findByRole(roleId: string, lean = true) {
const heros = await HeroModel.find({ roleId }).populate('equips').lean(lean);
return heros || [];

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@@ -1,6 +1,6 @@
import fs = require('fs');
import path = require('path');
import { ABI_TYPE } from '../consts/abilityConst';
import { ABI_TYPE, ABI_STAGE } from '../consts/abilityConst';
import { decodeIdCntArrayStr, getRandEelm } from './util';
import { IT_TYPE } from '../consts/consts';
@@ -30,6 +30,26 @@ const blueprtCompose = new Map<number, any>();
const fiendShips = new Map<string, any>();
const fashions = new Map<number, any>();
const fiendShipHidAandIds = new Map<number, {actorId: number, level:number}>();
interface dicStar {
id: number;
quality: number;
star: number;
advanceUpFragmentNum: number;
ceAttr: Map<number, number>
}
const heroStarList = new Map<string, dicStar>();
interface dicWake {
id: number;
quality: number;
star: number;
fragmentNum: number;
consume: string;
ceAttr: Map<number, number>
}
const heroWakeList = new Map<string, dicWake>();
function parseWarData() {
let result = null;
for (let filename of wars) {
@@ -297,6 +317,43 @@ function initData (folder: string) {
});
}
function parseHeroStar() {
const file = 'dic_zyz_hero_star';
const data = gamedata['jsons'][file] || [];
data.forEach(elem => {
if (elem.id) {
let ceAttr = new Map<number, number>();
ceAttr.set(ABI_STAGE.HP, elem.hp_up);
ceAttr.set(ABI_STAGE.ATK, elem.atk_up);
ceAttr.set(ABI_STAGE.DEF, elem.def_up);
ceAttr.set(ABI_STAGE.MDEF, elem.mdef_up);
ceAttr.set(ABI_STAGE.AGI, elem.agi_up);
ceAttr.set(ABI_STAGE.LUK, elem.luk_up);
heroStarList.set(`${elem.quality}_${elem.star}`,{ceAttr, ...elem});
}
});
}
function parseHeroWake() {
const file = 'dic_zyz_hero_wake';
const data = gamedata['jsons'][file] || [];
data.forEach(elem => {
if (elem.id) {
let ceAttr = new Map<number, number>();
ceAttr.set(ABI_STAGE.HP, elem.hp_up);
ceAttr.set(ABI_STAGE.ATK, elem.atk_up);
ceAttr.set(ABI_STAGE.DEF, elem.def_up);
ceAttr.set(ABI_STAGE.MDEF, elem.mdef_up);
ceAttr.set(ABI_STAGE.AGI, elem.agi_up);
ceAttr.set(ABI_STAGE.LUK, elem.luk_up);
heroWakeList.set(`${elem.quality}_${elem.star}`,{ceAttr, ...elem});
}
});
}
function parseData() {
parseWarData();
parseTowerData();
@@ -316,6 +373,8 @@ function parseData() {
parseFashions();
parseFiendShips();
parseFiendShipLevels();
parseHeroStar();
parseHeroWake();
}
initData('jsons'); // 加载一般json
@@ -498,4 +557,12 @@ export function getFriendShipLevels() {
export function getJobByGradeAndClass(jobClass: number, grade: number) {
return jobClassAndgrades.get(jobClass +'_' + grade);
}
export function getHeroStar(quality: number, star: number) {
return heroStarList.get(`${quality}_${star}`);
}
export function getHeroWake(quality: number, star: number) {
return heroWakeList.get(`${quality}_${star}`);
}