添加升星等的战力计算,计算方式修改为返回余量
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@@ -255,7 +255,7 @@ export class HeroHandler {
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let {fragmentNum, consume} = curDicHeroStar;
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let consumeArr = decodeStr('cost', consume);
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console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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@@ -2,31 +2,35 @@
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* 体力系统
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*/
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import { ActionPointModel } from '../db/ActionPoint';
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import { HERO_SYSTEM_TYPE } from '../consts/consts';
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import { HERO_SYSTEM_TYPE, WAR_JSON_ATTRIBUTE_TYPE } from '../consts/consts';
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import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult } from '../pubUtils/util';
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import { HeroModel } from '../db/Hero';
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import Hero from '../db/Hero';
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import { RoleModel } from '../db/Role';
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import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById } from '../pubUtils/gamedata';
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import { HEROTARIN, CE_RATIO} from '../consts/abilityConst';
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import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake } from '../pubUtils/gamedata';
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import { HEROTARIN, CE_RATIO, ABI_TYPE_TO_STAGE, ABI_STAGE} from '../consts/abilityConst';
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import { CeAttrData } from '../db/BaseModel';
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const HERO_CE_RATIO = 100;
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//战力计算TODO
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export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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let incCe = 0;
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let incArr = {};
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let reIncAttr;
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let reIncAttr; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
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if (type == HERO_SYSTEM_TYPE.STAR) {
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reIncAttr = calHeroStarIncAttr(hero, args);
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reIncAttr = calHeroStarIncAttr(hero, args); // 返回 计算后的值
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} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
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reIncAttr = calHeroTrainIncAttr(hero);
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}
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for (let attrName in reIncAttr) {
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let originalAttrData: CeAttrData = hero.ceAttr[attrName];
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let oldCe = originalAttrData.fixUp * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp)
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for (let attrKey in reIncAttr[attrName]) {
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hero.CeAttr[attrName][attrKey] += parseInt(reIncAttr[attrName][attrKey]);
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hero.CeAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
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}
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incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp); //计算属性
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incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
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incCe += incArr[attrName] * CE_RATIO[attrName];
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}
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hero.ce += incCe;
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@@ -37,6 +41,7 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
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export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<any>, type?: number, args?: Array<number>) {
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let incPlayerCe = 0;
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let pushHeros = [];
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for (let hero of heros) {
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let incHeroCe = calPlayerCe(hero, type, args);
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incPlayerCe += incHeroCe;
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@@ -47,17 +52,58 @@ export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Arr
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incHeroCe : incHeroCe,
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});
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}
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let role = await RoleModel.findOne({ roleId });
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let role = await RoleModel.findByRoleId(roleId);
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role.ce += incPlayerCe;
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await role.save();
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await RoleModel.updateRoleInfo(roleId, role);
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//下发战力
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let uids = [{ uid: roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topFiveCe: 0 }), uids);
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return heros;
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}
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export function calHeroStarIncAttr(hero: any, args: Array<number>) {
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return {};//属性增量可以是多个
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export function calHeroStarIncAttr (hero: Hero, _args: Array<number>) {
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let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
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let res = {};
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const dicHero = getHeroInfoById(hero.hid);
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const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
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let attrs = new Array<number>(); // 有升级的属性 1-hp 2-atk 3-def 4-mdef 5-agi 6-luk
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if(isWake) {
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if(colorStar == 1 && colorStarStage == ABI_STAGE.START) { // 当第一次觉醒时,一口气修改全部属性
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for(let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
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attrs.push(stage)
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};
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colorStar = colorStar -1; // 当第一次觉醒时,存的是1,读表的是上一行0
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} else { // 觉醒一次,相应的属性
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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
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colorStarStage = ABI_STAGE.END; colorStar = colorStar -1;
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}
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attrs.push(colorStarStage);
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}
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} else {
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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
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starStage = ABI_STAGE.END; star = star -1;
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}
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attrs.push(starStage);
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}
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const dicStar = isWake? getHeroWake(quality, colorStar): getHeroStar(quality, star); // 星级表
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for(let stage of attrs) {
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let targetAttrId = getFieldByStage(stage, hero.job); // 转换为17维的属性id
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let heroAttr = dicHero.baseAbilityArr[targetAttrId]; // 武将表hp等
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let heroUpAttr = dicHero.baseAbilityUpArr[targetAttrId]; // 武将表hp_up等
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let starUp = dicStar.ceAttr.get(stage);
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let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
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let field = WAR_JSON_ATTRIBUTE_TYPE[targetAttrId];
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let ceAttrData: CeAttrData = ceAttr[field]; // 存表中的属性下的base,fixup,ratioup
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let {ratioUp = 0, fixUp = 0} = ceAttrData;
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res[field] = { base: newBase, ratioUp, fixUp}; // base变动,增量为△base * ratio + 0
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}
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return res;//属性增量可以是多个
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}
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export function calHeroTrainIncAttr(hero: any) {
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@@ -74,3 +120,14 @@ export function calHeroTrainIncAttr(hero: any) {
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}
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return res;
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}
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// 根据存在升星表等的stage字段的id对应17维id
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function getFieldByStage(stage: number, jobid: number) {
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let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
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if(typeof targetAttrId === 'number') {
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return targetAttrId
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} else {
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const dicJob = getJobInfoById(jobid);
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return targetAttrId(dicJob.type);
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}
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}
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@@ -4,7 +4,10 @@
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* 属性 id
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*/
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export enum ABI_TYPE {
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import { JOB_TYPE } from "./consts";
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export enum ABI_TYPE{
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/**生命 */
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ABI_HP = 1,
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/**物攻 */
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@@ -90,3 +93,11 @@ export const CE_RATIO = {
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"bloodSuck": 0,
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};
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export const ABI_TYPE_TO_STAGE = new Map<number, number | ((jobType: number) => number)>([
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[ABI_STAGE.HP, ABI_TYPE.ABI_HP],
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[ABI_STAGE.ATK, (jobType:number) => { return jobType == JOB_TYPE.PHYSIC?ABI_TYPE.ABI_ATK: ABI_TYPE.ABI_MATK}],
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[ABI_STAGE.DEF, ABI_TYPE.ABI_DEF],
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[ABI_STAGE.MDEF, ABI_TYPE.ABI_MDEF],
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[ABI_STAGE.AGI, ABI_TYPE.ABI_AGI],
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[ABI_STAGE.LUK, ABI_TYPE.ABI_LUK]
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]);
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@@ -339,4 +339,9 @@ export const HERO_GROW_MAX = {
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STAR: 6,
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COLORSTAR: 6,
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QUALITY: 3
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}
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export const JOB_TYPE = {
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PHYSIC: 1,
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MAGIC: 2
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}
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@@ -24,7 +24,7 @@ export default class BaseModel extends TimeStamps {
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updatedAt: Date
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}
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class CeAttrData {
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export class CeAttrData {
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@prop({ required: true })
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base?: number;
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@prop({ required: true })
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@@ -10,9 +10,7 @@ import { COUNTER } from '../consts/consts';
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class Connect {
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@prop({ required: true })
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shipId: number;
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@prop({ required: true })
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level: number;
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id: number;
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}
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class Skin {
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@@ -65,9 +63,9 @@ export default class Hero extends BaseModel {
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@prop({ required: true, default: 0 })
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ce: number; // 武将战力
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@prop({ required: true, default: 0 })
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historyCe: number; // 武将历史最高战力存储的是实际10000倍数据
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@prop({required: true, default: {} })
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ceAttr: CeAttr; // 影响战力的属性存储的是实际10000倍数据
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historyCe: number; // 武将历史最高战力
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@prop({required: true })
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ceAttr: CeAttr; // 影响战力的属性
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@prop({ required: true, default: 1 })
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star: number; // 星级
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@@ -97,7 +95,7 @@ export default class Hero extends BaseModel {
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@prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId })
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equips: Ref<Equip>[]; // 武将装备引用数组
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public static async findByRole(roleId: string, lean = true) {
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const heros = await HeroModel.find({ roleId }).populate('equips').lean(lean);
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return heros || [];
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@@ -1,6 +1,6 @@
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import fs = require('fs');
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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, ABI_STAGE } from '../consts/abilityConst';
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import { decodeIdCntArrayStr, getRandEelm } from './util';
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import { IT_TYPE } from '../consts/consts';
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@@ -30,6 +30,26 @@ const blueprtCompose = new Map<number, any>();
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const fiendShips = new Map<string, any>();
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const fashions = new Map<number, any>();
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const fiendShipHidAandIds = new Map<number, {actorId: number, level:number}>();
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interface dicStar {
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id: number;
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quality: number;
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star: number;
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advanceUpFragmentNum: number;
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ceAttr: Map<number, number>
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}
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const heroStarList = new Map<string, dicStar>();
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interface dicWake {
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id: number;
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quality: number;
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star: number;
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fragmentNum: number;
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consume: string;
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ceAttr: Map<number, number>
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}
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const heroWakeList = new Map<string, dicWake>();
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function parseWarData() {
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let result = null;
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for (let filename of wars) {
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@@ -297,6 +317,43 @@ function initData (folder: string) {
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});
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}
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function parseHeroStar() {
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const file = 'dic_zyz_hero_star';
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem.id) {
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let ceAttr = new Map<number, number>();
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ceAttr.set(ABI_STAGE.HP, elem.hp_up);
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ceAttr.set(ABI_STAGE.ATK, elem.atk_up);
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ceAttr.set(ABI_STAGE.DEF, elem.def_up);
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ceAttr.set(ABI_STAGE.MDEF, elem.mdef_up);
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ceAttr.set(ABI_STAGE.AGI, elem.agi_up);
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ceAttr.set(ABI_STAGE.LUK, elem.luk_up);
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heroStarList.set(`${elem.quality}_${elem.star}`,{ceAttr, ...elem});
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}
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});
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}
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function parseHeroWake() {
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const file = 'dic_zyz_hero_wake';
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const data = gamedata['jsons'][file] || [];
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data.forEach(elem => {
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if (elem.id) {
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let ceAttr = new Map<number, number>();
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ceAttr.set(ABI_STAGE.HP, elem.hp_up);
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ceAttr.set(ABI_STAGE.ATK, elem.atk_up);
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ceAttr.set(ABI_STAGE.DEF, elem.def_up);
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ceAttr.set(ABI_STAGE.MDEF, elem.mdef_up);
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ceAttr.set(ABI_STAGE.AGI, elem.agi_up);
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ceAttr.set(ABI_STAGE.LUK, elem.luk_up);
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heroWakeList.set(`${elem.quality}_${elem.star}`,{ceAttr, ...elem});
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}
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});
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}
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function parseData() {
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parseWarData();
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parseTowerData();
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@@ -316,6 +373,8 @@ function parseData() {
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parseFashions();
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parseFiendShips();
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parseFiendShipLevels();
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parseHeroStar();
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parseHeroWake();
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}
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initData('jsons'); // 加载一般json
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@@ -498,4 +557,12 @@ export function getFriendShipLevels() {
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export function getJobByGradeAndClass(jobClass: number, grade: number) {
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return jobClassAndgrades.get(jobClass +'_' + grade);
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}
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export function getHeroStar(quality: number, star: number) {
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return heroStarList.get(`${quality}_${star}`);
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}
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export function getHeroWake(quality: number, star: number) {
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return heroWakeList.get(`${quality}_${star}`);
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}
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