Merge branch 'feature/ce'

This commit is contained in:
luying
2022-03-30 21:19:32 +08:00
54 changed files with 16380 additions and 2502 deletions

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@@ -99,13 +99,17 @@ export const ABI_TYPE_SUB = [
export enum SEID_TYPE {
/**属性固定值加成(数值) */
TYPE101 = 1,
/**基础属性加百分比除以1000以后加到ratioUp */
TYPE103 = 2,
/**次级属性的百分比加成乘以100后加到fixUp */
TYPE104 = 3,
FIX = 1,
/**基础属性加百分比除以1000 */
MAIN_RATIO = 2,
/**次级属性的百分比加成 */
SUB_RATIO = 3,
/**基础属性加百分比除以1000 */
MAIN_RATIO_2 = 4,
/**次级属性的百分比加成 */
SUB_RATIO_2 = 5,
/**复合属性 */
TYPE999 = 999,
MIX = 999,
}
export enum ABI_STAGE {

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@@ -1,8 +1,8 @@
//武将养成系统分类
export enum HERO_SYSTEM_TYPE {
INIT = 0, // 初始武将
STAR = 1, // 升
LVUP = 2, // 升
LVUP = 1, // 升
STAR = 2, // 升
COLORSTAR = 3, // 觉醒
QUALITY = 4, // 升品
TRAIN = 5, // (职业)训练
@@ -10,11 +10,11 @@ export enum HERO_SYSTEM_TYPE {
SKIN =7, // 皮肤
FAVOUR =8, // 好感
CONNECT =9, // 羁绊
EQUIP = 10, // 装备穿脱
EQUIP_BASE = 11, // 装备栏升级,装备精炼等
RESTRENGTHEN = 12, // 洗练
JEWEL_ON = 13, // 穿宝石
JEWEL_OFF = 14, // 脱宝石
// EQUIP = 10, // 装备穿脱
// EQUIP_BASE = 11, // 装备栏升级,装备精炼等
// RESTRENGTHEN = 12, // 洗练
// JEWEL_ON = 13, // 穿宝石
// JEWEL_OFF = 14, // 脱宝石
ADD_SKIN = 15, // 第一次获取皮肤(全局)
SCHOOL = 16, // 百家学宫
SCROLL = 17, // 名将谱
@@ -31,6 +31,7 @@ export enum HERO_SYSTEM_TYPE {
JEWEL_QUENCH = 28, // 天晶石淬炼
REBIRTH = 29, // 武将重生
TALENT = 30, // 天赋
ROLE_LV = 31, // 玩家等级
};
// 武将上限
@@ -47,10 +48,8 @@ export const JOB_TYPE = {
MAGIC: 2
}
// 武将战力放大系数
export const HERO_CE_RATIO = 100;
// 次级属性放大系数
export const HERO_SUB_ATTR_RATIO = 1000 * 100;
export const HERO_SUB_ATTR_RATIO = 1000;
export const HERO_INITIAL_QUALITY = {
BLUE: 1,

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@@ -14,14 +14,14 @@ export enum ROLE_SELECT {
COM_BATTLE = 'lv head frame spine heads frames spines topLineupCe',
GET_HEADS = 'heads head frames frame spines spine',
// 排行榜基础数据
RANK = 'roleId roleName lv vLv head frame spine heads frames spines title guildName ce isReducedCe topLineup towerLv towerUpTime topLineupCe heroNum updatedAt heroNumUpdatedAt dungeonWarId dungeonUpdatedAt dungeonHeroes mainWarId mainUpdatedAt mainEliteWarId mainEliteUpdatedAt showLineup hasGuild',
RANK = 'roleId roleName lv vLv head frame spine heads frames spines title guildName ce topLineup towerLv towerUpTime topLineupCe heroNum updatedAt heroNumUpdatedAt dungeonWarId dungeonUpdatedAt dungeonHeroes mainWarId mainUpdatedAt mainEliteWarId mainEliteUpdatedAt showLineup hasGuild',
};
export enum HERO_SELECT {
ENTRY = '-_id -attr',
HERO_DETAIL = 'roleId roleName hid hName ce isReducedCe lv star colorStar quality job skins attr ePlace skinId',
HERO_DETAIL = 'roleId roleName hid hName ce lv star colorStar quality job skins attr ePlace skinId',
// 排行榜中lineup字段
RANK_LINEUP = 'seqId roleId hid star colorStar lv quality job ce isReducedCe updatedAt skinId'
RANK_LINEUP = 'seqId roleId hid star colorStar lv quality job ce updatedAt skinId'
}
export enum EQUIP_SELECT {

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@@ -540,6 +540,7 @@ export const FILENAME = {
DIC_STONE: 'dic_zyz_stone',
DIC_JEWEL_CONDITION: 'dic_zyz_jewel_condition',
DIC_MAIN_STAR_BOX: 'dic_zyz_main_star_reward',
DIC_EQUIP_STRENGTH_ATTR: 'dic_zyz_equipStrengthAttr',
}
export const WAR_RELATE_TABLES = [

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@@ -3,7 +3,6 @@ import { index, getModelForClass, prop, DocumentType, Ref, mongoose } from '@typ
import Role, { RoleType } from './Role';
import { GUILD_STRUCTURE, GUILD_STATUS, GUILD_PER_PAGE, GUILD_SELECT, REDIS_KEY, SHOP_REFRESH_TYPE } from '../consts';
import { getZeroPoint, getZeroPointD, nowSeconds } from '../pubUtils/timeUtil';
import { reduceCe } from '../pubUtils/util';
import { gameData } from '../pubUtils/data';
import { SearchGuildParam } from '../domain/backEndField/search';
@@ -77,12 +76,9 @@ export default class Guild extends BaseModel {
@prop({ required: true, default: new Date(), select: false })
refTimeDaily: Date;
@prop({ required: true, default: 0, get: (val:number) => reduceCe(val), set: (val: number) => val })
@prop({ required: true, default: 0 })
guildCe: number; // 总战力
@prop({ required: false, set: (val: boolean) => val, get: () => true })
isReducedCe: boolean; // 如果战力没有缩过就会返回false缩过了就会返回true
@prop({ required: true, type: String, default: [], select: false })
members: string[]; // 军团成员的roleId用于增加战力的时候加入总战力

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@@ -1,55 +1,11 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, Ref, mongoose, DocumentType } from '@typegoose/typegoose';
// import Equip, { } from './Equip';
import { CounterModel } from './Counter';
import { COUNTER, HERO_CE_RATIO } from '../consts';
import { reduceCe } from '../pubUtils/util';
import Skin from './Skin';
import { DEFAULT_HERO_LV } from '../consts';
import Skin, { SkinUpdate } from './Skin';
import { SearchHeroParam } from '../domain/backEndField/search';
import { Reward } from '../domain/battleField/pvp';
import { getHeroInitTalent } from '../pubUtils/data';
type CeAttrUpdate = Partial<CeAttrData>;
export class CeAttrData {
@prop({ required: true })
id: number = 0;
@prop({ required: true })
base: number = 0;
@prop({ required: true })
ratioUp: number = 0;
@prop({ required: true })
fixUp: number = 0;
@prop({ required: true })
equipUp: number = 0;
constructor(id: number) {
this.id = id;
}
public copyFromHero(data: CeAttrData) {
this.base = data.base;
this.ratioUp = data.ratioUp;
this.fixUp = data.fixUp;
this.equipUp = data.equipUp;
}
public updateAttr(update: { inc?: CeAttrUpdate, set?: CeAttrUpdate }) {
if(update.inc) {
let { base, equipUp, fixUp, ratioUp } = update.inc;
if(base != undefined) this.base += base * HERO_CE_RATIO;
if(equipUp != undefined) this.equipUp += equipUp * HERO_CE_RATIO;
if(fixUp != undefined) this.fixUp += fixUp * HERO_CE_RATIO;
if(ratioUp != undefined) this.ratioUp += ratioUp;
}
if(update.set) {
let { base, equipUp, fixUp, ratioUp } = update.set;
if(base != undefined) this.base = base * HERO_CE_RATIO;
if(equipUp != undefined) this.equipUp = equipUp * HERO_CE_RATIO;
if(fixUp != undefined) this.fixUp = fixUp * HERO_CE_RATIO;
if(ratioUp != undefined) this.ratioUp = ratioUp;
}
}
}
import { gameData, getHeroExpByLv, getHeroInitTalent } from '../pubUtils/data';
/**
* 英雄表
@@ -88,12 +44,12 @@ export class HeroSkin {
@prop({ required: true })
usedTalentPoint: number; // 已使用的天赋点数
constructor(id: number, skinId: number, skin: string, enable: boolean) {
this.id = id;
this.skinId = skinId;
this.skin = skin;
constructor(skin: SkinUpdate, enable = true) {
this.id = skin.id;
this.skinId = skin.skinId;
this.skin = skin._id;
this.enable = enable;
this.talent = getHeroInitTalent(skinId);
this.talent = getHeroInitTalent(skin.skinId);
this.usedTalentPoint = 0;
}
}
@@ -111,7 +67,7 @@ export class EPlace {
@prop({ required: true })
equipId: number;
@prop({ required: true })
lv: number = 1;
lv: number = 0;
@prop({ required: true })
quality: number = 1;
@prop({ required: true })
@@ -162,14 +118,8 @@ export default class Hero extends BaseModel {
exp: number; // 经验值
@prop({ required: true, default: 1 })
lv: number; // 武将等级
@prop({ required: true, default: 0, set: (val: number) => val, get: (val: number) => reduceCe(val) })
ce: number; // 武将战力
@prop({ required: false, set: (val: boolean) => val, get: () => true })
isReducedCe: boolean; // 如果战力没有缩过就会返回false缩过了就会返回true
@prop({ required: true, default: 0 })
historyCe: number; // 武将历史最高战力
@prop({ required: true, type: CeAttrData, default: [], _id: false })
attr: CeAttrData[]; // 影响战力的属性
ce: number; // 武将战力
@prop({ required: true, default: 1 })
star: number; // 星级
@@ -274,39 +224,31 @@ export default class Hero extends BaseModel {
return hero;
}
public static getInitInfo(heroInfo: HeroUpdate = {}): HeroUpdate {
public static getInitInfo(hid: number, heroInfo: HeroUpdate = {}): HeroUpdate {
let dicHero = gameData.hero.get(hid)
let { quality, initialStars: star, jobid: job, name: hName } = dicHero;
const doc = new HeroModel();
const update = { ...doc.toJSON(), ...heroInfo};
const update = { ...doc.toJSON(), hid, skinId: hid, hName, star, quality, job, lv: DEFAULT_HERO_LV, exp: getHeroExpByLv(DEFAULT_HERO_LV - 1) || 0, ...heroInfo};
delete update._id;
return update
}
public static async createHero(heroInfo: HeroUpdate, lean = true) {
const seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
const update = this.getInitInfo({ ...heroInfo, seqId });
const hero: HeroType = await HeroModel.findOneAndUpdate({ roleId: heroInfo.roleId, hid: heroInfo.hid }, update, { upsert: true, new: true }).lean(lean);
return hero;
}
// public static async createHero(heroInfo: HeroUpdate, lean = true) {
// const seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
// const update = this.getInitInfo(heroInfo.hid, { ...heroInfo, seqId });
// const hero: HeroType = await HeroModel.findOneAndUpdate({ roleId: heroInfo.roleId, hid: heroInfo.hid }, update, { upsert: true, new: true }).lean(lean);
// return hero;
// }
public static async insertHeroes(roleId: string, roleName: string, serverId: number, heroInfos: HeroUpdate[]) {
let insertInfos: HeroUpdate[] = [];
for(let hero of heroInfos) {
const seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
insertInfos.push({ ...hero, seqId, roleId, roleName, serverId })
}
await HeroModel.insertMany(insertInfos);
return <HeroType[]>insertInfos;
}
public static async sumTopHeroCe(roleId: string, num: number) {
let ce: Array<{ historyCe: number }> = await HeroModel.aggregate([
{ $match: { roleId } },
{ $sort: { historyCe: -1 } },
{ $limit: num },
{ $group: { _id: null, historyCe: { $sum: '$historyCe' } } }
]);
return ce.length > 0 ? ce[0].historyCe : 0;
}
// public static async insertHeroes(roleId: string, roleName: string, serverId: number, heroInfos: HeroUpdate[]) {
// let insertInfos: HeroUpdate[] = [];
// for(let hero of heroInfos) {
// const seqId = await CounterModel.getNewCounter(COUNTER.HID) || -1;
// insertInfos.push({ ...hero, seqId, roleId, roleName, serverId })
// }
// await HeroModel.insertMany(insertInfos);
// return <HeroType[]>insertInfos;
// }
public static async sumHeroCe(roleId: string) {
let ce: Array<{ ce: number }> = await HeroModel.aggregate([
@@ -321,13 +263,6 @@ export default class Hero extends BaseModel {
return heroes;
}
public static async updateCe(roleId: string, hid: number, ce: number, oldCe: number, historyCe: number, lean = true) {
let distance = ce - oldCe;
let historyDistance = ce > historyCe ? ce - historyCe : 0;
let result: HeroType = await HeroModel.findOneAndUpdate({ roleId, hid }, { $inc: { ce: distance, historyCe: historyDistance } }).lean(lean);
return result;
}
public static async deleteAccount(roleId: string) {
let result = await HeroModel.deleteMany({ roleId });
return result;
@@ -340,7 +275,7 @@ export default class Hero extends BaseModel {
public static async updateHeroInfo(roleId: string, hid: number, heroUpdate: HeroUpdate, select?: string, getters = false) {
delete heroUpdate._id;
let result: HeroType = await HeroModel.findOneAndUpdate({ roleId, hid }, { $set: heroUpdate }, { new: true }).select(select).lean({ getters });
let result: HeroType = await HeroModel.findOneAndUpdate({ roleId, hid }, { $set: heroUpdate }, { new: true, upsert: true }).select(select).lean({ getters });
return result;
}

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@@ -1,42 +1,14 @@
import { ROLE_TERAPH, ROLE_SELECT, ABI_TYPE, HERO_CE_RATIO, BLOCK_TYPE } from './../consts';
import { ROLE_TERAPH, ROLE_SELECT, ABI_TYPE, BLOCK_TYPE } from './../consts';
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType, Ref, mongoose } from '@typegoose/typegoose';
import User from './User';
import { shouldRefresh, reduceCe } from '../pubUtils/util';
import { shouldRefresh } from '../pubUtils/util';
import { nowSeconds, getTimeFunD } from '../pubUtils/timeUtil';
import { Figure } from '../domain/dbGeneral';
import * as dicParam from '../pubUtils/dicParam';
import Hero from './Hero';
import { SearchRoleParam } from '../domain/backEndField/search';
type CeAttrUpdate = Partial<CeAttrDataRole>;
// role表属性格式
export class CeAttrDataRole {
@prop({ required: true })
id: number = 0;
@prop({ required: true })
ratioUp: number = 0;
@prop({ required: true })
fixUp: number = 0;
constructor(id: number) {
this.id = id;
}
public updateAttr(update: { inc?: CeAttrUpdate, set?: CeAttrUpdate }) {
if(update.inc) {
let { fixUp, ratioUp } = update.inc;
if(fixUp != undefined) this.fixUp += fixUp * HERO_CE_RATIO;
if(ratioUp != undefined) this.ratioUp += ratioUp;
}
if(update.set) {
let { fixUp, ratioUp } = update.set;
if(fixUp != undefined) this.fixUp = fixUp * HERO_CE_RATIO;
if(ratioUp != undefined) this.ratioUp = ratioUp;
}
}
}
export class TopHero {
@prop({ required: true })
hid: number; // 武将id
@@ -185,16 +157,12 @@ export default class Role extends BaseModel {
exp: number; // 经验值
@prop({ required: true, default: 1 })
lv: number; // 主公等级
@prop({ required: true, default: 0, set: (val: number) => val, get: (val: number) => reduceCe(val) })
@prop({ required: true, default: 0 })
ce: number; // 总战力
@prop({ required: true, type: CeAttrDataRole, default: [], _id: false })
attr: CeAttrDataRole[]; // 总战力
@prop({ required: true, default: 0, set: (val: number) => val, get: (val: number) => reduceCe(val) })
@prop({ required: true, default: 0 })
topLineupCe: number; // 最强x人战力
@prop({ required: true, type: TopHero, default: [], _id: false })
topLineup: Array<TopHero>; // 总战力
@prop({ required: false, set: (val: boolean) => val, get: () => true })
isReducedCe: boolean; // 如果战力没有缩过就会返回false缩过了就会返回true
@prop({ required: true, default: 100 })
gold: number; // 总金币

122
shared/db/RoleCe.ts Normal file
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@@ -0,0 +1,122 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType } from '@typegoose/typegoose';
// 全局加成
export class AttrCell {
@prop({ required: true })
attrId: number; // 属性id
@prop({ required: true, type: Number })
values: number[]; // 战力公式中的全局加成的数据,查表后的结果
}
// 单武将加成
export class HeroAttr {
@prop({ required: true })
hid: number; // 武将id
@prop({ required: true })
lv: number;
@prop({ required: true, type: () => AttrCell, _id: false })
attrs: AttrCell[];
@prop({ required: true })
historyCe: number;
@prop({ required: true })
objectId: string;
}
export class EquipAttr {
@prop({ required: true })
hid: number; // 武将id
@prop({ required: true })
eplaceId: number; // 装备位置
@prop({ required: true })
lv: number;
@prop({ required: true, type: () => AttrCell, _id: false })
attrs: AttrCell[];
}
// 百家学宫加成
export class SchoolAttr {
@prop({ required: true })
hid: number; // 武将id
@prop({ required: true })
attrId: number; // 属性id
@prop({ required: true })
value: number; // 百家学宫有多个武将单独拎出来方便计算计算之后结果存到globaAttrs的global1
}
// 名将谱加成
export class ScrollAttr {
@prop({ required: true })
hid: number; // 武将id
@prop({ required: true })
attrId: number; // 属性id
@prop({ required: true })
value: number; // 百家学宫有多个武将单独拎出来方便计算计算之后结果存到globaAttrs的global1
}
// 属性结果
export class SingleAttribute {
@prop({ required: true })
id: number; // 属性id
@prop({ required: true })
val: number; // 值
@prop({ required: true })
str: string; // 公式
}
export class Attribute {
@prop({ required: true })
hid: number;
@prop({ required: true, type: SingleAttribute, _id: false })
attrs: SingleAttribute[]; // 属性id
}
/**
* 属性表
*/
@index({ roleId: 1 })
@index({ roleId: 1 })
export default class RoleCe extends BaseModel {
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
roleLv: number; // 玩家等级
@prop({ required: true, type: AttrCell, _id: false })
globalAttrs: AttrCell[]
@prop({ required: true, type: HeroAttr, _id: false })
heroAttrs: HeroAttr[]
@prop({ required: true, type: EquipAttr, _id: false })
equipAttrs: EquipAttr[]
@prop({ required: true, type: SchoolAttr, _id: false })
schoolAttrs: SchoolAttr[];
@prop({ required: true, type: ScrollAttr, _id: false })
scrollAttrs: ScrollAttr[];
@prop({ required: true, type: Attribute, _id: false })
attributes: Attribute[];
public static async findByRoleId(roleId: string) {
let result: RoleCeType = await RoleCeModel.findOne({ roleId }).lean();
return result;
}
public static async updateRoleCe(roleId: string, update: RoleCeUpdate) {
let result: RoleCeType = await RoleCeModel.findOneAndUpdate({ roleId }, { $set: update }, { new: true, upsert: true }).lean();
return result;
}
}
export const RoleCeModel = getModelForClass(RoleCe);
export interface RoleCeType extends Pick<DocumentType<RoleCe>, keyof RoleCe> { };
export type RoleCeUpdate = Partial<RoleCeType>;

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@@ -1,5 +1,6 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType, modelOptions } from '@typegoose/typegoose';
import { gameData } from '../pubUtils/data';
@index({ roleId: 1, id: 1 })
@index({ seqId: 1 })
@modelOptions({ schemaOptions: { id: false } })
@@ -28,6 +29,15 @@ export default class Skin extends BaseModel {
return rec;
}
public static getInitInfo(hid: number): SkinUpdate {
let dicHero = gameData.hero.get(hid);
let dicFashion = gameData.fashion.get(dicHero.initialSkin)
const doc = new SkinModel();
const update = { ...doc.toJSON(), id: dicFashion.id, skinId: dicFashion.heroId, skinName: dicFashion.name, hid};
delete update._id;
return update
}
public static async insertSkins(roleId: string, roleName: string, skinInfos: SkinUpdate[]) {
let insertInfos: SkinUpdate[] = [];
for(let skinInfo of skinInfos) {

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@@ -65,10 +65,15 @@ export default class User extends BaseModel {
guestTime: number; // 游客体验时间
// 防沉迷相关
@prop({ required: false, default: false })
@prop({ required: false, default: true })
hasAuthenticated: boolean; // 是否是已认证
@prop({ required: false })
@prop({ required: false, default: '1990-01-01' })
birthday: string; // 生日年月
// 暂时不使用内部防沉迷
// @prop({ required: false, default: false })
// hasAuthenticated: boolean; // 是否是已认证
// @prop({ required: false })
// birthday: string; // 生日年月
@prop({ required: false })
pi: string; // 已通过实名认证用户唯一标识
@prop({ required: false, default: 0 })

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@@ -4,7 +4,7 @@ import { DungeonFirstType } from '../../db/DungeonFirst';
class DungeonUserInfo extends RankParam {
roleId: string;
constructor(roleId: string, userInfo: RankParam) {
super(userInfo, false);
super(userInfo);
this.roleId = roleId;
}
}

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@@ -1,7 +1,6 @@
import { EXTERIOR } from "../pubUtils/dicParam";
import { WoodenHorse } from "./battleField/guildActivity";
import { RoleUpdate, RoleType } from "../db/Role";
import { reduceCe } from "../pubUtils/util";
import { GuildUpdateParam } from "../db/Guild";
import { HeroUpdate, } from "../db/Hero";
import { getSeconds } from "../pubUtils/timeUtil";
@@ -38,7 +37,7 @@ export class RankParam {
@prop({ required: true })
updatedAt?: number = 0;
constructor(role: RoleUpdate|RankParam, fromDb: boolean) {
constructor(role: RoleUpdate|RankParam) {
if(role.roleName) this.roleName = role.roleName;
if(role.lv) this.lv = role.lv;
if(role.head) this.head = role.head;
@@ -46,13 +45,7 @@ export class RankParam {
if(role.spine) this.spine = role.spine;
if(role.title) this.title = role.title;
if(role.guildName) this.guildName = role.guildName||"";
if(role.ce) {
if(fromDb && !(<RoleUpdate>role).isReducedCe) {
this.ce = reduceCe(role.ce);
} else {
this.ce = role.ce;
}
}
if(role.ce) this.ce = role.ce;
if(role.updatedAt) {
if(typeof role.updatedAt == 'number') {
this.updatedAt = role.updatedAt;
@@ -178,27 +171,14 @@ export class GuildRankParam {
@prop({ required: true })
guildCe: number;
constructor(guild: GuildUpdateParam, fromDb: boolean) {
constructor(guild: GuildUpdateParam) {
this.icon = guild.icon;
this.name = guild.name;
this.lv = guild.lv;
let leader = <RoleType>guild.leader;
let _leader = new GuildLeader(leader);
this.leader = _leader;
// console.log('*****', guild.isReducedCe, guild.guildCe, reduceCe(guild.guildCe))
if(guild.isReducedCe) {
this.guildCe = guild.guildCe;
} else {
this.guildCe = reduceCe(guild.guildCe);
}
if(fromDb && !(<GuildUpdateParam>guild).isReducedCe) {
this.guildCe = reduceCe(guild.guildCe);
} else {
this.guildCe = guild.guildCe;
}
this.guildCe = guild.guildCe;
this.memberCnt = guild.memberCnt;
}
}

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@@ -1,8 +1,6 @@
import { HERO_CE_RATIO, getAtrrNameById, ABI_TYPE_MAIN } from '../../consts';
import { CeAttrDataRole } from '../../db/Role';
import { CeAttrData } from '../../db/Hero';
import { getAtrrNameById, ABI_TYPE_MAIN } from '../../consts';
import { gameData } from '../../pubUtils/data';
import { decodeArrayListStr, reduceCe } from '../../pubUtils/util';
import { decodeArrayListStr } from '../../pubUtils/util';
import { ATTRIBUTE } from '../../pubUtils/dicParam';
export class AttributeCal {
@@ -14,34 +12,12 @@ export class AttributeCal {
this.lv = lv;
}
public setByDbData(roleAttrs: CeAttrDataRole[], heroAttrs: CeAttrData[]) {
for(let { id, fixUp: roleFix, ratioUp: roleRatio } of roleAttrs) {
let heroAttr = heroAttrs.find(heroAttr => heroAttr.id == id);
if(heroAttr) {
let { fixUp: heroFix, base: heroBase, ratioUp: heroRatio, equipUp: heroEquip } = heroAttr;
let value = this.calAttrValue(roleFix, roleRatio, heroBase, heroFix, heroRatio, heroEquip);
this.attrs.set(id, value);
} else {
let value = this.calAttrValue(roleFix, roleRatio, 0, 0, 0, 0);
this.attrs.set(id, value);
}
}
for(let { id, base: heroBase, fixUp: heroFix, ratioUp: heroRatio, equipUp: heroEquip } of heroAttrs) {
let roleAttr = roleAttrs.find(roleAttr => roleAttr.id == id);
if(!roleAttr) {
let value = this.calAttrValue(0, 0, heroBase, heroFix, heroRatio, heroEquip);
this.attrs.set(id, value);
}
}
}
public setByWarJson(attributes: {id: number, val: number}[], ratio: number = 1) {
for(let {id, val} of attributes) {
if(ABI_TYPE_MAIN.includes(id)) {
this.attrs.set(id, Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO));
this.attrs.set(id, Math.floor(val * ratio));
} else {
this.attrs.set(id, Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO));
this.attrs.set(id, Math.floor(val));
}
}
}
@@ -49,58 +25,42 @@ export class AttributeCal {
public setByMap( attributes: Map<number, number>, ratio: number = 1 ) {
for(let [id, val] of attributes) {
if(ABI_TYPE_MAIN.includes(id)) {
this.attrs.set(id, Math.floor(val * ratio * HERO_CE_RATIO * HERO_CE_RATIO));
this.attrs.set(id, Math.floor(val * ratio));
} else {
this.attrs.set(id, Math.floor(val * HERO_CE_RATIO * HERO_CE_RATIO));
this.attrs.set(id, Math.floor(val));
}
}
}
private calAttrValue(roleFix: number = 0, roleRatio: number = 0, heroBase: number = 0, heroFix: number = 0, heroRatio: number = 0, heroEquip: number = 0) {
return (heroFix + heroEquip + roleFix) * HERO_CE_RATIO + heroBase * ( HERO_CE_RATIO + heroRatio + roleRatio );
}
// private getRealAttrToMap() {
// let newMap = new Map<number, number>();
// for(let [id, val] of this.attrs) {
// if(ABI_TYPE_MAIN.includes(id)) { // 主属性
// newMap.set(id, val / HERO_CE_RATIO / HERO_CE_RATIO);
// } else {
// newMap.set(id, val / HERO_SUB_ATTR_RATIO / HERO_CE_RATIO / HERO_CE_RATIO);
// }
// }
// return newMap;
// }
private getReduceAttrMap() {
private getAttrMap() {
let newMap = new Map<number, number>();
for(let [id, val] of this.attrs) {
newMap.set(id, reduceCe(val));
newMap.set(id, val);
}
return newMap
}
public getReduceAttributes() {
public getAttributes() {
let attrs = new Attribute();
attrs.setByMap(this.getReduceAttrMap());
attrs.setByMap(this.getAttrMap());
return attrs;
}
public getReduceAttributesToArr() {
public getAttributesToArr() {
let arr: {id: number, val: number}[] = [];
for(let [id, val] of this.getReduceAttrMap()) {
for(let [id, val] of this.getAttrMap()) {
arr.push({ id, val });
}
return arr;
}
public getReduceAttributesToString() {
let arr = this.getReduceAttributesToArr();
public getAttributesToString() {
let arr = this.getAttributesToArr();
return arr.map(cur => `${cur.id}&${cur.val}`).join('|');
}
public getReduceMainAttributes() {
let attribute = this.getReduceAttributes();
public getMainAttributes() {
let attribute = this.getAttributes();
return attribute.getMainAttr();
}
@@ -126,12 +86,8 @@ export class AttributeCal {
return Math.floor(ce);
}
public calSubAttrCeAndReduce() {
return Math.floor(this.calCe(3) / HERO_CE_RATIO / HERO_CE_RATIO);
}
public calCelAndReduce() {
return Math.floor(this.calCe() / HERO_CE_RATIO / HERO_CE_RATIO);
public calSubAttrCe() {
return Math.floor(this.calCe(3));
}
}

View File

@@ -1,249 +0,0 @@
import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE, ABI_TYPE_MAIN, HERO_CE_RATIO, HERO_SYSTEM_TYPE, SEID_TYPE } from "../../consts";
import { HeroModel, HeroUpdate, CeAttrData } from "../../db/Hero";
import { CeAttrDataRole, RoleUpdate } from "../../db/Role";
import { gameData, getHeroStarByQuality, getHeroWakeByQuality } from "../../pubUtils/data";
import { DicRandomEffectPool } from "../../pubUtils/dictionary/DicRandomEffectPool";
import { DicSe } from "../../pubUtils/dictionary/DicSe";
import { deepCopy } from "../../pubUtils/util";
import { AttributeCal } from "./attribute";
export class CalRoleCe {
private roleInfo: RoleUpdate;
private roleCeWithAttr: Map<ABI_TYPE, CeAttrDataRole> = new Map();
constructor(roleInfo?: RoleUpdate) {
this.roleInfo = roleInfo;
}
public cal(type: HERO_SYSTEM_TYPE) {
switch (type) {
case HERO_SYSTEM_TYPE.INIT:
this.calTitleAbility();
this.calTeraphMainAttr();
break;
}
return this.getRoleAttr();
}
private calTitleAbility() {
let { title } = this.roleInfo;
let dicTitle = gameData.title.get(title)||{ mainAttrValue: new Map(), assiAttrValue: new Map() };
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
if (dicTitle.mainAttrValue.has(i)) {
let fixUp = dicTitle.mainAttrValue.get(i) || 0;
this.getSingleAttrObj(i).updateAttr({ inc: { fixUp } });
}
if (dicTitle.assiAttrValue.has(i)) {
let fixUp = dicTitle.assiAttrValue.get(i) || 0;
this.getSingleAttrObj(i).updateAttr({ inc: { fixUp } });
}
}
}
private calTeraphMainAttr(id?: number) {
let { teraphs = [] } = this.roleInfo;
for(let teraph of teraphs) {
if(id == undefined || teraph.id == id) {
for(let [attrId, val] of teraph.attr) {
this.getSingleAttrObj(attrId).updateAttr({ inc: { fixUp: val } });
}
}
}
}
// 获取一个CeAttrData对象没有就新建
public getSingleAttrObj(attrId: ABI_TYPE) {
if(!this.roleCeWithAttr.has(attrId)) {
let calSingleAttr = new CeAttrDataRole(attrId);
this.roleCeWithAttr.set(attrId, calSingleAttr);
}
return this.roleCeWithAttr.get(attrId);
}
private getRoleAttr() {
let attr: CeAttrDataRole[] = [];
this.roleCeWithAttr.forEach(value => {
if(value.ratioUp > 0 || value.fixUp > 0) {
attr.push(value);
}
});
return attr;
}
}
export class CalHeroCe {
private hid: number;
private heroInfo: HeroUpdate;
private heroCeWithAttr: Map<ABI_TYPE, CeAttrData> = new Map();
constructor(hid: number, heroInfo?: HeroUpdate) {
this.hid = hid;
if(heroInfo) this.heroInfo = heroInfo;
}
public async setHeroInfoByHid(roleId: string) {
let hero = await HeroModel.findByHidAndRole(this.hid, roleId);
this.heroInfo = hero;
}
// 主要接口
public cal(type: HERO_SYSTEM_TYPE) {
switch (type) {
case HERO_SYSTEM_TYPE.INIT:
case HERO_SYSTEM_TYPE.REBIRTH:
this.calBaseAbility();
this.calSkinSeid();
this.calJobAbility();
break;
}
return this.getHeroAttr()
}
// 计算基础属性
private calBaseAbility() {
let { star, starStage, quality, colorStar, colorStarStage, lv, skinId } = this.heroInfo;
const dicHero = gameData.hero.get(skinId);
if(!dicHero) {
console.error(`not found hero: ${skinId}`);
return;
}
for (let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
let attrId = ABI_STAGE_TO_TYPE.get(stage);
const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
const dicStar = isWake ? getHeroWakeByQuality(dicHero.jobClass, dicHero.quality, colorStarStage < stage? colorStar - 1: colorStar) : getHeroStarByQuality(dicHero.jobClass, quality, starStage < stage? star - 1: star); // 星级表
let heroAttr = dicHero.baseAbilityArr.get(attrId); // 武将表hp等
let heroUpAttr = dicHero.baseAbilityUpArr.get(attrId); // 武将表hp_up等
let starUp = 0; // 星级成长
if (!!dicStar && !!dicStar.ceAttr) {
starUp = dicStar.ceAttr.get(stage);
}
let base = heroAttr + lv * (heroUpAttr + starUp);
this.getSingleAttrObj(attrId).updateAttr({ set: { base } });
};
}
// 计算职业属性
private calJobAbility() {
let { job, jobStage } = this.heroInfo;
const dicJob = gameData.job.get(job);
for(let i = 1; i <= dicJob.maxStage; i++) {
if(jobStage >= i) {
let { id, attr } = dicJob.ceAttr.get(i);
this.getSingleAttrObj(id).updateAttr({ inc: { fixUp: attr } });
}
}
}
// 计算皮肤属性
private calSkinSeid() {
let { skinId, star: _star, colorStar: _colorStar } = this.heroInfo;
let seidList = new Map<number, number>(); // type => seid
let dicHero = gameData.hero.get(skinId);
let { starSeidArr, colorStarSeidArr } = gameData.heroSkill.get(dicHero.skill);
for (let { star, value, type } of starSeidArr) {
if (_star >= star) {
seidList.set(type, value);
}
}
for (let { star, value, type } of colorStarSeidArr) {
if (_colorStar >= star) {
seidList.set(type, value);
}
}
let list: number[] = [];
for(let [_type, value] of seidList) list.push(value);
addSeidEffect.bind(this, list);
}
public getHeroAttr() {
let attr: CeAttrData[] = [];
this.heroCeWithAttr.forEach(value => {
if(value.base > 0 || value.equipUp > 0 || value.fixUp > 0 || value.ratioUp > 0) {
attr.push(value);
}
});
return attr;
}
// 获取一个CeAttrData对象没有就新建
public getSingleAttrObj(attrId: ABI_TYPE) {
if(!this.heroCeWithAttr.has(attrId)) {
let calSingleAttr = new CeAttrData(attrId);
this.heroCeWithAttr.set(attrId, calSingleAttr);
}
return this.heroCeWithAttr.get(attrId);
}
public getCalculatedCe(roleAttr: CeAttrDataRole[]) {
let attrCal = new AttributeCal();
attrCal.setLv(this.heroInfo.lv);
attrCal.setByDbData(roleAttr, this.getHeroAttr());
return attrCal.calCe();
}
}
// 添加技能增加的被动属性
function addSeidEffect(this: CalRoleCe|CalHeroCe, seidList: number[]) {
// console.log('******addSeidEffect',this, seidList)
// console.log('addSeidList', addSeidList.join())
// console.log('removeSeidList', removeSeidList.join())
let effectList: DicSe[] = []; // any: dic_zyz_se表内容
for (let ii = 0; ii < seidList.length; ii += 2) {
let seid = seidList[ii];
let rand = seidList[ii + 1] || 0;
let dicSeid: DicSe | DicRandomEffectPool = gameData.se.get(seid);
if (!dicSeid) dicSeid = gameData.randomEffectPool.get(seid);
if (dicSeid && dicSeid.id > 0) {
addSeid(effectList, dicSeid.id, rand, dicSeid.gainValueArr)
}
}
// console.log('effectList', JSON.stringify(effectList));
for (let { type, gainValueArr: [ability, value] } of effectList) {
if (type == SEID_TYPE.TYPE101) { // 加值
this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value } });
} else if (type == SEID_TYPE.TYPE103) { // 主属性加百分比
if(ABI_TYPE_MAIN.includes(ability)) {
this.getSingleAttrObj(ability).updateAttr({ inc: {ratioUp: value / 1000} });
}
} else if (type == SEID_TYPE.TYPE104) { // 次级属性加百分比
if(!ABI_TYPE_MAIN.includes(ability)) {
this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value * 100 * HERO_CE_RATIO } });
}
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: (DicSe | DicRandomEffectPool)[], seidId: number, rand: number, seidValue: number[] = []) {
let curSeid: DicSe | DicRandomEffectPool = gameData.se.get(seidId);
if (!curSeid) curSeid = gameData.randomEffectPool.get(seidId);
if (!curSeid) { console.log("seidId not found:" + seidId); return; }
if (!seidValue) seidValue = curSeid.gainValueArr;
if (curSeid.type === SEID_TYPE.TYPE999) {
for (let i = 0; i < seidValue.length; i++) {
addSeid(effectList, seidValue[i], rand);
}
return;
}
let seid: DicSe | DicRandomEffectPool = deepCopy(curSeid);
if (curSeid.index > 0) {
seid.gainValueArr[curSeid.index - 1] = rand;
}
effectList.push(seid);
}

View File

@@ -1,7 +1,6 @@
import { Connect, EPlace, HeroSkin, HeroType, HeroUpdate, Talent } from '../../db/Hero';
import { gameData } from '../../pubUtils/data';
import { reduceCe } from '../../pubUtils/util';
export interface CreateHeroParam extends HeroUpdate {
hid: number;
count: number;
@@ -41,7 +40,6 @@ export class HeroParam {
exp: number; // 经验值
lv: number; // 武将等级
ce: number; // 武将战力
historyCe: number; // 武将历史最高战力
star: number; // 星级
starStage: number; // 星级六维阶段
colorStar: number; // 觉醒, 彩星
@@ -74,13 +72,7 @@ export class HeroParam {
this.hName = hero.hName;
this.exp = hero.exp;
this.lv = hero.lv;
if(hero.isReducedCe) {
this.ce = hero.ce;
this.historyCe = hero.historyCe;
} else {
this.ce = reduceCe(hero.ce);
this.historyCe = reduceCe(hero.historyCe);
}
this.ce = hero.ce;
this.star = hero.star;
this.starStage = hero.starStage;
this.colorStar = hero.colorStar;

View File

@@ -103,6 +103,7 @@ import { dicJewelCondition, loadJewelCondition } from './dictionary/DicJewelCond
import { dicMainStarBox, dicMainStarBoxByChapter, loadMainStarBox } from './dictionary/DicMainStarBox';
import { dicHeroTalent, initTalents, loadHeroTalent } from './dictionary/DicHeroTalent';
import { Talent } from "../db/Hero";
import { dicEquipStrengthAttr, loadEquipStrengthAttr } from './dictionary/DicEquipStrengthAttr';
export const gameData = {
daily: dicDaily,
@@ -257,6 +258,7 @@ export const gameData = {
heroTalent: dicHeroTalent,
initTalents: initTalents,
talentPointOfJob: talentPointOfJob,
equipStrengthAttr: dicEquipStrengthAttr
};
// 在此提供一些原先在gamedata中提供的方法以便更方便获取gameData数据
@@ -333,7 +335,7 @@ export function getBossHpByWarId(warId: number) {
if (relation === 2) {
let newAttr = new AttributeCal();
newAttr.setByWarJson(attribute, 1);
let attrJson = newAttr.getReduceAttributes();
let attrJson = newAttr.getAttributes();
const hp = attrJson.hp || 0;
if (hp > 0) {
@@ -882,6 +884,11 @@ export function getHeroInitTalent(skinId: number) {
return ids.map(id => (new Talent(id)));
}
export function getEquipStrenthenAttr(equipId: number, lv: number) {
let result = gameData.equipStrengthAttr.get(`${equipId}_${lv}`);
return result
}
// 初始加载
function initDatas() {
parseDicParam();
@@ -1049,6 +1056,7 @@ function loadDatas() {
loadJewelCondition();
loadMainStarBox();
loadHeroTalent();
loadEquipStrengthAttr();
}
// 重载dicParam

View File

@@ -0,0 +1,39 @@
// 装备强化表
import { readFileAndParse, decodeArrayListStr } from '../util'
import { FILENAME } from '../../consts'
export interface DicEquipStrengthAttr {
// id
readonly id: number;
// 装备id
readonly equipId: number;
// 等级
readonly lv: number;
// 属性
readonly attr: {id: number, num: number}[];
}
export const dicEquipStrengthAttr = new Map<string, DicEquipStrengthAttr>();
export function loadEquipStrengthAttr() {
dicEquipStrengthAttr.clear();
let arr = readFileAndParse(FILENAME.DIC_EQUIP_STRENGTH_ATTR);
arr.forEach(o => {
o.attr = parseAttr(o.attr);
dicEquipStrengthAttr.set(`${o.equipId}_${o.lv}`, o);
});
arr = undefined;
}
function parseAttr(str: string) {
let result = new Array<{id: number, num: number}>();
if(!str) return result;
let decodeArr = decodeArrayListStr(str);
for(let [id, num] of decodeArr) {
if(isNaN(parseInt(id)) || isNaN(parseInt(num))) {
throw new Error('data table format wrong');
}
result.push({id: parseInt(id), num: parseInt(num)});
}
return result
}

View File

@@ -10,7 +10,7 @@ export interface DicEquipSuit {
// 套装内含的装备编号
readonly equips: number[];
// 按星级可解锁的属性
readonly effect: { star: number, seid: number }[];
readonly effect: { star: number, id: number, val: number }[];
}
export const dicEquipSuit = new Map<number, DicEquipSuit>();
@@ -30,14 +30,14 @@ export function loadEquipSuit() {
}
function parseEffect(str: string) {
let result = new Array<{star: number, seid: number}>();
let result = new Array<{star: number, id: number, val: number}>();
if(!str) return result;
let decodeArr = decodeArrayListStr(str);
for(let [star, seid] of decodeArr) {
if(isNaN(parseInt(star)) || isNaN(parseInt(seid))) {
for(let [star, id, val] of decodeArr) {
if(isNaN(parseInt(star)) || isNaN(parseInt(id)) || isNaN(parseInt(val))) {
throw new Error('data table format wrong');
}
result.push({star: parseInt(star), seid: parseInt(seid)});
result.push({star: parseInt(star), id: parseInt(id), val: parseInt(val)});
}
return result
}

View File

@@ -23,8 +23,10 @@ export interface DicJob {
readonly trainingConsume: Array<RewardInter>;
// 升阶消耗
readonly upGradeConsume: Array<RewardInter>;
// 每阶升级属性
// 每阶升级属性 stage => {}
readonly ceAttr: Map<number, {id: number, attr: number}>;
// 次级属性基础 attr => value attr1
readonly baseSubAttr: {id: number, val: number}[];
// 一共有多少阶升级
readonly maxStage: number;
// 到这一阶能获得多少天赋点
@@ -32,7 +34,7 @@ export interface DicJob {
}
type KeysEnum<T> = { [P in keyof Required<T>]: true };
const DicJobKeys: KeysEnum<DicJob> = {jobid: true, name: true, grade: true, unlockLevel: true, job_class: true, type: true, trainingConsume: true, upGradeConsume: true, ceAttr: true, maxStage: true, talentPoint: true};
const DicJobKeys: KeysEnum<DicJob> = {jobid: true, name: true, grade: true, unlockLevel: true, job_class: true, type: true, trainingConsume: true, upGradeConsume: true, ceAttr: true, maxStage: true, talentPoint: true, baseSubAttr: true};
export const dicJob = new Map<number, DicJob>();
export const jobClassMaxGrades = new Map<number, {grade:number, jobid:number}>();
@@ -54,6 +56,7 @@ export function loadJob() {
o.maxStage = o.trainingConsume.length;
o.upGradeConsume = parseGoodStr(o.upGradeConsume);
o.ceAttr = parseCeAttr(o.maxStage, o.attr);
o.baseSubAttr = parseAttribute(o.baseSecondAttr||'');
dicJob.set(o.jobid, _.pick(o, Object.keys(DicJobKeys)));
let jobClass = jobClassMaxGrades.get(o.job_class);
if (!jobClass || jobClass.grade < o.grade) {
@@ -93,4 +96,17 @@ function parseCeAttr(maxStage: number, str: string) {
result.set(i, { id: parseInt(id), attr: parseFloat(attr) });
}
return result
}
}
function parseAttribute(str: string) {
let result = new Array<{ id: number, val: number }>();
if (!str) return result;
let decodeArr = decodeArrayListStr(str);
for (let [id, val] of decodeArr) {
if (isNaN(parseInt(id)) || isNaN(parseInt(val))) {
throw new Error('data table format wrong');
}
result.push({ id: parseInt(id), val: parseInt(val) });
}
return result
}

View File

@@ -36,7 +36,7 @@ export function loadRandomEffectPool() {
arr.forEach(o => {
o.rate = parseRate(o.count);
o.gainValueArr = parseNumberList(o.gainvalue);
o.gainValueArr = parseNumberList(o.gainValue);
dicRandomEffectPool.set(o.id, o);
dicRandomEffectPoolByGroupAndLv.set(`${o.group}_${o.level}`, o.id);
});

View File

@@ -23,6 +23,7 @@ export interface DicTeraph {
readonly upMaterial:Array<RewardInter>;
readonly assiAttrValue:Map<number, number>; // 次级属性
readonly basicAttrValue:Map<number, number>; // 主属性
readonly upGradeMaterial:Array<RewardInter>;
}
export const dicTeraph = new Map<string, DicTeraph>();
@@ -42,6 +43,7 @@ export function loadTeraph() {
criEffect: true,
upMaterial: true,
assiAttrValue: true,
basicAttrValue: true,
upGradeMaterial: true,
}
@@ -51,6 +53,7 @@ export function loadTeraph() {
o.upMaterial = parseGoodStr(o.upMaterial);
o.mainAttrMax = parseMainAttrMax(o);
o.mainAttrUp = parseMainAttrUp(o);
o.basicAttrValue = parseBasicAttr(o);
dicTeraph.set(o.index + '_' + o.grade, _.pick(o, Object.keys(DicTeraphKeys)));
});
@@ -72,10 +75,10 @@ function parseAttr(str: string) {
function parseMainAttrMax(elem) {
let result = new Map<number, number>();
result.set(ABI_TYPE.ABI_HP, elem.hpMax);
result.set(ABI_TYPE.ABI_ATK, elem.atkMax);
result.set(ABI_TYPE.ABI_DEF, elem.defMax);
result.set(ABI_TYPE.ABI_MDEF, elem.mdefMax);
result.set(ABI_TYPE.ABI_HP, elem.hpMax - elem.hpBasis);
result.set(ABI_TYPE.ABI_ATK, elem.atkMax - elem.atkBasis);
result.set(ABI_TYPE.ABI_DEF, elem.defMax - elem.defBasis);
result.set(ABI_TYPE.ABI_MDEF, elem.mdefMax - elem.mdefBasis);
return result
}
@@ -86,4 +89,13 @@ function parseMainAttrUp(elem) {
result.set(ABI_TYPE.ABI_DEF, elem.defUp);
result.set(ABI_TYPE.ABI_MDEF, elem.mdefUp);
return result
}
function parseBasicAttr(elem) {
let result = new Map<number, number>();
result.set(ABI_TYPE.ABI_HP, elem.hpBasis);
result.set(ABI_TYPE.ABI_ATK, elem.atkBasis);
result.set(ABI_TYPE.ABI_DEF, elem.defBasis);
result.set(ABI_TYPE.ABI_MDEF, elem.mdefBasis);
return result
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,12 +1,11 @@
import { STATUS } from './../consts/statusCode';
import { HeroModel, HeroType } from '../db/Hero';
import { isNumber } from 'underscore';
const csprng = require('csprng');
import fs = require('fs');
import path = require('path');
import { HERO_CE_RATIO, ABI_STAGE, GACHA_TO_FLOOR, REFRESH_TIME, ROBOT_SYS_TYPE, ITEM_CHANGE_REASON, WAR_TYPE } from '../consts';
import { ABI_STAGE, GACHA_TO_FLOOR, REFRESH_TIME, ROBOT_SYS_TYPE, ITEM_CHANGE_REASON, WAR_TYPE } from '../consts';
import { findIndex } from 'underscore';
import { getTimeFunM } from './timeUtil';
@@ -114,18 +113,6 @@ export function decodeIdCntArrayStr(str: string, multi: number) {
return strMap;
}
// 计算当前武将战力
export async function calculateSumCE(roleId: string, type: number, param: { num?: number, heroes?: Array<number> }) {
let sum: number;
if (type == 1) { // 最高num人历史最高战力和
sum = await HeroModel.sumTopHeroCe(roleId, param.num || 0);
} else if (type == 2) { // 所有人战力和
sum = await HeroModel.sumHeroCe(roleId);
}
sum = reduceCe(sum);
return sum;
}
/**
* 传入两个时间,返回按照时间差计算,第二个时间比第一个晚几天
* @param preTime 之前的时间
@@ -573,17 +560,6 @@ export function mergeSameGoods(goods: Array<{ id: number, count: number }>) {
return resGoods;
}
export function returnHeroCeRatio(hero: HeroType) {
let ce = reduceCe(hero.ce);
return Object.assign(hero, { ce });
}
// 缩小战力
export function reduceCe(ce: number = 0) {
return Math.floor(ce / HERO_CE_RATIO / HERO_CE_RATIO)
}
// 获取全部属性
export function getAllAttrStage() {
let attrs = new Array<number>(); // 有升级的属性 1-hp 2-atk 3-def 4-mdef 5-agi 6-luk
@@ -788,3 +764,59 @@ export function stringToRewardInter(rewardStr: string): Array<RewardInter> {
}
return result
}
export function addToMap<T>(map: Map<T, number>, id: T, value: number) {
if(!map.has(id)) {
map.set(id, value);
} else {
map.set(id, map.get(id) + value);
}
}
// /**
// * 计算最强阵容战力
// * @param role
// * @param hid
// * @param ce
// * @param heroId
// */
// export async function calculatetopLineup(role: RoleType, hid?: number, ce?: number, heroId?: string) {
// let topLineup = role?.topLineup || new Array();
// if(!hid) { // 直接重新排
// let heroes = await HeroModel.getTopHero(role.roleId, LINEUP_NUM);
// topLineup = heroes.map(cur => { return { hid: cur.hid, ce: cur.ce, hero: cur._id } });
// } else {
// topLineup.sort((a, b) => { return b.ce - a.ce }); // 0-6最大-最小
// let index = topLineup.findIndex(cur => cur.hid == hid);
// if(index != -1 && !heroId) {
// let heroes = await HeroModel.getTopHero(role.roleId, LINEUP_NUM);
// topLineup = heroes.map(cur => { return { hid: cur.hid, ce: cur.ce, hero: cur._id } });
// } else {
// if (index == -1) { // 不在最强列表
// if (topLineup.length < LINEUP_NUM) { // 不满6人
// topLineup.push({ hid, ce, hero: heroId });
// } else if (topLineup.length == LINEUP_NUM) {
// if (ce > topLineup[topLineup.length - 1].ce) { // 跻身最强6人
// topLineup.pop();
// topLineup.push({ hid, ce, hero: heroId });
// }
// } else {
// topLineup.splice(LINEUP_NUM, topLineup.length - LINEUP_NUM);
// }
// } else { // 原来就是最强6人
// if (ce < topLineup[topLineup.length - 1].ce) { // 滑出最强
// let heroes = await HeroModel.getTopHero(role.roleId, LINEUP_NUM);
// topLineup = heroes.map(cur => { return { hid: cur.hid, ce: cur.ce, hero: cur._id } });
// } else {
// topLineup[index].ce = ce;
// }
// }
// }
// }
// let topLineupCe = topLineup.reduce((pre, cur) => {
// return pre + cur.ce
// }, 0);
// return { topLineup, topLineupCe };
// }

View File

@@ -5,8 +5,6 @@
"jobClass": 1,
"eplaceId": 1,
"suitId": 1,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -16,8 +14,6 @@
"jobClass": 1,
"eplaceId": 2,
"suitId": 1,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -27,8 +23,6 @@
"jobClass": 1,
"eplaceId": 3,
"suitId": 1,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -38,8 +32,6 @@
"jobClass": 1,
"eplaceId": 4,
"suitId": 1,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -49,8 +41,6 @@
"jobClass": 2,
"eplaceId": 1,
"suitId": 2,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -60,8 +50,6 @@
"jobClass": 2,
"eplaceId": 2,
"suitId": 2,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -71,8 +59,6 @@
"jobClass": 2,
"eplaceId": 3,
"suitId": 2,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -82,8 +68,6 @@
"jobClass": 2,
"eplaceId": 4,
"suitId": 2,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -93,8 +77,6 @@
"jobClass": 3,
"eplaceId": 1,
"suitId": 3,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -104,8 +86,6 @@
"jobClass": 3,
"eplaceId": 2,
"suitId": 3,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -115,8 +95,6 @@
"jobClass": 3,
"eplaceId": 3,
"suitId": 3,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -126,8 +104,6 @@
"jobClass": 3,
"eplaceId": 4,
"suitId": 3,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -137,8 +113,6 @@
"jobClass": 4,
"eplaceId": 1,
"suitId": 4,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -148,8 +122,6 @@
"jobClass": 4,
"eplaceId": 2,
"suitId": 4,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -159,8 +131,6 @@
"jobClass": 4,
"eplaceId": 3,
"suitId": 4,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -170,8 +140,6 @@
"jobClass": 4,
"eplaceId": 4,
"suitId": 4,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -181,8 +149,6 @@
"jobClass": 5,
"eplaceId": 1,
"suitId": 5,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -192,8 +158,6 @@
"jobClass": 5,
"eplaceId": 2,
"suitId": 5,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -203,8 +167,6 @@
"jobClass": 5,
"eplaceId": 3,
"suitId": 5,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -214,8 +176,6 @@
"jobClass": 5,
"eplaceId": 4,
"suitId": 5,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -225,8 +185,6 @@
"jobClass": 6,
"eplaceId": 1,
"suitId": 6,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -236,8 +194,6 @@
"jobClass": 6,
"eplaceId": 2,
"suitId": 6,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -247,8 +203,6 @@
"jobClass": 6,
"eplaceId": 3,
"suitId": 6,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -258,8 +212,6 @@
"jobClass": 6,
"eplaceId": 4,
"suitId": 6,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -269,8 +221,6 @@
"jobClass": 7,
"eplaceId": 1,
"suitId": 7,
"attribute": "2&10",
"attributeUp": "2&10",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -280,8 +230,6 @@
"jobClass": 7,
"eplaceId": 2,
"suitId": 7,
"attribute": "4&20",
"attributeUp": "4&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -291,8 +239,6 @@
"jobClass": 7,
"eplaceId": 3,
"suitId": 7,
"attribute": "5&20",
"attributeUp": "5&20",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
},
@@ -302,8 +248,6 @@
"jobClass": 7,
"eplaceId": 4,
"suitId": 7,
"attribute": "1&50",
"attributeUp": "1&50",
"composeMaterial": "50001&2",
"imageId": "qingtongjian&bintiejian&wenshijian&jinggangjian&songwenjian"
}

File diff suppressed because it is too large Load Diff

View File

@@ -15,8 +15,8 @@
"turnLimted": 20,
"forcedCharactor": "&",
"fobiddenCharactor": "&",
"victoryInfoInUI": "1.消灭所有敌军\r\n2.死亡的村民数量≤2\r\n3.剩下的村民都到达洞口",
"loseInfoInUI": "1.我方全部阵亡\r\n2.死亡的村民数量≥3\r\n3.20回合内未能胜利",
"victoryInfoInUI": "1.消灭所有敌军\n2.死亡的村民数量≤2\n3.剩下的村民都到达洞口",
"loseInfoInUI": "1.我方全部阵亡\n2.死亡的村民数量≥3\n3.20回合内未能胜利",
"starInfoInUI": "1.在20回合内获得胜利",
"cost": 10,
"iconInMap": "spine&qingnian",
@@ -30,7 +30,7 @@
"needPrepare": 1,
"spineInBigMap": "&",
"HeroNum": "6&6",
"gkInfo": " 循着不详的气息,赵云一行人来到了一座神秘的小村庄。老人们说,他们是为了躲避连年战乱才来此地。\r\n 想不到即使是在这里,也藏着不为人知的阴谋……\r\n 这些阴兵,究竟由谁招来?山林里还有恶兽蠢蠢欲动……\r\n",
"gkInfo": " 循着不详的气息,赵云一行人来到了一座神秘的小村庄。老人们说,他们是为了躲避连年战乱才来此地。\n 想不到即使是在这里,也藏着不为人知的阴谋……\n 这些阴兵,究竟由谁招来?山林里还有恶兽蠢蠢欲动……\n",
"HeroNum_1": "1&6",
"progress": "1&0|2&0",
"progressDesc": "已逃走的百姓数量&被击杀的百姓数量",
@@ -52,8 +52,8 @@
"turnLimted": 20,
"forcedCharactor": "&",
"fobiddenCharactor": "&",
"victoryInfoInUI": "1.消灭所有敌军\r\n2.解救所有被绑架的村民\r\n",
"loseInfoInUI": "1.我方全部阵亡\r\n2.20回合内未能胜利",
"victoryInfoInUI": "1.消灭所有敌军\n2.解救所有被绑架的村民\n",
"loseInfoInUI": "1.我方全部阵亡\n2.20回合内未能胜利",
"starInfoInUI": "1.在20回合内获得胜利",
"cost": 10,
"iconInMap": "spine&yinbingdao&1",
@@ -67,7 +67,7 @@
"needPrepare": 1,
"spineInBigMap": "&",
"HeroNum": "6&6",
"gkInfo": " 赵云一行人刚将村中的百姓带入山洞避难,一位急急忙忙寻找妻子的青年便找上门来。\r\n 洞内仍有不少以往百姓为了躲避战乱设下的陷阱,可务必要当心!\r\n 也许在这昏暗的洞穴里,点燃火炬一路小心前行,才是上策。",
"gkInfo": " 赵云一行人刚将村中的百姓带入山洞避难,一位急急忙忙寻找妻子的青年便找上门来。\n 洞内仍有不少以往百姓为了躲避战乱设下的陷阱,可务必要当心!\n 也许在这昏暗的洞穴里,点燃火炬一路小心前行,才是上策。",
"HeroNum_1": "1&6",
"progress": "1&0|6&0",
"progressDesc": "已解救的百姓数量&待解救的百姓数量",
@@ -104,7 +104,7 @@
"needPrepare": 1,
"spineInBigMap": "&",
"HeroNum": "6&6",
"gkInfo": " 诡异的阴兵,神秘的阴珠,残忍的血法……从巨鹿废墟到山林小村,一个巨大的阴谋似乎一直笼罩在冀州的上空。\r\n 现在赵云一行人终于来到了最后的祭坛,即将揭开这一切的始作俑者……",
"gkInfo": " 诡异的阴兵,神秘的阴珠,残忍的血法……从巨鹿废墟到山林小村,一个巨大的阴谋似乎一直笼罩在冀州的上空。\n 现在赵云一行人终于来到了最后的祭坛,即将揭开这一切的始作俑者……",
"HeroNum_1": "1&6",
"progress": "&",
"progressDesc": "&",
@@ -128,7 +128,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "\r\n1.在20回合内获得胜利",
"starInfoInUI": "\n1.在20回合内获得胜利",
"cost": 10,
"iconInMap": "spine&qingnian",
"iconName": "井底世界",
@@ -141,7 +141,7 @@
"needPrepare": 1,
"spineInBigMap": "&",
"HeroNum": "6&6",
"gkInfo": " 在枯井的周围,一群宫女装扮的幽鬼盘亘。\r\n 原来,这些是洛阳被焚毁时,惨死于皇宫中的宫女,因为长久以来的怨气而化为幽鬼,她们憎恨一切活着的人类。\r\n 小心!她们来了!",
"gkInfo": " 在枯井的周围,一群宫女装扮的幽鬼盘亘。\n 原来,这些是洛阳被焚毁时,惨死于皇宫中的宫女,因为长久以来的怨气而化为幽鬼,她们憎恨一切活着的人类。\n 小心!她们来了!",
"HeroNum_1": "1&6",
"progress": "&",
"progressDesc": "&",
@@ -178,7 +178,7 @@
"needPrepare": 1,
"spineInBigMap": "&",
"HeroNum": "6&6",
"gkInfo": " 枯井的尽头是一条大门,出于好奇,赵云一行人穿越幽暗的隧道,来到大门前。\r\n 吱呀——推开大门,原来这里是一片墓室。\r\n 在昏黄的烛火中,他们看到了一群没有意识的侍卫,还有一个没有头颅的巨大身影……",
"gkInfo": " 枯井的尽头是一条大门,出于好奇,赵云一行人穿越幽暗的隧道,来到大门前。\n 吱呀——推开大门,原来这里是一片墓室。\n 在昏黄的烛火中,他们看到了一群没有意识的侍卫,还有一个没有头颅的巨大身影……",
"HeroNum_1": "1&6",
"progress": "&",
"progressDesc": "&",
@@ -202,7 +202,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在30回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在30回合内获得胜利",
"cost": 30,
"iconInMap": "spine&zhangjiao",
"iconName": "何后废陵",
@@ -215,7 +215,7 @@
"needPrepare": 1,
"spineInBigMap": "&",
"HeroNum": "6&6",
"gkInfo": " 何太后身材窈窕,风流妩媚,进宫之后更是凭借自身的心计一步步征服了汉灵帝的心。然其天性善妒,刘协出生后,感到自身地位动摇的何太后用鸩酒毒杀了王美人。\r\n 天道有轮回,外戚与宦官相争,何进身死,董卓进京,何太后也被逼饮下毒酒。\r\n 陵墓尽头,彼岸花开,何太后已超脱生死,可千万别停留在这里!",
"gkInfo": " 何太后身材窈窕,风流妩媚,进宫之后更是凭借自身的心计一步步征服了汉灵帝的心。然其天性善妒,刘协出生后,感到自身地位动摇的何太后用鸩酒毒杀了王美人。\n 天道有轮回,外戚与宦官相争,何进身死,董卓进京,何太后也被逼饮下毒酒。\n 陵墓尽头,彼岸花开,何太后已超脱生死,可千万别停留在这里!",
"HeroNum_1": "1&6",
"progress": "&",
"progressDesc": "&",
@@ -239,7 +239,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&guanhai",
"iconName": 0,
@@ -276,7 +276,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&caosong",
"iconName": 0,
@@ -313,7 +313,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 30,
"iconInMap": "spine&zhangrang",
"iconName": 0,
@@ -350,7 +350,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&qingnian",
"iconName": 0,
@@ -387,7 +387,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&yinbingdao",
"iconName": 0,
@@ -424,7 +424,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 30,
"iconInMap": "spine&zhangjiao",
"iconName": 0,
@@ -461,7 +461,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&qingnian",
"iconName": 0,
@@ -498,7 +498,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&yinbingdao",
"iconName": 0,
@@ -535,7 +535,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 30,
"iconInMap": "spine&zhangjiao",
"iconName": 0,
@@ -572,7 +572,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&wangcan",
"iconName": 0,
@@ -609,7 +609,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&yanshi",
"iconName": 0,
@@ -646,7 +646,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 30,
"iconInMap": "spine&sengren",
"iconName": 0,
@@ -683,7 +683,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&qingnian",
"iconName": "武陵顽猴",
@@ -720,7 +720,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 10,
"iconInMap": "spine&yinbingdao",
"iconName": "桃源疫民",
@@ -757,7 +757,7 @@
"fobiddenCharactor": "&",
"victoryInfoInUI": "消灭所有敌军",
"loseInfoInUI": "我方全部阵亡",
"starInfoInUI": "1.我方无人阵亡;\r\n2.在5回合内获得胜利",
"starInfoInUI": "1.我方无人阵亡;\n2.在5回合内获得胜利",
"cost": 30,
"iconInMap": "spine&zhangjiao",
"iconName": "西夷疫魔",