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

View File

@@ -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;
}
}

View File

@@ -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;
}
}

View File

@@ -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));
}
}

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@@ -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);
}

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@@ -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;