创建初始装备

This commit is contained in:
luying
2020-12-17 18:46:20 +08:00
parent e0c1e8045b
commit b5b7d071c1
15 changed files with 205 additions and 80 deletions

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@@ -14,10 +14,16 @@ export class EquipHandler {
// TODO 合成装备
public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
// 消耗材料
// 获得装备
let {gid, } = msg;
// 1. 获得部位
let items = [{id: gid, count: 1}];
let goods = await addItems(roleId, roleName, sid, items);
return resResult(STATUS.SUCCESS, { goods });
}
// TODO 装备栏强化

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@@ -16,17 +16,17 @@ export class RoleHandler {
}
async initEquips(roleId: string, roleName: string) {
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
const equipInfo = {
roleId,
roleName,
id: 1,
name: '倚天剑',
seqId,
type: 1
}
const equip = await EquipModel.createEquip(equipInfo);
await HeroModel.addEquip(roleId, 12, equip._id);
// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
// const equipInfo = {
// roleId,
// roleName,
// id: 1,
// name: '倚天剑',
// seqId,
// type: 1
// }
// const equip = await EquipModel.createEquip(equipInfo);
// await HeroModel.addEquip(roleId, 12, equip._id);
}
async initHeros(roleId: string, roleName: string) {

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@@ -9,6 +9,8 @@ import { ItemModel } from '../db/Item';
import { STATUS } from '../consts/statusCode';
import { pinus } from 'pinus';
import { addEquips, addBags, addSkins } from '../pubUtils/itemUtils';
import { EquipInter } from '../pubUtils/interface';
import { gameData } from '../pubUtils/data';
const _ = require('underscore');
export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
@@ -62,21 +64,21 @@ async function rewardWeapons (roleId: string, roleName: string, dicGood: any, w
let weaponsData = [];
let cnt = weapon.cnt;
while (cnt > 0) {
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
const equipInfo = {
roleId,
roleName,
id: weapon.id,
name: dicGood.name,
seqId,
quality: dicGood.lv,
type: dicGood.goodType
}
const equip = await EquipModel.createEquip(equipInfo);
cnt -= 1;
weaponsData.push(equip);
}
// while (cnt > 0) {
// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
// const equipInfo = {
// roleId,
// roleName,
// id: weapon.id,
// name: dicGood.name,
// seqId,
// quality: dicGood.lv,
// type: dicGood.goodType
// }
// const equip = await EquipModel.createEquip(equipInfo);
// cnt -= 1;
// weaponsData.push(equip);
// }
return weaponsData;
}
@@ -125,7 +127,6 @@ async function rewardCurrency (roleId: string, dicGood: any, data: {id:number,cn
return goods;
}
interface Item {id?: number, count?: number, seqId?: number, type?: number};
interface Equip {id: number, name: string, quality: number, type: number};
interface Bag {id: number, itemName: string, count: number, type: number, hid:number};
export async function handleCost(roleId: string, sid: string, goods: Array<Item>) {
let currencysMap: any = {};
@@ -208,7 +209,7 @@ function sortConsumes(goods: Array<Item>, bags: Array<Item>, currencysMap: any,
export async function addItems(roleId: string, roleName: string, sid: string, goods: Array<Item>) {
let showItems: Array<Item> = [];
let currencysMap: any = {};
let equips: Array<Equip> = [];
let equips: Array<EquipInter> = [];
let bags: Array<Bag> = [];
let skins: Array<number> = [];
let uids = [{uid: roleId, sid}];
@@ -216,7 +217,7 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
let equipInfos = [];
for (let equip of equips) {
let equipInfo = await addEquips(roleId, roleName, equip);
showItems.push({id: equip.id, count: 1});
showItems.push({seqId: equipInfo.seqId, id: equip.id, count: 1});
equipInfos.push(equipInfo);
}
//装备推送
@@ -262,12 +263,12 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
return showItems;
}
function sortItems (goods: Array<Item>, bags: Array<Bag>, skins: Array<number>, currencysMap: any, equips: Array<Equip>, showItems: Array<Item>) {
function sortItems (goods: Array<Item>, bags: Array<Bag>, skins: Array<number>, currencysMap: any, equips: Array<EquipInter>, showItems: Array<Item>) {
for (let good of goods) {
let goodInfo = getGoodById(good.id);
let goodInfo = gameData.goods.get(good.id);
if (goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
for (let i = 0; i < good.count; i++) {
equips.push({id: good.id, name: goodInfo.name, quality: goodInfo.lv, type: goodInfo.goodType});
equips.push({id: good.id, ...goodInfo});
}
} else {
let {type, isCurrency} = ITID.get(goodInfo.itid);

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@@ -30,11 +30,11 @@ export default class UserController extends Controller {
public async createRoleData() {
const { ctx } = this;
const { hid, hlv, eid, elv, ecount, ehid, itemid, itemcount, count, lv, skinid, selectedRowKeys: uids, optType } = ctx.request.body;
const { hid, hlv, eid, ecount, itemid, itemcount, count, lv, skinid, selectedRowKeys: uids, optType } = ctx.request.body;
if(optType == 'hero') {
ctx.body = await ctx.service.users.createHero(uids, hid, hlv);
} else if(optType == 'equip') {
ctx.body = await ctx.service.users.createEquip(uids, eid, elv, ecount, ehid);
ctx.body = await ctx.service.users.createEquip(uids, eid, ecount);
} else if (optType == 'item') {
ctx.body = await ctx.service.users.createItem(uids, itemid, itemcount);
} else if (optType == 'gold') {

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@@ -2,7 +2,6 @@ import { UserModel } from '@db/User';
import { RoleModel } from '@db/Role';
import Hero, { HeroModel } from '@db/Hero';
import { EquipModel } from '@db/Equip';
import { CounterModel } from '@db/Counter';
import { ActionPointModel } from '@db/ActionPoint';
import { BattleDropModel } from '@db/BattleDrop';
import { BattleRecordModel } from '@db/BattleRecord';
@@ -219,14 +218,12 @@ export default class GMUsers extends Service {
}
}
public async createEquip(uids: Array<string>, _eid: string, _elv: string, _ecount: string, _ehid: string) {
public async createEquip(uids: Array<string>, _eid: string, _ecount: string) {
const {ctx} = this;
console.log('gm createEquip', uids, _eid, _elv, _ecount, _ehid);
console.log('gm createEquip', uids, _eid, _ecount);
let eid = parseInt(_eid);
let elv = parseInt(_elv);
let ecount = parseInt(_ecount);
let ehid = parseInt(_ehid);
if(isNaN(eid) || isNaN(elv) || isNaN(ecount) || isNaN(ehid)) return ctx.service.utils.resResult(STATUS.WRONG_PARMS);
if(isNaN(eid) || isNaN(ecount)) return ctx.service.utils.resResult(STATUS.WRONG_PARMS);
let flag = 0, msg = '创建失败';
for(let roleId of uids) {
@@ -234,25 +231,12 @@ export default class GMUsers extends Service {
if(role) {
for(let i = 0; i <ecount; i++) {
let dicEquip = ctx.service.utils.getGoodById(eid);
let dicEquip = gameData.goods.get(eid);
if(!dicEquip) {
flag = 1, msg = "未找到装备" + eid;
break;
}
const seqId = await CounterModel.getNewCounter(COUNTER.EID)||-1;
const equipInfo = {
roleId,
roleName: role.roleName,
id: eid,
name: dicEquip.name,
seqId,
type: 1,
lv: elv
}
const equip = await EquipModel.createEquip(equipInfo);
if(ehid > 0 && equip) {
await HeroModel.addEquip(roleId, ehid, equip._id);
}
await ctx.service.utils.addEquips(roleId, role.roleName, {id: eid, ...dicEquip});
}
} else {
flag = 1, msg = '未找到角色' + roleId;

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@@ -2,7 +2,6 @@ export const IT_TYPE = {
BLUEPRT: 28
}
export const GOOD_QUALITY = [1, 2, 3, 4, 5];
// 大类型,区分存到哪张表里
export const GOOD_TYPE = {
@@ -110,3 +109,24 @@ for(let obj of currencyArr) {
CURRENCY.set(obj.gid, obj);
CURRENCY_BY_TYPE.set(obj.type, obj.gid);
}
export enum QUALITY_TYPE {
BLUE = 1, // 蓝
PURPLE = 2, // 紫
ORANGE = 3, // 橙
RED = 4, // 红
GOLD = 5 // 金
}
export const GOOD_QUALITY = [QUALITY_TYPE.BLUE, QUALITY_TYPE.PURPLE, QUALITY_TYPE.ORANGE, QUALITY_TYPE.RED, QUALITY_TYPE.GOLD];
// 各品质随机属性条数 quality => number
export const RANDOM_SE_COUNT = new Map<number, number>([
[QUALITY_TYPE.BLUE, 0],
[QUALITY_TYPE.PURPLE, 1],
[QUALITY_TYPE.ORANGE, 2],
[QUALITY_TYPE.RED, 3],
[QUALITY_TYPE.GOLD, 4]
]);
export const FIX_ATTRIBUTES_RAN = 20; // 固定属性值+-20%随机

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@@ -83,6 +83,7 @@ export const FILENAME = {
DIC_TOWER: 'dic_zyz_tower',
DIC_XUNBAO: 'dic_zyz_xunbao',
DIC_QUESTION: 'Questions',
DIC_RANDOM_EFFECT_POOL: 'dic_random_effect_pool'
}
export const WAR_RELATE_TABLES = [

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@@ -1,7 +1,9 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType, modelOptions } from '@typegoose/typegoose';
import { COUNTER } from '../consts';
import { CounterModel } from './Counter';
class RandSe {
export class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
@@ -12,7 +14,7 @@ class RandSe {
locked: boolean; // 洗炼是否锁定
}
class Holes {
export class Holes {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
@@ -36,18 +38,16 @@ export default class Equip extends BaseModel {
id: number; // 装备 id
@prop({ required: true })
name: string; // 装备名称
@prop({ required: false })
@prop({ required: false, default: 0 })
hid: number; // 装备此装备的武将 id
@prop({ required: false, default: 0 })
ePlaceId: number; // 武将装备的部位
@prop({ required: false, default: 1 })
count: number; // 装备数量
@prop({ required: true, default: 1 })
quality: number; // 品质
@prop({ required: true, default: 0 })
type: number; // 装备类型
@prop({ required: true, default: 1 })
wearLv: number; // 穿戴等级
@prop({ required: true, default: 0 })
suitId: number; // 套装id
@prop({ required: true, default: 0 })
@@ -62,10 +62,12 @@ export default class Equip extends BaseModel {
return equips;
}
public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, seqId: number, type: number, name: string, lv?: number}, lean = true) {
public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, name: string, quality: number, suitId: number, ePlaceId: number, randSe: RandSe[], randRange: number, holes: Holes[]}, lean = true) {
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
const doc = new EquipModel();
const update = Object.assign(doc.toJSON(), equipInfo);
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId: equipInfo.seqId }, update, {upsert: true, new: true}).lean(lean);
const update = Object.assign(doc.toJSON(), seqId, equipInfo);
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, {upsert: true, new: true}).lean(lean);
return equip;
}

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@@ -25,6 +25,7 @@ import { dicFriendShipLevel, dicFriendShipLevelMap } from "./dictionary/DicFrien
import { dicHeroQualityUp } from "./dictionary/DicHeroQualityUp";
import { dicHeroStar } from "./dictionary/DicHeroStar";
import { dicHeroWake } from "./dictionary/DicHeroWake";
import { dicRandomEffectPool } from './dictionary/DicRandomEffectPool';
export const gameData = {
blurprtCompose: dicBlueprtCompose,
@@ -60,7 +61,8 @@ export const gameData = {
friendShips: friendShips,
friendShipHidAandIds: friendShipHidAandIds,
friendShipLevel: dicFriendShipLevel,
friendShipLevelMap: dicFriendShipLevelMap
friendShipLevelMap: dicFriendShipLevelMap,
randomEffectPool: dicRandomEffectPool,
};
// 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

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@@ -1,5 +1,5 @@
// 物品表
import {decodeArrayListStr, readJsonFile, parseReward} from '../util'
import {decodeArrayListStr, readJsonFile, parseReward, parseNumberList, decodeArrayStr} from '../util'
import { FILENAME, IT_TYPE, ABI_TYPE } from '../../consts'
import { RewardInter } from '../interface';
const _ = require('lodash');
@@ -15,12 +15,17 @@ export interface DicGoods {
readonly pieces: number;
// 合成材料
readonly composeMaterial: Array<RewardInter>;
// 特殊材料
readonly specialMaterial: Array<{id: number[], count: number}>;
// 分解所得
readonly decomposeItem: Array<RewardInter>;
// 物品品质
readonly quality: number;
// 洞数
readonly hole: number;
// 随机属性范围
readonly randomEffect: Array<number>;
// 类型id
readonly itid: number;
// 物品类型
@@ -32,7 +37,7 @@ export interface DicGoods {
// 强化属性
readonly goodsAbilityUp:Map<number, number>;
// 套装id
readonly setid: number;
readonly suitId: number;
// 特殊属性
readonly specialAttr: Map<number, number>;
// 属性外加的值,经验,好感
@@ -44,7 +49,26 @@ const str = readJsonFile(FILENAME.DIC_GOODS);
let arr = JSON.parse(str);
type KeysEnum<T> = { [P in keyof Required<T>]: true };
const DicGoodsKeys: KeysEnum<DicGoods> = {good_id: true, name: true, lvLimted: true, pieces: true, composeMaterial: true, decomposeItem: true, quality: true, hole: true, itid: true, goodType: true, hid: true, goodsAbility: true, goodsAbilityUp: true, setid: true, specialAttr: true, value: true }
const DicGoodsKeys: KeysEnum<DicGoods> = {
good_id: true,
name: true,
lvLimted: true,
pieces: true,
composeMaterial: true,
specialMaterial: true,
decomposeItem: true,
quality: true,
hole: true,
randomEffect: true,
itid: true,
goodType: true,
hid: true,
goodsAbility: true,
goodsAbilityUp: true,
suitId: true,
specialAttr: true,
value: true
}
export const dicGoods = new Map<number, DicGoods>();
export const blueprt = new Map<number, Array<number>>();
@@ -55,6 +79,8 @@ arr.forEach(o => {
o.composeMaterial = parseReward(o.composeMaterial);
o.decomposeItem = parseReward(o.decomposeItem);
o.specialAttr = parseSpecialAttr(o.specialAttr);
o.specialMaterial = parseSpecialMaterial(o.specialMaterial);
o.randomEffect = parseNumberList(o.randomEffect);
dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
if(o.itid == IT_TYPE.BLUEPRT) {
@@ -104,4 +130,18 @@ function parseAbilityUp(json) {
map.set(ABI_TYPE.ABI_LUK, json.luk_up||0);
map.set(ABI_TYPE.ABI_SPEED, json.speed_up||0);
return map
}
function parseSpecialMaterial(str: string) {
let specialAttr = new Array<{id: number[], count: number}>();
if(str) {
let decodeArr = decodeArrayStr(str);
if(decodeArr.length >= 2) {
let ids = parseNumberList(decodeArr[0]);
let count = parseInt(decodeArr[0]);
if(isNaN(count)) return specialAttr;
specialAttr.push({id: ids, count});
}
}
return specialAttr;
}

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@@ -0,0 +1,31 @@
// 武将特技表
import { readJsonFile, parseNumberList } from '../util'
import { FILENAME } from '../../consts'
export interface DicRandomEffectPool {
// 特技id
readonly id: number;
// 类型
readonly type: number;
// 包含的值
readonly gainValueArr: Array<number>;
// 随机值位置
readonly index: number;
// 随机最小值
readonly min: number;
// 随机最大值
readonly max: number;
}
const str = readJsonFile(FILENAME.DIC_RANDOM_EFFECT_POOL);
let arr = JSON.parse(str);
export const dicRandomEffectPool = new Map<number, DicRandomEffectPool>();
arr.forEach(o => {
o.gainValueArr = parseNumberList(o.gainvalue)
dicRandomEffectPool.set(o.id, o);
});

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@@ -26,5 +26,15 @@ export interface Attributes {
ap?: number;
}
export interface EquipInter {id: number, name: string, quality: number, type: number};
export interface EquipInter {
id: number;
name: string;
quality: number;
suitId: number;
hole: number;
randomEffect: Array<number>;
itid: number;
};
export interface BagInter {id: number, itemName: string, count: number, type: number, hid:number};

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@@ -1,13 +1,12 @@
import { HeroModel, EPlace } from '../db/Hero';
import { HeroModel } from '../db/Hero';
import { ItemModel } from '../db/Item';
import { EquipModel } from './../db/Equip';
import { CounterModel } from './../db/Counter';
import { COUNTER } from './../consts/consts';
import { EquipModel, RandSe, Holes } from './../db/Equip';
import { BagInter, EquipInter } from './interface';
import { gameData } from './data';
import { EQUIP_TYPE } from '../consts';
import { RANDOM_SE_COUNT, FIX_ATTRIBUTES_RAN, ITID } from '../consts';
import { getRandomByLen } from './util';
const _ = require('underscore');
@@ -32,7 +31,33 @@ export async function addBags(roleId: string, roleName: string, data: BagInter)
}
export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
let equip = Object.assign({ seqId, roleId, roleName }, weapon);
return await EquipModel.createEquip(equip);
let { id, name, quality, suitId, hole, randomEffect, itid } = weapon;
let {type} = ITID.get(itid);
console.log(itid, type)
let randomNum = RANDOM_SE_COUNT.get(quality);
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
let chosen = new Array<number>();
let randSe = new Array<RandSe>();
for(let i = 0; i < randomNum; i++) {
pool = pool.filter(cur => !chosen.includes(cur.id));
let random = getRandomByLen(pool);
if(!random) break;
chosen.push(random.id);
let rand = 0;
if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
randSe.push({
id: i + 1,
seid: random.id,
rand,
locked: false
});
}
let randRange = Math.floor(Math.random() * FIX_ATTRIBUTES_RAN);
let holes = new Array<Holes>();
for(let i = 0; i < hole; i++) {
holes.push({id: i+1, isOpen: false, jewel: 0})
}
const equip = await EquipModel.createEquip({roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes});
return equip
}

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@@ -8,6 +8,7 @@ import Actor from './actor';
import fs = require('fs');
import path = require('path');
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
const moment = require('moment');
@@ -188,6 +189,7 @@ export function decodeIdCntArrayStr(str: string, multi: number) {
}
export function getRandomByLen(arr: Array<number>):number
export function getRandomByLen(arr: Array<DicRandomEffectPool>):DicRandomEffectPool
export function getRandomByLen(arr: Array<any>): any {
let len = arr.length;
return arr[Math.floor(Math.random() * len)]

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@@ -0,0 +1 @@
[]