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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@@ -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)]