添加特技战力计算

This commit is contained in:
luying
2020-12-21 20:12:05 +08:00
parent cc71c48dd9
commit ba4f58509d
9 changed files with 194 additions and 49 deletions

View File

@@ -135,8 +135,8 @@ export class EquipHandler {
hero.ePlace = ePlace;
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
const curHero = {
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
const curHero = {
hid,
ePlace: strengthenArr
}
@@ -200,7 +200,7 @@ export class EquipHandler {
let result = await handleCost(roleId, sid, cost);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
const curHero = {
hid,
@@ -258,8 +258,8 @@ export class EquipHandler {
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let { id, randSe } = equip;
if (!randSe || randSe.length <= 0) {
let {id, randSe, hid, ePlaceId } = equip;
if(!randSe || randSe.length <= 0 ) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
}
@@ -270,8 +270,12 @@ export class EquipHandler {
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
let hasReset = false, lockNum = 0;
for (let i = 0; i < randSe.length; i++) {
if (!randSe[i].locked) {
let removeSeidList = new Array<number>(); // 原装备上的seid [seid, rand, ...]
for(let i = 0; i < randSe.length; i++) {
removeSeidList.push(randSe[i].seid, randSe[i].rand);
if(!randSe[i].locked) {
let newPool = pool.filter(cur => !chosen.includes(cur.id));
let random = getRandomByLen(newPool);
if (!random) { break };
@@ -309,7 +313,12 @@ export class EquipHandler {
id: equipResult.id,
randSe: equipResult.randSe
}
return resResult(STATUS.SUCCESS, { curEquip });
// 更新战力
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.RESTRENGTHEN, [ePlaceId, ...removeSeidList]);
return resResult(STATUS.SUCCESS,{curEquip});
}

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@@ -53,6 +53,8 @@ export enum SEID_TYPE {
TYPE101 = 101,
/**属性固定值加成(百分比) */
TYPE102 = 102,
/**复合属性 */
TYPE999 = 999,
}
export enum ABI_STAGE {

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@@ -6,7 +6,9 @@ export const HERO_SYSTEM_TYPE = {
SKIN:7,
FAVOUR:8,
CONNECT:9,
EQUIP: 10
EQUIP: 10,
EQUIP_BASE: 11,
RESTRENGTHEN: 12
};
// 武将上限

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@@ -86,7 +86,8 @@ export const FILENAME = {
DIC_RANDOM_EFFECT_POOL: 'dic_zyz_randomEffectPool',
DIC_STRENGTHEN_COST: 'dic_zyz_enhancementCost',
DIC_REFINE: 'dic_zyz_jinglian',
DIC_HERO_EQUIP: 'dic_zyz_heroEquip'
DIC_HERO_EQUIP: 'dic_zyz_heroEquip',
DIC_SUIT: 'dic_zyz_suit'
}
export const WAR_RELATE_TABLES = [

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@@ -29,6 +29,8 @@ import { dicRandomEffectPool } from './dictionary/DicRandomEffectPool';
import { dicStrengthenCost } from './dictionary/DicStrengthenCost';
import { dicRefine } from './dictionary/DicRefine';
import { dicHeroEquip } from './dictionary/DicHeroEquip';
import { dicSuit } from './dictionary/DicSuit';
export const gameData = {
blurprtCompose: dicBlueprtCompose,
blueprtPossibility: dicBlueprtPossibility,
@@ -68,7 +70,8 @@ export const gameData = {
strengthenCost: dicStrengthenCost,
refine: dicRefine,
jewels: dicJewel,
dicHeroEquip: dicHeroEquip
dicHeroEquip: dicHeroEquip,
suit: dicSuit
};
// 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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@@ -26,6 +26,6 @@ let arr = JSON.parse(str);
export const dicRandomEffectPool = new Map<number, DicRandomEffectPool>();
arr.forEach(o => {
o.gainValueArr = parseNumberList(o.gainvalue)
o.gainValueArr = parseNumberList(o.gainValue)
dicRandomEffectPool.set(o.id, o);
});

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@@ -16,6 +16,8 @@ export interface DicSe {
readonly gainValueArr: Array<number>;
// 最大触发数
readonly maxOnlyNum: number;
// 随机值位置
readonly index: number;
}
@@ -25,6 +27,7 @@ let arr = JSON.parse(str);
export const dicSe = new Map<number, DicSe>();
arr.forEach(o => {
o.index = 0;
o.gainValueArr = parseNumberList(o.gainvalue)
dicSe.set(o.id, o);
});

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@@ -0,0 +1,38 @@
// 镇念塔表
import { decodeArrayListStr, readJsonFile } from '../util'
import { FILENAME } from '../../consts';
export interface DicSuit {
// 套装id
readonly id: number;
// 包含关卡
readonly name: string;
// 总件数
readonly totalCount: number;
// 套装效果
readonly effect: Array<{ count: number, seid: number }>;
}
const str = readJsonFile(FILENAME.DIC_SUIT);
let arr = JSON.parse(str);
export const dicSuit = new Map<number, DicSuit>();
arr.forEach(o => {
o.effect = parseSuitEffect(o.effect);
dicSuit.set(o.id, o);
});
arr = undefined;
function parseSuitEffect(str: string) {
let result = new Array<{ count: number, seid: number }>();
if (!str) return result;
let decodeArr = decodeArrayListStr(str);
for (let [count, seid] of decodeArr) {
if (isNaN(parseInt(count)) || isNaN(parseFloat(seid))) {
throw new Error('data table format wrong');
}
result.push({ count: parseInt(count), seid: parseFloat(seid) });
}
return result
}

View File

@@ -7,12 +7,13 @@ import { HERO_SYSTEM_TYPE, ABI_TYPE } from '../consts';
import { deepCopy } from './util';
import { HeroModel, HeroType } from '../db/Hero';
import { RoleModel } from '../db/Role';
import { CeAttrData, CeAttr } from '../db/generalField';
import { CeAttrData, CeAttr, CeAttrNumber } from '../db/generalField';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts';
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById } from './data';
import { Attributes } from './interface';
import { DicSe } from './dictionary/DicSe';
import { EquipType } from '../db/Equip';
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
const HERO_CE_RATIO = 100;
const _ = require('underscore');
@@ -38,10 +39,15 @@ export function calPlayerCe(hero: HeroType, type: number, args: Array<number>) {
} else if (type == HERO_SYSTEM_TYPE.CONNECT) {
reIncAttr = calHeroConectIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.EQUIP) {
reIncAttr = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
} else if (type == HERO_SYSTEM_TYPE.EQUIP_BASE) {
reIncAttr = calHeroEquipIncAttr(hero);
} else if (type == HERO_SYSTEM_TYPE.RESTRENGTHEN) {
reIncAttr = calRestrengthenIncAttr(hero, args.shift(), args, addSeidList, removeSeidList);
}
addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值
addSeidEffect(reIncAttr, hero.ceAttr, addSeidList, removeSeidList); // 处理加值
console.log(JSON.stringify(reIncAttr))
if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
@@ -112,13 +118,13 @@ export function calHeroStarIncAttr (hero: HeroType, args: Array<number>, addSeid
if(isWake) {
for(let {star, value} of starSeidArr){
if(hero.star == star){
addSeidList.push(value);
addSeidList.push(value, 0);
}
}
} else {
for(let {star, value} of colorStarSeidArr){
if(hero.colorStar == star){
addSeidList.push(value);
addSeidList.push(value, 0);
}
}
}
@@ -149,22 +155,27 @@ export function calHeroTrainIncAttr(hero: HeroType) {
}
return res;
}
//进阶
export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number> ) {
export function calHeroJobStageUpIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
let res: CeAttr = {};
let lastJob = gameData.job.get(args[0]);
let currentJob = gameData.job.get(hero.job);
addSeidList.concat(deepCopy(currentJob.seid));
for (let seid of currentJob.seid) {
let index = _.findIndex(lastJob.seid, seid);
if (index < 0) {
addSeidList.push(seid, 0);
}
}
for (let seid of lastJob.seid) {
let index = _.findIndex(currentJob.seid, seid);
if (index > 0) {
addSeidList.splice(index, 1);
} else {
removeSeidList.push(seid);
if (index < 0) {
removeSeidList.push(seid, 0);
}
}
}
return res;
}
//穿戴时装
export function calWaerHeroSkinIncAttr(hero: HeroType, args: Array<number>) {
let res: CeAttr = {};
@@ -229,9 +240,52 @@ export function calHeroFavourUpIncAttr(hero: HeroType, args: Array<number>) {
return res;
}
// 穿脱, removeSeidList原来身上穿着的所有装备的seid包括套装的
export function calEquipPutOnOffIncAttr(hero: HeroType, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
// 计算身上所有装备的战力值(特技相关以外)
let res = calHeroEquipIncAttr(hero);
// 计算被动技能
let { ePlace } = hero;
let suits = new Map<number, number>();
for(let { equip } of ePlace) {
if(equip) {
let e = <EquipType>equip;
for(let { seid, rand } of e.randSe) {
addSeidList.push(seid, rand);
}
if(e.suitId > 0) {
if(suits.has(e.suitId)) {
suits.set(e.suitId, 1);
} else {
suits.set(e.suitId, suits.get(e.suitId) + 1);
}
}
}
}
suits.forEach((suitId, count) => {
let { effect } = gameData.suit.get(suitId);
for(let e of effect) {
if(count >= e.count) {
addSeidList.push(e.seid, 0);
}
}
});
for(let arg of args) { removeSeidList.push(arg) }
return res
}
// 装备,装备栏升级,装备精炼等涉及到值的
export function calHeroEquipIncAttr(hero: HeroType) {
let res: CeAttr = {};
let {ePlace} = hero;
let { ePlace } = hero;
let attrResult = new CeAttrNumber();
for(let {equip, lv, refineLv} of ePlace) {
if(equip) {
@@ -271,22 +325,41 @@ export function calHeroEquipIncAttr(hero: HeroType) {
// console.log('jewel', valueJewel);
let attr = (value1 + lv * valueup) * ( HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO;
let originalCe = hero.ceAttr[attrName].equipUp||0;
if(attr != originalCe) {
console.log('装备战力:', attr, originalCe);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp, equipUp: originalCe};
console.log(attr, originalCe)
res[attrName].equipUp += attr * HERO_CE_RATIO - originalCe;
}
attrResult[attrName] += attr;
}
}
}
for(let attrName in attrResult) {
let originalCe = hero.ceAttr[attrName].equipUp||0;
console.log('装备战力:', attrName, attrResult[attrName] * HERO_CE_RATIO, originalCe);
res[attrName] = {fixUp: hero.ceAttr[attrName].fixUp, base: hero.ceAttr[attrName].base, ratioUp: hero.ceAttr[attrName].ratioUp, equipUp: originalCe};
res[attrName].equipUp += attrResult[attrName] * HERO_CE_RATIO - originalCe;
}
return res;
}
// 洗炼
export function calRestrengthenIncAttr (hero: HeroType, ePaceId: number, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
let res: CeAttr = {};
let {ePlace} = hero;
let curPlace = ePlace.find(cur => cur.id == ePaceId);
if(curPlace && curPlace.equip) {
let e = <EquipType>curPlace.equip;
for(let { seid, rand } of e.randSe) {
addSeidList.push(seid, rand);
}
}
for(let arg of args) { removeSeidList.push(arg) }
return res
}
// 根据存在升星表等的stage字段的id对应17维id
function getFieldByStage(stage: number, jobid: number) {
let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
@@ -300,7 +373,7 @@ function getFieldByStage(stage: number, jobid: number) {
// 添加技能增加的被动属性
function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
function addSeidEffect(reIncAttr: CeAttr, heroCeAttr: CeAttr,addSeidList: Array<number>, removeSeidList: Array<number>) {
let otiginalSeidList = [
{list: addSeidList, multi: 1},
@@ -308,41 +381,55 @@ function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeid
];
for(let {list, multi} of otiginalSeidList) {
let effectList = new Array<DicSe>(); // any: dic_zyz_se表内容
for(let seid of list) {
let dicSeid = gameData.se.get(seid);
for(let ii = 0; ii < list.length; ii += 2 ) {
let seid = list[ii];
let rand = list[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, dicSeid.gainValueArr)
addSeid(effectList, dicSeid.id, rand, dicSeid.gainValueArr)
}
}
for(let {type, gainValueArr: [ability, value]} of effectList) {
let attrName = getAtrrNameById(ability);
if(!attrName) continue
if(type == SEID_TYPE.TYPE101) { // 加值
if(!reIncAttr[HERO_ATTR[ability]]) {
reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
if(!reIncAttr[attrName]) {
reIncAttr[attrName] = deepCopy(heroCeAttr[attrName]);
}
reIncAttr[HERO_ATTR[ability]].fixUp += value * multi * HERO_CE_RATIO;
reIncAttr[attrName].fixUp += value * multi * HERO_CE_RATIO;
delete reIncAttr[attrName]._id;
} else if (type == SEID_TYPE.TYPE102) { // 加百分比
if(!reIncAttr[HERO_ATTR[ability]]) {
reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
if(!reIncAttr[attrName]) {
reIncAttr[attrName] = deepCopy(heroCeAttr[attrName]);
}
reIncAttr[HERO_ATTR[ability]].ratioUp += value * multi;
reIncAttr[attrName].ratioUp += value * multi;
delete reIncAttr[attrName]._id;
}
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: Array<any>, seidId:number, seidValue = new Array<number>()){
function addSeid(effectList: Array<any>, seidId:number, rand: number, seidValue = new Array<number>()){
// console.log('addSeidEffect', seidId, seidValue)
let curSeid = gameData.se.get(seidId);
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 === 999){
if(curSeid.type === SEID_TYPE.TYPE999){
for(let i = 0;i < seidValue.length;i++){
addSeid(effectList, seidValue[i]);
addSeid(effectList, seidValue[i], rand);
}
return;
}
effectList.push(curSeid);
let seid: DicSe|DicRandomEffectPool = deepCopy(curSeid);
if(curSeid.index > 0) {
seid.gainValueArr[curSeid.index - 1] = rand;
}
effectList.push(seid);
}