武将战力计算(进阶,穿戴,羁绊,好感)加道具

This commit is contained in:
mamengke01
2020-12-14 17:32:40 +08:00
parent a6de265903
commit c501d13f3b
8 changed files with 193 additions and 35 deletions
+83 -16
View File
@@ -6,13 +6,15 @@ import { HERO_SYSTEM_TYPE } from '../consts/consts';
import { pinus } from 'pinus';
import { STATUS } from '../consts/statusCode';
import { resResult } from '../pubUtils/util';
import { resResult, deepCopy } from '../pubUtils/util';
import Hero from '../db/Hero';
import { RoleModel } from '../db/Role';
import { CeAttrData, CeAttr } from '../db/BaseModel';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById, getHeroSkillById, getSeidById } from '../pubUtils/gamedata';
import { getFashionsById, getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById, getHeroSkillById, getSeidById } from '../pubUtils/gamedata';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts/abilityConst';
import { SSL_OP_SSLEAY_080_CLIENT_DH_BUG } from 'constants';
const HERO_CE_RATIO = 100;
const _ = require('underscore');
//战力计算TODO
export function calPlayerCe(hero: any, type: number, args: Array<number>) {
let incCe = 0;
@@ -26,6 +28,14 @@ export function calPlayerCe(hero: any, type: number, args: Array<number>) {
reIncAttr = calHeroStarIncAttr(hero, args, addSeidList, removeSeidList); // args: 升的星盘
} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero);
} else if (type == HERO_SYSTEM_TYPE.STAGEUP) {
reIncAttr = calHeroJobStageUpIncAttr(hero, args, addSeidList, removeSeidList )
} else if (type == HERO_SYSTEM_TYPE.SKIN) {
reIncAttr = calWaerHeroSkinIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.FAVOUR) {
reIncAttr = calHeroFavourUpIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.CONNECT) {
reIncAttr = calHeroConectIncAttr(hero, args);
}
addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值
@@ -123,7 +133,7 @@ export function getAllAttrStage () {
};
return attrs;
}
//训练
export function calHeroTrainIncAttr(hero: any) {
let res = {};
let attrName: string = getAttrNameByJobStage(hero.jobStage);
@@ -138,25 +148,82 @@ export function calHeroTrainIncAttr(hero: any) {
}
return res;
}
export function calHeroJobStageUpIncAttr(hero: any) {
//进阶
export function calHeroJobStageUpIncAttr(hero: any, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number> ) {
let res = {};
let lastJob = getJobInfoById(args[0]);
let currentJob = getJobInfoById(hero.job);
addSeidList.concat(deepCopy(currentJob.seids));
for (let seid of lastJob.seids) {
let index = _.indexOf(currentJob.seids, seid);
if (index > 0) {
addSeidList.splice(index, 1);
} else {
removeSeidList.push(seid);
}
}
return res;
}
//穿戴时装
export function calWaerHeroSkinIncAttr(hero: any, args: Array<number>) {
let res = {};
let addSkin = getFashionsById(args[0]);
let delSkin = getFashionsById(args[1]);
let attrName;
for (let attr of delSkin.actorAttrs) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.CeAttr[attrName].fixUp, base: hero.CeAttr[attrName].base, ratioUp: hero.CeAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * HERO_CE_RATIO;
}
for (let attr of addSkin.actorAttrs) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.CeAttr[attrName].fixUp, base: hero.CeAttr[attrName].base, ratioUp: hero.CeAttr[attrName].ratioUp};
res[attrName].fixUp -= attr.number * HERO_CE_RATIO;
}
return res;
}
export function calWaerHeroSkinIncAttr(hero: any) {
//羁绊解锁
export function calHeroConectIncAttr(hero: any, args: Array<number>) {
let res = {};
let friendShipLevel = getFiendShipLevel(hero.favourLv);
hero.conections.forEach(element => {
let reFriendShip = getFriendShipById(element.shipId, element.level);
if (reFriendShip)
getAtrrNameById(reFriendShip);
});
if (hero.favourLv > 1) {
} else {
let fiendShipLevel = getFiendShipLevel(hero.favourLv);
let shipId = args[0];//当前升级的羁绊序号
let level = args[1];//当前升级的羁绊等级
let attrName;
let currentShip = getFriendShipById(shipId, level);
for (let attr of currentShip.attributes) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.CeAttr[attrName].fixUp, base: hero.CeAttr[attrName].base, ratioUp: hero.CeAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * (HERO_CE_RATIO + fiendShipLevel.add);
}
if (level > 1) {
let lastShip = getFriendShipById(shipId, level - 1);
for (let attr of lastShip.attributes) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.CeAttr[attrName].fixUp, base: hero.CeAttr[attrName].base, ratioUp: hero.CeAttr[attrName].ratioUp};
res[attrName].fixUp -= attr.number * (HERO_CE_RATIO + fiendShipLevel.add);
}
}
return res;
}
//好感升级
export function calHeroFavourUpIncAttr(hero: any, args: Array<number>) {
let res = {};
let currentFiendShipLevel = getFiendShipLevel(hero.favourLv);
let difAdd = currentFiendShipLevel.add;
if (!!args[0]) {
let lastFiendShipLevel = getFiendShipLevel(args[0]);
difAdd -= lastFiendShipLevel.add;
}
let attrName;
for (let connect of hero.conections) {
let heroShip = getFriendShipById(connect.shipId, connect.level);
for (let attr of heroShip.attributes) {
attrName = getAtrrNameById(attr.id);
res[attrName] = {fixUp: hero.CeAttr[attrName].fixUp, base: hero.CeAttr[attrName].base, ratioUp: hero.CeAttr[attrName].ratioUp};
res[attrName].fixUp += attr.number * (HERO_CE_RATIO + difAdd);
}
}
return res;
}