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
+6 -2
View File
@@ -25,6 +25,10 @@ export const ACTION_POIN = {
export const HERO_SYSTEM_TYPE = {
STAR: 1,
TRAIN: 5,
STAGEUP:6,
SKIN:7,
FAVOUR:8,
CONNECT:9
};
export const BATTLE_REWARD_TYPE = {
@@ -228,9 +232,9 @@ export const EXPEDITION_CONST = {
export const EVENT_QUIZ_NUM = 3;
export const DEFAULT_HEROES = [ 12, 14, 11, 9, 15];
export const DEFAULT_HEROES = [12, 14, 11, 9, 15];
export const FIX_SMS_CODE_TELS = ['18855953630', '13911134885', '15167549151', '15618654010', '15167549151'];
export const FIX_SMS_CODE_TELS = ['18855953630', '13911134885', '15167549151', '15618654010', '15167549151', '18342915387'];
export const GONGSHI = {
"TOWER_HANG_UP_SPEED_COST": "50",
+1
View File
@@ -138,6 +138,7 @@ export const STATUS = {
NOT_REACH_UNLOCK_LEVEL: {code: 30302, simStr: '未达到解锁等级'},
HERO_SKIN_NOT_FIND: {code: 30303, simStr: '时装不存在'},
HERO_SKIN_IS_EXIST: {code: 30304, simStr: '时装已存在'},
HERO_SKIN_IS_EQUIPED: {code: 30305, simStr: '时装已穿戴'},
HERO_CONECTION_IS_MAX_LEVEL: {code: 30306, simStr: '羁绊已达到最大等级'},
HERO_CONECTION_IS_NOT_EXIT: {code: 30307, simStr: '羁绊不存在'},
ROLE_SHORT_HERO_CONECTION:{code: 30308, simStr: '未拥有羁绊武将'},
+1 -1
View File
@@ -90,7 +90,7 @@ export default class Hero extends BaseModel {
@prop({ required: true, default: 1 })
favourLv: number; // 好感等级
@prop({ required: true, type:Connect, default: [] })
conections: Connect[]; // 羁绊
connections: Connect[]; // 羁绊
@prop({ required: true, default: [] })
skins: Skin[]; // 皮肤
+21 -2
View File
@@ -120,6 +120,8 @@ function parseJobData() {
const jobsData = gamedata['jsons'][jobFile] || [];
jobsData.forEach(elem => {
if (elem && elem.jobid) {
elem.seids = elem.seid.split('&');
delete elem.seid;
jobInfos.set(elem.jobid, elem);
let jobClass = jobClassMaxGrades.get(elem.job_class);
if (!!jobClass && jobClass.grade < elem.grade) {
@@ -269,6 +271,15 @@ function parseFashions() {
const data = gamedata['jsons'][file] || [];
data.forEach(elem => {
if (elem && elem.id) {
elem.actorAttrs = [];
let actorAttrs = elem.actorAttr.split('|');
for (let attr of actorAttrs) {
let attrArr = attr.split('&');
elem.actorAttrs.push({
id: parseInt(attrArr[0]),
number: parseInt(attrArr[1]),
});
}
fashions.set(elem.id, elem);
}
});
@@ -279,8 +290,16 @@ function parseFiendShips() {
const data = gamedata['jsons'][file] || [];
data.forEach(elem => {
if (elem && elem.id) {
let hids = elem.memberId.split('&');
elem.hids = hids;
elem.attributes = [];
elem.hids = elem.memberId.split('&');
let attributes = elem.attribute.split('|');
for (let attr of attributes) {
let attrArr = attr.split('&');
elem.attributes.push({
id: parseInt(attrArr[0]),
number: parseInt(attrArr[1]),
});
}
delete elem.memberId;
fiendShips.set(elem.shipId + '_' + elem.level, elem);
let fiendShipHidAandId = fiendShipHidAandIds.get(elem.shipId);
+25 -1
View File
@@ -410,4 +410,28 @@ export function getItems(str:string) {
});
}
return arr;
}
}
export function deepCopy (obj) {
if (typeof obj !== 'object' || obj === null) {
return obj;
}
var target;
if (obj instanceof Array) {
target = [];
obj.forEach(element => {
target.push(deepCopy(element));
});
} else {
target = {};
for (const key in obj) {
if (obj.hasOwnProperty(key)) {
const element = obj[key];
if (!!element || element == 0) {
target[key] = deepCopy(element);
}
}
}
}
return target;
};