寻宝:合并使用的常量

This commit is contained in:
liangtongchuan
2020-12-03 16:57:41 +08:00
parent 47b9faec01
commit d4c5380a12
3 changed files with 48 additions and 63 deletions
@@ -2,12 +2,10 @@
* @Author: 梁桐川
* @Date: 2020-11-30 15:05:48
* @Last Modified by: 梁桐川
* @Last Modified time: 2020-12-03 16:17:18
* @Last Modified time: 2020-12-03 16:50:27
*/
import { COM_BATTLE_ASSIST_TIME, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../../../consts/consts';
import { IT_TYPE, GOLD_COST_RATIO, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_BATTLE_CAP_TIME, COM_BATTLE_TIME_LMT, COM_BATTLE_CAP_START_TIME, COM_BATTLE_ASSIST_REWARD_RATIO } from './../../../consts/consts';
import { IT_TYPE, GOLD_COST_RATIO, CURRENCY_BY_TYPE, CURRENCY_TYPE, COM_TEAM_STATUS, COM_BTL_CONST } from './../../../consts/consts';
import { getGoodById, getBossHpByBlueprtId, getComBtlSetByQuality, getBlueprtComposeByQuality, getBluePrtByQuality, getWarById, getWarIdByBlueprtId } from '../../../pubUtils/gamedata';
import { COM_TEAM_ENABLE_LV } from '../../../consts/consts';
import { ComBattleTeamModel, BossHp } from '../../../db/ComBattleTeam';
import Role, { RoleModel } from '../../../db/Role';
import { STATUS } from '../../../consts/statusCode';
@@ -97,7 +95,7 @@ export class ComBattleHandler {
// 检查藏宝图是否足够
let { lv, headHid = 19, topFiveCe = 100, sHid = 19 } = await RoleModel.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
let blueprt = await ItemModel.findbyRoleAndGidAndCount(roleId, blueprtId, 1);
if (!blueprt) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_FOUND);
@@ -174,14 +172,14 @@ export class ComBattleHandler {
if (team && team.roleIds && team.roleIds.length === 3) {
let timer = setTimeout(async () => {
thiz.dismiss({teamCode}, session);
}, COM_BATTLE_CAP_START_TIME);
}, COM_BTL_CONST.CAP_START_TIME);
thiz.teamDisTimer.set(teamCode, timer);
}
}, COM_BATTLE_CAP_TIME);
}, COM_BTL_CONST.CAP_TIME);
if (team.roleIds && team.roleIds.length === 3) {
let timer = setTimeout(async () => {
thiz.dismiss({teamCode}, session);
}, COM_BATTLE_CAP_START_TIME);
}, COM_BTL_CONST.CAP_START_TIME);
thiz.teamDisTimer.set(teamCode, timer);
}
return resResult(STATUS.SUCCESS, { teamCode, roleStatus });
@@ -256,7 +254,7 @@ export class ComBattleHandler {
await ComBattleTeamModel.updateStatus(teamCode, COM_TEAM_STATUS.FIGHTING);
channelService.pushMessageByUids('onComBtlStart', {teamCode, roleStatus: comTeam.roleStatus}, [{uid: roleId, sid}]);
}, 3000);
}, COM_BATTLE_ASSIST_TIME);
}, COM_BTL_CONST.ASSIST_TIME);
return resResult(STATUS.SUCCESS);
}
@@ -278,7 +276,7 @@ export class ComBattleHandler {
let { lv = 1, headHid = 19, topFiveCe = 0, sHid = 19 } = await Role.findByRoleId(roleId);
let { quality } = getGoodById(teamStatus.blueprtId);
let { assistanceLevel, assistanceTime } = getComBtlSetByQuality(quality);
if (lv < COM_TEAM_ENABLE_LV) {
if (lv < COM_BTL_CONST.ENABLE_LV) {
return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
} else if (lv < assistanceLevel) {
return resResult(STATUS.COM_BATTLE_ASSIST_LV_NOT_ENOUGH);
@@ -309,7 +307,7 @@ export class ComBattleHandler {
let thiz = this;
let timer = setTimeout(async () => {
thiz.dismiss({teamCode}, session);
}, COM_BATTLE_CAP_START_TIME);
}, COM_BTL_CONST.CAP_START_TIME);
thiz.teamDisTimer.set(teamCode, timer);
}
return resResult(STATUS.SUCCESS, { teamInfo: teamStatus});
@@ -323,7 +321,7 @@ export class ComBattleHandler {
async getTeams(msg: { blueprtIds: Array<number> }, session: BackendSession) {
let roleId = session.get('roleId');
let { lv } = await Role.findByRoleId(roleId);
if (lv < COM_TEAM_ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
if (lv < COM_BTL_CONST.ENABLE_LV) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH);
const teams = await ComBattleTeamModel.getTeamByBlueprt(msg.blueprtIds, COM_TEAM_STATUS.DEFAULT, true);
if (!teams) return resResult(STATUS.COM_BATTLE_NO_VALID_TEAM);
return resResult(STATUS.SUCCESS, { teamInfos: teams});
@@ -508,7 +506,7 @@ export class ComBattleHandler {
if (!team) return resResult(STATUS.COM_BATTLE_RESULT_ERR);
channel.pushMessage('onTeamComplete', {teamCode, result: false});
}
}, COM_BATTLE_TIME_LMT);
}, COM_BTL_CONST.BTL_TIME_LMT);
return resResult(STATUS.SUCCESS);
}
@@ -557,9 +555,9 @@ export class ComBattleHandler {
});
}
roleSt.totalDmg += totalHurtHp;
} else if (curRnd > teamStatus.curRnd && curRnd <= COM_BATTLE_ROBOT_ROUND_LMT && roleSt.isRobot) {
} else if (curRnd > teamStatus.curRnd && curRnd <= COM_BTL_CONST.ROBOT_RND_LMT && roleSt.isRobot) {
// 机器人的伤害为:boss 血量的一定比例,平均到一定回合数内,再平均到每个敌军,上下浮动一定比例
let eachHurtHp = getRandValue(teamStatus.bossHp / COM_BATTLE_ROBOT_ROUND_LMT * COM_BATTLE_ROBOT_HURT_RATIO / 5, COM_BATTLE_ROBOT_HURT_CH_RATIO, 0);
let eachHurtHp = getRandValue(teamStatus.bossHp / COM_BTL_CONST.ROBOT_RND_LMT * COM_BTL_CONST.ROBOT_HURT_RATIO / 5, COM_BTL_CONST.ROBOT_HURT_CH_RATIO, 0);
let robotTotalHurt = 0;
teamStatus.bossHpArr.forEach(boss => {
if (boss.curHp >= eachHurtHp) {
@@ -573,7 +571,7 @@ export class ComBattleHandler {
teamStatus.bossCurHp -= robotTotalHurt;
roleSt.totalDmg += robotTotalHurt;
// 输出回合一到机器人武将集体阵亡
if (curRnd === COM_BATTLE_ROBOT_ROUND_LMT) {
if (curRnd === COM_BTL_CONST.ROBOT_RND_LMT) {
roleSt.killed === roleSt.heroes;
}
}