feat(gvg): 矿场

This commit is contained in:
luying
2023-01-16 16:56:12 +08:00
parent b2b9404684
commit d805c19847
9 changed files with 483 additions and 64 deletions

View File

@@ -10,13 +10,11 @@ import { calLeagueLv, gameData, getFieldMaxAddType } from "../../pubUtils/data";
import { GVG } from "../../pubUtils/dicParam";
import { RewardInter } from "../../pubUtils/interface";
import { nowSeconds } from "../../pubUtils/timeUtil";
import { getArrayOfNumber, getRandEelm, getRandValueByMinMax, parseGoodStr, sortArrRandom } from "../../pubUtils/util";
import { arrToMap, getArrayOfNumber, getRandEelm, getRandValueByMinMax, parseGoodStr, sortArrRandom } from "../../pubUtils/util";
import { addGVGReward } from "./gvgItemService";
import { getGVGConfig } from "./gvgService";
import { getProduceCoinCnt } from "./gvgItemService";
import { GVGLeagueType } from "../../db/GVGLeague";
import { getCities } from "../guildActivity/guildActivityService";
import { getGVGCities } from "./gvgBattleService";
import { GVGLeagueFarmRecModel } from "../../db/GVGLeagueFarmRec";
export function checkPreTech(techId: number, activeQueue: number[], techQueue: Tech[]) {
const dicTech = gameData.gvgTech.get(techId);
@@ -136,7 +134,7 @@ function getResourceCnt(resourceType: GVG_RESOURCE_TYPE, count: number) {
}
}
export async function unlockField(leagueCode: string, roleId: string, farmId: number) {
export async function lockField(leagueCode: string, roleId: string, farmId: number) {
let { configId } = getGVGConfig();
const produceCoinCnt = await getLockFieldCnt(leagueCode, roleId);
if(produceCoinCnt == 0) return
@@ -160,7 +158,7 @@ export async function unlockField(leagueCode: string, roleId: string, farmId: nu
lands.push({ fieldId, addType });
}
// 更新田
let result = await GVGLeagueFarmModel.lockFields(configId, leagueCode, farmId, roleId, lands);
await GVGLeagueFarmModel.lockFields(configId, leagueCode, farmId, roleId, lands);
return await GVGLeagueFarmModel.findByFarmIdAndRoleId(configId, leagueCode, farmId, roleId);
}
@@ -242,13 +240,11 @@ export async function rollbackUnPlantFields(cost: RewardInter[], plantResult: GV
for(let { id, count } of cost) add.push({ id, count });
for(let { seedType } of plantResult) {
let index = add.findIndex(({ id }) => id == getItemIdOfSeedType(seedType));
console.log('#### index', index);
if(index != -1) {
add[index].count --;
if(add[index].count <= 0) add.splice(index);
}
}
console.log('rollbackUnPlantFields', add, 'plantResult', plantResult)
await addGVGReward(roleId, roleName, leagueCode, sid, add, [], ITEM_CHANGE_REASON.PLANT_ROLLBACK);
return add;
}
@@ -312,11 +308,32 @@ export async function getLeagueFarmShowResult(leagueCode: string, roleId: string
return { farmId, count: leagueFarms.length, fields: result }
}
export async function calFarmOutputs(myResultFields: GVGLeagueFarmType[], league: GVGLeagueType, leaguePrepare: GVGLeaguePrepareType) {
let cities = await getGVGCities(league);
export function calFarmOutput(seedType: number, addType: number, farmId: number, cities: number[], activeTech: number[]) {
// 种子基础产量 * ( 1 + 格子加成 + 农庄等级加成 + 战力城池加成 + 科技树加成)
let itemId = getItemIdOfSeedType(seedType);
let dicGVGItem = gameData.gvgItem.get(itemId);
let dicFarm = gameData.gvgResource.get(farmId);
if(!dicGVGItem || !dicFarm) return { output: 0, outputStr: '' };
let { value: foodBase } = dicGVGItem;
let addRatio = seedType == addType? GVG.GVG_SP_FIELD_ADD: 0;
let farmRatio = dicFarm.fieldAdd;
let cityRatio = getCitiesAdd(cities);
let techRatio = getTechAdd(activeTech);
return {
output: Math.floor(foodBase * (1 + (addRatio + farmRatio + cityRatio + techRatio)/100)),
outputStr: `Math.floor(${foodBase} * (1 + (${addRatio} + ${farmRatio} + ${cityRatio} + ${techRatio})/100))`
}
}
export async function sumOutputByResults(myResultFields: GVGLeagueFarmType[]) {
let [foodSum = 0, rewardSum = new Array<RewardInter>(), leagueRewardSum = new Array<RewardInter>(), activeSum = 0] = [];
for(let { seedType, addType, farmId } of myResultFields) {
let { food, reward, leagueReward, active } = calResourceResult(seedType, addType, farmId, cities||[], leaguePrepare?.activeTech||[]);
for(let { seedType, output: food } of myResultFields) {
let itemId = getItemIdOfSeedType(seedType);
let dicGVGItem = gameData.gvgItem.get(itemId);
if(!dicGVGItem) continue;
let { reward, leagueReward, leagueConsume } = dicGVGItem;
let produceCoin = getProduceCoinCnt(leagueConsume);
foodSum += food;
for(let { id, count } of reward) {
let rewardObj = rewardSum.find(cur => cur.id == id);
@@ -326,31 +343,60 @@ export async function calFarmOutputs(myResultFields: GVGLeagueFarmType[], league
let rewardObj = leagueRewardSum.find(cur => cur.id == id);
rewardObj? rewardObj.count += count: leagueRewardSum.push({id, count});
}
activeSum += active;
activeSum += produceCoin;
}
return { foodSum, rewardSum, leagueRewardSum, activeSum }
}
function calResourceResult(seedType: number, addType: number, farmId: number, cities: number[], activeTech: number[]) {
// 种子基础产量 * ( 1 + 格子加成 + 农庄等级加成 + 战力城池加成 + 科技树加成)
let itemId = getItemIdOfSeedType(seedType);
let dicGVGItem = gameData.gvgItem.get(itemId);
let dicFarm = gameData.gvgResource.get(farmId);
if(!dicGVGItem || !dicFarm) return {};
let { value: foodBase, reward, leagueReward, leagueConsume } = dicGVGItem;
let addRatio = seedType == addType? GVG.GVG_SP_FIELD_ADD: 0;
let farmRatio = dicFarm.fieldAdd;
/**
* 计算挖矿产量
* @param farmId 矿场id
* @param result 小游戏的结果
* @param cities 上周占领城镇加成
* @param activeTech 千机阁加成
* @returns
*/
export function calMineOutput(farmId: number, result: [{ type: number, count: number }], cities: number[], activeTech: number[]) {
// 1001.5【中铁块单块产量倍数】4【可挖出的中铁块数量】1002【大铁块单块产量倍数】8【可挖出的大铁块数量】1003【特大铁块单块产量倍数】8【可挖出的特大铁块数量】10.5【大城产量加成】)
let dicMine = gameData.gvgResource.get(farmId);
if(!dicMine) return { output: 0, outputStr: '' };
let output = 0, addStrArr = [];
for(let { type, count } of result) {
let dic = dicMine.mineralValue.find(cur => cur.type == type);
if(!dic) continue;
output += dic.output * count;
addStrArr.push(`${dic.output}*${count}`);
}
let cityRatio = getCitiesAdd(cities);
let techRatio = getTechAdd(activeTech);
let produceCoin = getProduceCoinCnt(leagueConsume);
return {
food: Math.floor(foodBase * (1 + (addRatio + farmRatio + cityRatio + techRatio)/100)),
reward, leagueReward,
active: produceCoin
output: Math.floor(output * (1 + (cityRatio + techRatio)/100)),
outputStr: `Math.floor(${addStrArr.join('+')} * (1 + (${cityRatio} + ${techRatio})/100))`
}
}
/**
* 计算木块产量
* @param farmId 林场id
* @param result 小游戏的结果
* @param cities 上周占领城镇加成
* @param activeTech 千机阁加成
* @returns
*/
export function calForestryOutput(farmId: number, result: number, cities: number[], activeTech: number[]) {
// 1002【10级木堆木块单块基础产量倍数】10.3【城镇加成倍数】40【使用铁斧头最大分块】
let dicForestry = gameData.gvgResource.get(farmId);
if(!dicForestry) return { output: 0, outputStr: '' };
let base = dicForestry.woodOutput;
let cityRatio = getCitiesAdd(cities);
let techRatio = getTechAdd(activeTech);
return {
output: Math.floor( base * (1 + (cityRatio + techRatio)/100) * result),
outputStr: `Math.floor(${base} * (1 + (${cityRatio} + ${techRatio})/100) * ${result})`
}
}
// TODO 城池加成,多城池取最大加成
function getCitiesAdd(cities: number[]) {
return 0
@@ -366,4 +412,39 @@ function getTechAdd(activeTech: number[]) {
}
}
return ratio;
}
// 锁定
export async function lockMineOrForestry(leagueCode: string, roleId: string, farmId: number, itemId: number) {
let { configId } = getGVGConfig();
const leagueFarms = await GVGLeagueFarmModel.findByFarmId(configId, leagueCode, farmId);
// 查询现有的田
let fieldId = getUnlockedMine(farmId, leagueFarms);
if(!fieldId) return null;
let dicFarm = gameData.gvgResource.get(farmId);
let lockResult = await GVGLeagueFarmModel.lockMineOrForestry(configId, leagueCode, farmId, dicFarm?.type, roleId, fieldId, itemId);
if(!lockResult) return null;
return lockResult;
}
function getUnlockedMine(farmId: number, leagueFarms: GVGLeagueFarmType[]) {
let leagueFarmMap = arrToMap(leagueFarms, obj => obj.fieldId);
let fieldId = 0;
let sum = gameData.gvgResource.get(farmId)?.sum??0;
for(let i = 1; i <= sum; i++) {
if(!leagueFarmMap.has(i)) {
fieldId = i; break;
}
}
return fieldId;
}
export function checkItemCanUserInFarm(farmId: number, itemId: number) {
let dicFarm = gameData.gvgResource.get(farmId);
let dicGVGItem = gameData.gvgItem.get(itemId);
if(!dicFarm || !dicGVGItem) return false;
return dicFarm.type == dicGVGItem.type;
}