寻宝:创建队伍超时匹配机器人;战斗超时判负;优化代码并修复部分bug

This commit is contained in:
liangtongchuan
2020-11-30 23:49:07 +08:00
parent 20d638189e
commit dd29d0dd44
5 changed files with 127 additions and 68 deletions
+57 -2
View File
@@ -1,12 +1,15 @@
import { COM_BATTLE_ROBOT_ID_NAME, COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../consts/consts';
import { RoleStatus } from './../db/ComBattleTeam';
import { getBluePrtByQuality } from "../pubUtils/gamedata";
import { getRandEelm } from "../pubUtils/util";
import { getRandEelm, getRandValue } from "../pubUtils/util";
import { getRandRobot } from "./battleService";
/**
* 在给定的品质列表中随机返回一定数量的藏宝图Id
* @param qualityArr 品质数组,在所有给定品质的藏宝图中筛选1
* @param cnt 返回藏宝图数量
*/
export async function getRandBlueprtId(qualityArr: Array<number>, cnt = 1) {
export function getRandBlueprtId(qualityArr: Array<number>, cnt = 1) {
if (!qualityArr || !qualityArr.length) return null;
let blueprtIdArr = [];
for (let q of qualityArr) {
@@ -16,3 +19,55 @@ export async function getRandBlueprtId(qualityArr: Array<number>, cnt = 1) {
const res = getRandEelm(blueprtIdArr, cnt);
return res;
}
export function getRandComBtlRobots(topFiveCe: number, lv: number, cnt: number) {
let robotHeroes = getRandRobot(cnt); // 随机两个阵容
// 创建并添加机器人
let robotStArr = [], robotIdArr = [];
for (let robot of robotHeroes) {
const robotCe = getRandValue(topFiveCe, COM_BATTLE_ROBOT_CE_RATIO, 0);
const robotLv = getRandValue(lv, COM_BATTLE_ROBOT_CE_RATIO, 0);
const imgHid = robot[Math.floor(Math.random() * robot.length)];
const { robotRoleId, robotRoleName } = COM_BATTLE_ROBOT_ID_NAME[Math.floor(Math.random() * COM_BATTLE_ROBOT_ID_NAME.length)];
let robotStatus = new RoleStatus(robotRoleId, robotRoleName, false, false, imgHid, imgHid, robotCe, robotLv, robot, true);
robotStArr.push(robotStatus);
robotIdArr.push(robotRoleId);
}
return {
robotStArr, robotIdArr
}
}
export function checkComBattleResult(teamStatus) {
if (teamStatus.bossCurHp === 0) {
return COM_TEAM_STATUS.WIN;
} else {
let allPlayerKilled = true;
let robotRestHurt = 0;
// 看看是否还有活人
teamStatus.roleStatus.forEach(st => {
if (!st.isRobot && st.killed.length < st.heroes.length) {
allPlayerKilled = false
}
});
// 没有活人的话看看还有没有机器人没打完伤害
if (allPlayerKilled && teamStatus.curRnd < COM_BATTLE_ROBOT_ROUND_LMT) {
teamStatus.roleStatus.forEach(st => {
if (st.isRobot) {
const deltaRnd = COM_BATTLE_ROBOT_ROUND_LMT - teamStatus.curRnd;
let hurtHp = getRandValue(teamStatus.bossHp / COM_BATTLE_ROBOT_ROUND_LMT * COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, 0) * deltaRnd; // 1 个机器人对 boss 造成的总伤害
robotRestHurt += hurtHp;
}
})
}
if (allPlayerKilled) {
// 没有活人且机器人剩余伤害打不死 boss,战败
if (teamStatus.bossCurHp > robotRestHurt) {
return COM_TEAM_STATUS.LOOSE;
} else {
return COM_TEAM_STATUS.WIN;
}
}
}
return COM_TEAM_STATUS.FIGHTING;
}