pvp: 更改pvpdefense结构

This commit is contained in:
luying
2021-10-29 16:36:23 +08:00
parent 4a5e23969b
commit e39b120af4
31 changed files with 1542 additions and 1137 deletions
+55 -16
View File
@@ -1,17 +1,14 @@
import { ExpeditionPointModel } from '../db/ExpeditionPoint';
import Role, { RoleModel, RoleType } from '../db/Role';
import { PvpDefenseModel } from '../db/PvpDefense';
import Role, { CeAttrDataRole, RoleModel } from '../db/Role';
import { shouldRefresh, calculateSumCE, getRandSingleEelm } from '../pubUtils/util';
import { LINEUP_NUM, EXPEDITION_WAR_RECORD_STATUS, ABI_TYPE } from '../consts';
import { LINEUP_NUM, EXPEDITION_WAR_RECORD_STATUS } from '../consts';
import { ExpeditionWarRecordModel } from '../db/ExpeditionWarRecord';
import { HeroType } from '../db/Hero';
import { CeAttrData, HeroType } from '../db/Hero';
import { gameData } from '../pubUtils/data';
import { getPlayerAttribute, getRobotAttribute } from './pvpService';
import { getTimeFunD } from '../pubUtils/timeUtil';
import { ExpeditionRecordModel } from '../db/ExpeditionRecord';
import { Attribute } from '../domain/roleField/attribute';
import { Attribute, AttributeCal } from '../domain/roleField/attribute';
import * as dicParam from '../pubUtils/dicParam';
/**
@@ -80,7 +77,7 @@ export async function findOrCreateEnemies(roleId: string, myCe: number, expediti
};
// 获取系数和步长
let {scale, range, lv} = await getCEScaleAndRange(roleId, curDicExpedition);
let { scale, range, lv } = await getCEScaleAndRange(roleId, curDicExpedition);
// 优先匹配其他玩家
let flag = await matchPlayers(roleId, scale, range, myCe, curDicExpedition.json, enemyObj);
// 当数量不够时使用机器人匹配
@@ -133,30 +130,30 @@ export async function matchPlayers(roleId: string, scale: number, range: number,
let min = myCe * scale * (1 - range/100);
let max = myCe * scale * (1 + range/100);
let resultRange = await PvpDefenseModel.findByScale(roleId, min, max);
let resultRange = await RoleModel.findByCeScale(min, max);
resultRange = resultRange.filter(cur => cur.roleId != roleId);
if(resultRange.length > 0) {
let index = Math.floor(Math.random() * resultRange.length);
let result = resultRange[index];
let {roleId, heroes, defCe } = result;
let role = <RoleType>result.role;
let role = resultRange[index];
let {roleId, topLineup, topLineupCe } = role;
let { attr: roleAttrs } = role;
enemyObj.enemyFrom = 1;
enemyObj.enemyId = roleId;
enemyObj.ce = defCe;
enemyObj.ce = topLineupCe;
let heroIndex = 0;
for(let json of dicWarJson) {
if(json.relation == 2) {
let hero = heroes[heroIndex];
let hero = topLineup[heroIndex];
if(hero) {
let h = <HeroType>hero.hero;
if(h) {
let { star, lv, attr: heroAttrs, ce } = h;
let dicHero = gameData.hero.get(hero.actorId);
let dicHero = gameData.hero.get(hero.hid);
let { attribute } = getPlayerAttribute(lv, heroAttrs, roleAttrs);
let heroInfo = {
actorId: hero.actorId,
actorId: hero.hid,
skinId: h.skinId,
actorName: dicHero.name,
skill:0,
@@ -269,4 +266,46 @@ export async function getResetRemainCnt(curTime: Date, roleId: string, role?: Ro
resetCnt: maxCnt - expeditionResetCnt,
needRefresh
};
}
/**
* 根据比例计算机器人属性
* @param attribute 出兵表中的属性字段
* @param ce 我的战力
* @param enemyCe 出兵表对手战力
* @param ratio 系数
*/
export function getRobotAttribute(mainAttrs: { id: number, val: number }[], enemyCount: number, subAttrs: {id: number, val: number}[], lv: number, ce: number, enemyCe: number, ratio: number) {
let newAttribute = new AttributeCal();
newAttribute.setLv(lv);
newAttribute.setByWarJson(subAttrs); // 次级属性
let subAttrCe = newAttribute.calSubAttrCeAndReduce() * enemyCount;
if(ce * ratio > subAttrCe) {
let mainAttrCe = ce * ratio - subAttrCe;
newAttribute.setByWarJson(mainAttrs, mainAttrCe / enemyCe);
let attrArr = newAttribute.getReduceAttributesToString();
let newCe = newAttribute.calCelAndReduce();
return { attribute: attrArr, ce: newCe };
} else {
newAttribute = new AttributeCal();
newAttribute.setByWarJson(mainAttrs, ce * ratio / enemyCe);
let attrArr = newAttribute.getReduceAttributesToString();
let newCe = newAttribute.calCelAndReduce();
return { attribute: attrArr, ce: newCe };
}
}
/**
* @description 根据玩家数据获取到他的属性
* @param ceAttr hero表的ceAttr
* @param globalCeAttr role表中的globalCeAttr
*/
export function getPlayerAttribute(lv: number, heroAttrs: CeAttrData[] = [], roleAttrs: CeAttrDataRole[] = []) {
let newAttribute = new AttributeCal();
newAttribute.setLv(lv);
newAttribute.setByDbData(roleAttrs, heroAttrs);
let attribute = newAttribute.getReduceAttributesToString();
let ce = newAttribute.calCelAndReduce();
return { attribute, ce };
}