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