助战:神像强化暴击逻辑

This commit is contained in:
luying
2021-08-23 18:20:24 +08:00
parent 383402ee4f
commit ebfe7a4c91
5 changed files with 126 additions and 88 deletions

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@@ -10,7 +10,7 @@ import { getAtrrNameById } from '../../../consts/constModules/abilityConst'
import { findIndex } from 'underscore';
import { SclResultInter, SclPosInter } from '../../../pubUtils/interface';
import { SchoolModel } from '../../../db/School';
import { checkTeraphMaterialEnough, getSchoolList } from '../../../services/roleService'
import { getTeraphStrengthenResult, getSchoolList } from '../../../services/roleService'
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { HERO_SYSTEM_TYPE, LINEUP_NUM, ROLE_SELECT, REDIS_KEY, TASK_TYPE, DEFAULT_HEROES, DEFAULT_HERO_LV, DEFAULT_ITEMS, DEFAULT_EQUIPS, DEFAULT_GOLD, DEFAULT_COIN } from '../../../consts';
import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
@@ -115,7 +115,7 @@ export class RoleHandler {
let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs');
let role = await RoleModel.findByRoleId(roleId);
let role = await RoleModel.findByRoleId(roleId, 'roleId teraphs gold coin');
let teraphs = role.teraphs;
let index = findIndex(teraphs, { id });
if (index < 0)
@@ -125,20 +125,10 @@ export class RoleHandler {
if (!dicTeraph)
return resResult(STATUS.DIC_DATA_NOT_FOUND);
let attrs = new Array<number>(); // 可以强化的属性
dicTeraph.mainAttrMax.forEach((max, id) => {
let attrName = getAtrrNameById(id);
if (teraph[attrName] < max) {
attrs.push(id);
}
});
if (!attrs.length)
let { times, consumes, criAttr } = await getTeraphStrengthenResult(role, count, dicTeraph, teraph);
if (times == 0)
return resResult(STATUS.ROLE_TERAPH_NOT_STRENGTHEN);
// 随机神像中的一条属性并检查道具是否足够以及更新teraph
let { consumes, criAttr } = checkTeraphMaterialEnough(count, attrs, dicTeraph, teraph);
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);

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@@ -1,10 +1,10 @@
import { ITID, CONSUME_TYPE, ITEM_TABLE, REDIS_KEY, TASK_TYPE, CURRENCY, CURRENCY_TYPE, MAIL_TYPE, HANDLE_REWARD_TYPE, HERO_SYSTEM_TYPE } from './../consts';
import { ITID, CONSUME_TYPE, ITEM_TABLE, REDIS_KEY, TASK_TYPE, CURRENCY, CURRENCY_TYPE, MAIL_TYPE, HANDLE_REWARD_TYPE, HERO_SYSTEM_TYPE, CURRENCY_BY_TYPE } from './../consts';
import { EquipModel, EquipType } from './../db/Equip';
import { resResult } from '../pubUtils/util';
import { RoleModel, RoleType } from '../db/Role';
import { setAp } from './actionPointService';
import { pushCalPlayerCe, pushCalAllHeroCe, calPlayerCeAndSave } from './playerCeService';
import { ItemModel } from '../db/Item';
import { ItemModel, ItemType } from '../db/Item';
import { STATUS } from '../consts/statusCode';
import { pinus } from 'pinus';
import { addEquips, addBags, addSkin, addFigure, unlockFigure as pubUnlockFigure, createHeroes as pubCreateHeroes, transPiece, getGoldObject, getCoinObject, getApObject } from '../pubUtils/itemUtils';
@@ -22,6 +22,72 @@ import { BAG } from '../pubUtils/dicParam';
import { sendMailByContent } from './mailService';
import { calEquipSeids } from '../pubUtils/playerCe';
export class CheckMeterial {
private roleId: string;
private itemsIndb: Map<number, number> = new Map(); // 玩家已有的东西
private consumes: ItemInter[] = []; // 消耗,正向数
private goldId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD);
private coinId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN);
constructor(roleId: string, role?: RoleType, items?: ItemType[]) {
this.roleId = roleId;
if(role) {
this.itemsIndb.set(this.goldId, role.gold);
this.itemsIndb.set(this.coinId, role.coin);
}
if(items && items.length) {
for(let {id, count} of items) {
this.itemsIndb.set(id, count);
}
}
}
public async decrease(goods: {id: number, count: number}[]) {
let { items, gold, coin } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
let isEnough = true;
for(let { id, count} of items) {
if(!this.itemsIndb.has(id)) {
let item = await ItemModel.findbyRoleAndGidAndCount(this.roleId, id, count);
if(!item) {
isEnough = false; break;
}
this.itemsIndb.set(id, item.count);
}
if(this.itemsIndb.get(id) < count) {
isEnough = false; break;
}
this.itemsIndb.set(id, this.itemsIndb.get(id) - count);
}
if(gold.length > 0) {
if(!this.itemsIndb.has(this.goldId)) {
let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
this.itemsIndb.set(this.goldId, role.gold);
this.itemsIndb.set(this.coinId, role.coin);
}
let goldCost = gold.reduce((pre, cur) => { return pre + cur.count }, 0);
if(this.itemsIndb.get(this.goldId) < goldCost) isEnough = false;
}
if(isEnough && coin > 0) {
if(!this.itemsIndb.has(this.coinId)) {
let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
this.itemsIndb.set(this.goldId, role.gold);
this.itemsIndb.set(this.coinId, role.coin);
}
if(this.itemsIndb.get(this.coinId) < coin) isEnough = false;
}
if(isEnough) this.consumes.push(...goods);
return isEnough;
}
public getConsume() {
return this.consumes;
}
}
export async function handleCost(roleId: string, sid: string, goods: Array<ItemInter>) {
let uids = [{ uid: roleId, sid }];

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@@ -3,86 +3,64 @@ import { Channel } from 'pinus';
import { getRandValueByMinMax, getRandEelm, decodeIdCntArrayStr } from '../pubUtils/util';
import { TERAPH_RANDOM } from "../consts";
import { DicTeraph } from '../pubUtils/dictionary/DicTeraph';
import { Teraph, RoleModel } from '../db/Role';
import { Teraph, RoleModel, RoleType } from '../db/Role';
import { ROLE_SELECT } from '../consts';
import { SCHOOL } from '../pubUtils/dicParam';
import { gameData } from '../pubUtils/data';
import { SchoolModel } from '../db/School';
import { SclResultInter, SclPosInter } from '../pubUtils/interface';
const TERAPH_STRENGTHEN = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
/**
* 计算强化次数和消耗
* @param count 强化次数
* @param attrs 可以强化的属性名字
* @param teraphInfo 字典表对应的神像信息
* @param teraph 数据库内单个神像信息
*/
export function checkTeraphMaterialEnough(count: number, attrs:number[], teraphInfo: DicTeraph, teraph: Teraph) {
let consumes = [];
let criAttr: number[] = [];
let times = 0;
if (count < 10) {
for (let i = 0; i < count; i++) {
if (!attrs.length) {
break;
}
let num = getRandValueByMinMax(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX); // 强化时随机增加 2-4 属性
let arr = getRandEelm(attrs, num); // 随机出的属性id
let critical = getRandValueByMinMax(0, 100);//属性暴击率
let isCritical = critical <= teraphInfo.criRate;
let criEffect = 1; // 暴击效果
if (isCritical)
criEffect = teraphInfo.criEffect;
for (let attrId of arr) {
let val = teraph.attr.get(attrId); // 已有的强化值
val += teraphInfo.mainAttrUp.get(attrId) * criEffect;
let max = teraphInfo.mainAttrMax.get(attrId);
if(val > max) {
val = max;
let attrIndex = attrs.indexOf(attrId);
attrs.splice(attrIndex, 1);
}
teraph.attr.set(attrId, val);
if(isCritical) criAttr.push(attrId);
}
times++;
}
} else if (count == 10){
let criticalArrTimes = getRandEelm(TERAPH_STRENGTHEN, 2);//10次中随机2次发生暴击
for (let item of TERAPH_STRENGTHEN) {
if (!attrs.length) {
break;
}
let criEffect = 1;
let index = criticalArrTimes.indexOf(item);
let isCritical = index >= 0;
if (isCritical) {
criEffect = teraphInfo.criEffect;//本次是暴击 item 在 criticalArrTimes 中
}
let num = getRandValueByMinMax(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX);
let arr: number[] = getRandEelm(attrs, num);
for (let attrId of arr) {
let val = teraph.attr.get(attrId); // 已有的强化值
val += teraphInfo.mainAttrUp.get(attrId) * criEffect;
let max = teraphInfo.mainAttrMax.get(attrId);
import { CheckMeterial } from './rewardService';
if(val > max) {
val = max;
let attrIndex = attrs.indexOf(attrId);
attrs.splice(attrIndex, 1);
}
teraph.attr.set(attrId, val);
if(isCritical) criAttr.push(attrId);
export async function getTeraphStrengthenResult(role: RoleType, count: number, dicTeraph: DicTeraph, teraph: Teraph) {
let criAttr: number[] = [], times = 0;
let check = new CheckMeterial(role.roleId, role);
for(let i = 0; i < count; i++) {
let attrs: number[] = []; // 可以强化的属性
dicTeraph.mainAttrMax.forEach((max, id) => {
if (teraph.attr.get(id) < max) {
attrs.push(id);
}
times++;
});
if(attrs.length <= 0) break; // 如果所有属性都到最高
let isEnough = await check.decrease(dicTeraph.upMaterial);
if(!isEnough) break; // 消耗不足
let num = getRandValueByMinMax(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX); // 强化时随机增加 2-4 属性
let arr = getRandEelm(attrs, num); // 随机出的属性id
let critical = getRandValueByMinMax(0, 100);//属性暴击率
if(teraph.criCount == undefined || teraph.count == undefined) {
teraph.criCount = 0;
teraph.count = 0;
}
}
//计算消耗
for (let {id, count} of teraphInfo.upMaterial) {
consumes.push({ id, count: count * times});
let isCritical = critical <= dicTeraph.criRate; // 每10次需要2次保底暴击
if(!isCritical && Math.floor((teraph.count + 2)/10) * 2 > teraph.criCount) {
isCritical = true;
} else if (isCritical && Math.ceil(teraph.count/10) * 2 <= teraph.criCount) {
isCritical = false;
}
teraph.count ++;
if(isCritical) teraph.criCount ++;
let criEffect = isCritical?dicTeraph.criEffect: 1; // 暴击效果
for (let attrId of arr) {
let val = teraph.attr.get(attrId); // 已有的强化值
val += dicTeraph.mainAttrUp.get(attrId) * criEffect;
let max = dicTeraph.mainAttrMax.get(attrId);
if(val > max) {
val = max;
let attrIndex = attrs.indexOf(attrId);
attrs.splice(attrIndex, 1);
}
teraph.attr.set(attrId, val);
if(isCritical) criAttr.push(attrId);
}
times++;
}
return { consumes, criAttr };
return { times, consumes: check.getConsume(), criAttr }
}
/**
*
* @param channel

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@@ -288,7 +288,7 @@ export const STATUS = {
EQUIP_DECOMPOSE_IS_UPLIMIT: { code: 30516, simStr: '装备分解数量已达上限' },
//全局养成30600-30699
ROLE_REACH_MAX_TITLE_LEVEL: { code: 30600, simStr: '玩家已达到最高的爵位' },
ROLE_TERAPH_NOT_STRENGTHEN: { code: 30601, simStr: '玩家神像不能强化' },
ROLE_TERAPH_NOT_STRENGTHEN: { code: 30601, simStr: '材料不足或玩家神像不能强化' },
ROLE_TERAPH_NOT_QUILITY: { code: 30602, simStr: '玩家神像不能进阶' },
ROLE_SCHOOL_HERO_USED: { code: 30603, simStr: '该武将已配置' },

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@@ -59,7 +59,7 @@ export class Teraph {
@prop({ required: true, default: 1 })
id: number; // 神像的id
@prop({ required: true, default: 1 })
grade: number = 1; // 等级
grade: number = 1; // 等级
@prop({ required: true, default: 0 })
hp: number = 0;
@prop({ required: true, default: 0 })
@@ -68,6 +68,10 @@ export class Teraph {
def: number = 0;
@prop({ required: true, default: 0 })
mdef: number = 0;
@prop({ required: true, default: 0 })
count: number = 0; // 次数
@prop({ required: true, default: 0 })
criCount: number = 0; // 暴击次数
constructor(id: number) {
this.id = id;