修改数据库,姑且跑起来

This commit is contained in:
luying
2022-02-14 19:47:10 +08:00
parent a43c61cb5a
commit ecc55b3063
11 changed files with 1242 additions and 1166 deletions

File diff suppressed because it is too large Load Diff

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@@ -731,22 +731,22 @@ export class FriendHandler {
if (heroList.length <= 0) return resResult(STATUS.HERO_NOT_FIND);
let list = new Array();
for (let { roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skinId, attr: heroAttrs, ePlace } of heroList) {
// for (let { roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skinId, attr: heroAttrs, ePlace } of heroList) {
let equips = await EquipModel.findListByHidAndRole(hisRoleId, hid, EQUIP_SELECT.HERO_DETAIL);
// let equips = await EquipModel.findListByHidAndRole(hisRoleId, hid, EQUIP_SELECT.HERO_DETAIL);
let attributes = getPlayerMainAttribute(heroAttrs, role.attr);
// let attributes = getPlayerMainAttribute(heroAttrs, role.attr);
list.push({
roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skinId,
equips: equips.map(cur => {
let curEplace = ePlace.find(ccur => cur.ePlaceId == ccur.id) || new EPlace();
let { lv = 0, refineLv = 0 } = curEplace;
return { ...cur, lv, refineLv }
}), attributes
});
// list.push({
// roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skinId,
// equips: equips.map(cur => {
// let curEplace = ePlace.find(ccur => cur.ePlaceId == ccur.id) || new EPlace();
// let { lv = 0, refineLv = 0 } = curEplace;
// return { ...cur, lv, refineLv }
// }), attributes
// });
}
// }
return resResult(STATUS.SUCCESS, { list });

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@@ -569,7 +569,6 @@ export class HeroHandler {
if (!dicSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRoleWithEquip(dicSkin.actorId, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldCount = hero.ePlace.filter(cur => cur.equip).length;
let newHeroSkins: HeroSkin[] = [];
let result = false;
@@ -591,34 +590,34 @@ export class HeroHandler {
if (!result) {
return resResult(STATUS.HERO_SKIN_NOT_FIND);
}
let oldEquipSeids = calEquipSeids(hero);
let dicHero = gameData.hero.get(dicSkin.heroId);
let dicMyJob = gameData.job.get(hero.job);
let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade);
let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = [];
for(let { id, equip, lv, refineLv } of hero.ePlace) {
let e = <EquipType>equip;
if(equip && !checkEquipCanPut({...hero, skinId: dicSkin.heroId}, e.id)) {
await EquipModel.putOnOrOff(e._id, 0);
heroPutNum -= 1;
newEplace.push({ id, equip: null, lv, refineLv});
curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id });
} else {
newEplace.push({ id, equip: e?e._id: null, lv, refineLv});
}
}
// let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = [];
// for(let { id, equip, lv, refineLv } of hero.ePlace) {
// let e = <EquipType>equip;
// if(equip && !checkEquipCanPut({...hero, skinId: dicSkin.heroId}, e.id)) {
// await EquipModel.putOnOrOff(e._id, 0);
// heroPutNum -= 1;
// newEplace.push({ id, equip: null, lv, refineLv});
// curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id });
// } else {
// newEplace.push({ id, equip: e?e._id: null, lv, refineLv});
// }
// }
if(heroPutNum < 0) {
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids);
await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {});
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum);
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [heroPutNum, oldCount]);
}
// if(heroPutNum < 0) {
// hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids);
// await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {});
// await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum);
// await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [heroPutNum, oldCount]);
// }
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid, ePlace: newEplace });
return resResult(STATUS.SUCCESS, { curHero: pick(hero, ['hid', 'skins', 'skinId', 'job']), curEquips });
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid });
return resResult(STATUS.SUCCESS, { curHero: pick(hero, ['hid', 'skins', 'skinId', 'job']) });
}
// ! debug接口 一键全武将

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@@ -125,33 +125,33 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
}
//删除装备
if (resEquips.length > 0) {
let heroMap = new Map<number, { hero: HeroType, equips: EquipType[]}>();
for(let equip of resEquips) {
if(equip.hid > 0) {
if(!heroMap.has(equip.hid)) {
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
heroMap.set(equip.hid, { hero, equips: [] });
}
heroMap.get(equip.hid).equips.push(equip);
}
}
for(let [_hid, {hero, equips} ] of heroMap) {
let oldCount = hero.ePlace.filter(cur => cur.equip).length;
let args = calEquipSeids(hero);
for(let equip of equips) {
hero = await HeroModel.removeEquip(roleId, hero.hid, equip.ePlaceId, equip._id);
}
// if (resEquips.length > 0) {
// let heroMap = new Map<number, { hero: HeroType, equips: EquipType[]}>();
// for(let equip of resEquips) {
// if(equip.hid > 0) {
// if(!heroMap.has(equip.hid)) {
// let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
// heroMap.set(equip.hid, { hero, equips: [] });
// }
// heroMap.get(equip.hid).equips.push(equip);
// }
// }
// for(let [_hid, {hero, equips} ] of heroMap) {
// let oldCount = hero.ePlace.filter(cur => cur.equip).length;
// let args = calEquipSeids(hero);
// for(let equip of equips) {
// hero = await HeroModel.removeEquip(roleId, hero.hid, equip.ePlaceId, equip._id);
// }
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args);
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [-1, oldCount]);
}
// await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args);
// await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [-1, oldCount]);
// }
let equips = await EquipModel.deleteEquips(roleId, equipSeqIds);
saveItemChangeLog(roleId, equips.map(equip => ({ id: equip.id, count: equip.count, inc: -1 })), reason);
pinus.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, { equipInfos: equips.map(equip => ({ seqId: equip.seqId, id: equip.id, inc: -1, reason })) }), uids);
}
// let equips = await EquipModel.deleteEquips(roleId, equipSeqIds);
// saveItemChangeLog(roleId, equips.map(equip => ({ id: equip.id, count: equip.count, inc: -1 })), reason);
// pinus.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, { equipInfos: equips.map(equip => ({ seqId: equip.seqId, id: equip.id, inc: -1, reason })) }), uids);
// }
//消耗玩家货币
if (gold.length > 0 || coin.length > 0) {

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@@ -91,13 +91,13 @@ export async function pushGuildBossSucMsg(roleId: string, roleName: string, guil
}
export async function pushEquipRefineSucMsg(roleId: string, roleName: string, serverId: number, eplace: Partial<EPlace>, quality: number) {
const { id, lv, refineLv, equip } = eplace;
const { id: equipId } = equip as EquipType;
const data = { id, lv, refineLv, equipId, quality };
const content = JSON.stringify({ roleId, roleName, eplace: data, equip: pick(equip, ['id', 'name', 'eplaceId', 'quality', 'holes', 'randMain', 'randSe', 'grade', 'hid']) });
const msgData = await createGroupMsg(roleId, roleName, CHANNEL_PREFIX.SYS, `${serverId}`, MSG_TYPE.RICH_TEXT, MSG_SOURCE.EQUIP_REFINE_SUC, content, null, null);
await pushGroupMsgToRoom(msgData);
return msgData;
// const { id, lv, refineLv, equip } = eplace;
// const { id: equipId } = equip as EquipType;
// const data = { id, lv, refineLv, equipId, quality };
// const content = JSON.stringify({ roleId, roleName, eplace: data, equip: pick(equip, ['id', 'name', 'eplaceId', 'quality', 'holes', 'randMain', 'randSe', 'grade', 'hid']) });
// const msgData = await createGroupMsg(roleId, roleName, CHANNEL_PREFIX.SYS, `${serverId}`, MSG_TYPE.RICH_TEXT, MSG_SOURCE.EQUIP_REFINE_SUC, content, null, null);
// await pushGroupMsgToRoom(msgData);
// return msgData;
}
export async function pushNormalEquipMsg(roleId: string, roleName: string, serverId: number, source: number, id: number, name: string, quality: number) {

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@@ -329,37 +329,4 @@ export async function refDailyTaskBox(roleId: string, sid: string, debug = false
point, weeklyPoint, box
}), uids);
}
}
//任务条件
//英雄满装备且都镶嵌相同阶数的宝石
export async function checkTaskConditionEquipSuitJewelStage(hero: HeroType) {
let isTask = true;//是否满足任务条件
let jewelLevel = -1;//宝石阶数
for (let i = 0; i < hero.ePlace.length; i++) {
let equipObj = <EquipType>hero.ePlace[i].equip;
if (equipObj) {
let equipObjInfo = getGoodById(equipObj.id);
if (equipObj.holes.length == equipObjInfo.hole && equipObjInfo.hole > 0) {
for (let j = 0; j < equipObj.holes.length; j++) {
let jewel = equipObj.holes[j].jewel;
let jewelInfo = getGoodById(jewel);
if (jewelInfo) {
if (jewelLevel == -1) {
jewelLevel = jewelInfo.lvLimited;
} else if (jewelInfo.lvLimited != jewelLevel) {
//宝石阶数不同
isTask = false;
break;
}
}
}
} else {
//宝石没有镶满
isTask = false;
break;
}
}
}
return { isTask, jewelLevel };
}

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@@ -1,8 +1,8 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, Ref, mongoose, DocumentType } from '@typegoose/typegoose';
import Equip, { } from './Equip';
// import Equip, { } from './Equip';
import { CounterModel } from './Counter';
import { COUNTER, EQUIP_TYPE, HERO_CE_RATIO } from '../consts';
import { COUNTER, HERO_CE_RATIO } from '../consts';
import { reduceCe } from '../pubUtils/util';
import Skin from './Skin';
import { SearchHeroParam } from '../domain/backEndField/search';
@@ -71,30 +71,30 @@ export class HeroSkin {
enable: boolean;
}
export class Stone {
@prop({ required: true })
id: number;
@prop({ required: true })
stone: number;
}
export class EPlace {
@prop({ required: true })
id: number;
@prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId })
equip: Ref<Equip>;
@prop({ required: true })
lv: number;
@prop({ required: true })
refineLv: number;
}
// 初始化
function getInitialEplace() {
let ePlace = new Array<EPlace>();
for (let i = EQUIP_TYPE.START; i <= EQUIP_TYPE.END; i++) {
let p = new EPlace();
p.id = i;
p.equip = null;
p.lv = 0;
p.refineLv = 1;
ePlace.push(p);
}
return ePlace;
quality: number;
@prop({ required: true })
qualityStage: number;
@prop({ required: true })
star: number;
@prop({ required: true })
starStage: number;
@prop({ required: true, type: Stone, _id: false })
stones: Stone[];
@prop({ required: true })
jewel: number;
}
@index({ roleId: 1, hid: 1 })
@@ -167,7 +167,7 @@ export default class Hero extends BaseModel {
@prop({ required: true, type: HeroSkin, default: [], _id: false })
skins: HeroSkin[]; // 皮肤
@prop({ required: true, type: EPlace, default: getInitialEplace(), _id: false })
@prop({ required: true, type: EPlace, default: [], _id: false })
ePlace: EPlace[]; // 武将装备引用数组
public static async findByRole(roleId: string, sort: { field: string, sortBy: number }[] = [], select?: string, getters = false) {

104
shared/db/Jewel.ts Normal file
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@@ -0,0 +1,104 @@
import BaseModel from './BaseModel';
import { index, getModelForClass, prop, DocumentType, modelOptions } from '@typegoose/typegoose';
// import { COUNTER } from '../consts';
// import { CounterModel } from './Counter';
import { SearchJewelParam } from '../domain/backEndField/search';
export class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
seid: number; // 随机属性池id
@prop({ required: true })
rand: number; // 随机属性内需要随机的值
@prop({ required: true })
locked: boolean; // 洗炼是否锁定
}
@index({ roleId: 1, hid: 1, id: 1 })
@index({ seqId: 1 })
@modelOptions({ schemaOptions: { id: false } })
export default class Equip extends BaseModel {
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
roleName: string; // 角色名称
@prop({ required: true })
seqId: number; // 装备表自增 id
@prop({ required: true })
id: number; // 装备 id
@prop({ required: true })
name: string; // 装备名称
@prop({ required: false, default: 0 })
hid: number; // 装备此装备的武将 id
@prop({ required: false, default: 0 })
ePlaceId: number; // 武将装备的部位
@prop({ required: false, default: 0 })
quenchId: number; // 选择淬炼的那一条未选择时为0
@prop({ required: false, default: 0 })
quenchCnt: number; // 淬火成功次数,到了保底就绝对成功
@prop({ required: false, type: RandSe, default: [], _id: false })
randSe: RandSe[]; // 强化随机属性
@prop({ required: false, type: RandSe, default: [], _id: false })
previewRandSe: RandSe[]; // 强化随机属性预览
public static async findbyRole(roleId: string, lean = true) {
const jewels: JewelType[] = await JewelModel.find({ roleId }).lean(lean);
return jewels;
}
public static async findbySeqId(seqId: number, select?: string ) {
const jewel: JewelType = await JewelModel.findOne({ seqId }).select(select).lean();
return jewel;
}
public static async deleteAccount(roleId: string) {
let result = await JewelModel.deleteMany({ roleId });
return result;
}
private static getSearchObj(form: SearchJewelParam) {
let searchObj = {};
if(form.roleId) searchObj['roleId'] = form.roleId;
if(form.roleName) searchObj['roleName'] = { $regex: new RegExp(form.roleName.toString(), 'i') };
if(form.id) searchObj['id'] = form.id;
return searchObj
}
public static async findByCondition(page: number, pageSize: number, sortField: string = 'updatedAt', sortOrder: string = 'descend', form: SearchJewelParam = {}) {
let searchObj = this.getSearchObj(form);
let sort = {};
if(sortField && sortOrder) {
if(sortOrder == 'ascend') {
sort[sortField] = 1;
} else if (sortOrder == 'descend') {
sort[sortField] = -1;
}
}
const result: JewelType[] = await JewelModel.find(searchObj).limit(pageSize).skip((page - 1) * pageSize).sort(sort).lean({ getters: true, virtuals: true });
return result;
}
public static async countByCondition(form: SearchJewelParam = {}) {
let searchObj = this.getSearchObj(form);
const result = await JewelModel.count(searchObj);
return result;
}
}
export const JewelModel = getModelForClass(Equip);
export interface JewelType extends Pick<DocumentType<Equip>, keyof Equip> {
id: number;
};
export type jewelUpdate = Partial<JewelType>; // 将所有字段变成可选项

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@@ -24,6 +24,12 @@ export interface SearchEquipParam {
id?: number;
}
export interface SearchJewelParam {
roleId?: string;
roleName?: string;
id?: number;
}
export interface SearchItemParam {
roleId?: string;
roleName?: string;

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@@ -631,54 +631,54 @@ export function calEquipPutOnOffIncAttr(hero: HeroType, seids: Array<number>, ad
* 计算一个武将身上的所有被动seid
* @param {HeroType} hero 武将equip需要populate
*/
export function calEquipSeids(hero: HeroType) {
export function calEquipSeids(_hero: HeroType) {
let seids: number[] = [];
// 计算被动技能
let { ePlace } = hero;
let suits = new Map<number, Map<number, { dic: DicSuit, count: number }>>(); // suitType => starLevel => DicSuit
// // 计算被动技能
// let { ePlace } = hero;
// let suits = new Map<number, Map<number, { dic: DicSuit, count: number }>>(); // suitType => starLevel => DicSuit
for (let { equip } of ePlace) {
if (equip) {
let e = <EquipType>equip;
if (!!e.randSe) {
for (let { seid, rand } of e.randSe) {
seids.push(seid, rand);
}
}
if (e.suitId > 0) {
let { suitType, starLevel } = gameData.suit.get(e.suitId);
if (!suits.has(suitType)) {
suits.set(suitType, new Map<number, { dic: DicSuit, count: number }>());
}
for(let lv = 1; lv <= starLevel; lv++) {
let dicSuit = getDicSuitByTypeAndLv(suitType, lv); // 计算同type的低阶套装
if(dicSuit) {
if(!suits.get(suitType).has(lv)) {
suits.get(suitType).set(lv, { dic: dicSuit, count: 0 });
}
suits.get(suitType).get(lv).count ++;
}
}
// for (let { equip } of ePlace) {
// if (equip) {
// let e = <EquipType>equip;
// if (!!e.randSe) {
// for (let { seid, rand } of e.randSe) {
// seids.push(seid, rand);
// }
// }
// if (e.suitId > 0) {
// let { suitType, starLevel } = gameData.suit.get(e.suitId);
// if (!suits.has(suitType)) {
// suits.set(suitType, new Map<number, { dic: DicSuit, count: number }>());
// }
// for(let lv = 1; lv <= starLevel; lv++) {
// let dicSuit = getDicSuitByTypeAndLv(suitType, lv); // 计算同type的低阶套装
// if(dicSuit) {
// if(!suits.get(suitType).has(lv)) {
// suits.get(suitType).set(lv, { dic: dicSuit, count: 0 });
// }
// suits.get(suitType).get(lv).count ++;
// }
// }
}
}
}
// }
// }
// }
for(let [ _suitType, map ] of suits) {
let effectSeid = new Map<number, { starLevel: number, seid: number }>(); // count => { starLevel, seid }
for(let [ starLevel, { dic: { effect }, count } ] of map) {
for(let { count: effectCount, seid} of effect) {
if(count >= effectCount ) { // 生效
if(!effectSeid.has(effectCount) || effectSeid.get(effectCount).starLevel < starLevel) { // 没有同数量效果
effectSeid.set(effectCount, { starLevel, seid });
}
}
}
}
for(let [_count, { seid }] of effectSeid) {
seids.push(seid, 0);
}
}
// for(let [ _suitType, map ] of suits) {
// let effectSeid = new Map<number, { starLevel: number, seid: number }>(); // count => { starLevel, seid }
// for(let [ starLevel, { dic: { effect }, count } ] of map) {
// for(let { count: effectCount, seid} of effect) {
// if(count >= effectCount ) { // 生效
// if(!effectSeid.has(effectCount) || effectSeid.get(effectCount).starLevel < starLevel) { // 没有同数量效果
// effectSeid.set(effectCount, { starLevel, seid });
// }
// }
// }
// }
// for(let [_count, { seid }] of effectSeid) {
// seids.push(seid, 0);
// }
// }
return seids;
}
@@ -687,70 +687,70 @@ export function calEquipSeids(hero: HeroType) {
* @param {HeroType} hero 装备更新过的武将
*/
export function calHeroEquipIncAttr(hero: HeroType) {
let { ePlace, attr: heroAttrs } = hero;
let { ePlace:_, attr: heroAttrs } = hero;
let setMap = new Map<number, number>();
for (let { equip, lv, refineLv } of ePlace) {
if (equip) {
let e = <EquipType>equip;
let dicGoods = gameData.goods.get(e.id);
let { goodsAbility, goodsAbilityUp } = dicGoods;
let dicRefine = gameData.refine.get(refineLv);
// let setMap = new Map<number, number>();
// for (let { equip, lv, refineLv } of ePlace) {
// if (equip) {
// let e = <EquipType>equip;
// let dicGoods = gameData.goods.get(e.id);
// let { goodsAbility, goodsAbilityUp } = dicGoods;
// let dicRefine = gameData.refine.get(refineLv);
let jewel = new Map<number, number>();
for (let { jewel: jewelId } of e.holes) {
if (jewelId > 0) {
let g = gameData.goods.get(jewelId);
if (g) {
let jGoods = g.goodsAbility;
jGoods.forEach((value, key) => {
if (!jewel.has(key)) {
jewel.set(key, value);
} else {
jewel.set(key, jewel.get(key) + value);
}
})
}
}
}
// let jewel = new Map<number, number>();
// for (let { jewel: jewelId } of e.holes) {
// if (jewelId > 0) {
// let g = gameData.goods.get(jewelId);
// if (g) {
// let jGoods = g.goodsAbility;
// jGoods.forEach((value, key) => {
// if (!jewel.has(key)) {
// jewel.set(key, value);
// } else {
// jewel.set(key, jewel.get(key) + value);
// }
// })
// }
// }
// }
let randMainMap = new Map<number, number>();
for(let {id, rand} of (e.randMain||[])) {
randMainMap.set(id, rand);
}
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
// console.log('***', i);
let value1 = goodsAbility.get(i) || 0 * (HERO_CE_RATIO + e.randRange);
// console.log('基础值', value1);
let valueup = goodsAbilityUp.get(i) || 0;
// console.log('成长', lv, valueup);
let valueRefine = dicRefine ? dicRefine.upPercent : 0;
// console.log('精炼', dicRefine?dicRefine.upPercent:0 );
let valueJewel = jewel.get(i) || 0;
// console.log('宝石', valueJewel);
let valueGrade = randMainMap.get(i)||0;
// console.log('品相', valueGrade)
let attr = (value1 + lv * valueup) * valueGrade * (HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO * HERO_CE_RATIO;
// let randMainMap = new Map<number, number>();
// for(let {id, rand} of (e.randMain||[])) {
// randMainMap.set(id, rand);
// }
// for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
// // console.log('***', i);
// let value1 = goodsAbility.get(i) || 0 * (HERO_CE_RATIO + e.randRange);
// // console.log('基础值', value1);
// let valueup = goodsAbilityUp.get(i) || 0;
// // console.log('成长', lv, valueup);
// let valueRefine = dicRefine ? dicRefine.upPercent : 0;
// // console.log('精炼', dicRefine?dicRefine.upPercent:0 );
// let valueJewel = jewel.get(i) || 0;
// // console.log('宝石', valueJewel);
// let valueGrade = randMainMap.get(i)||0;
// // console.log('品相', valueGrade)
// let attr = (value1 + lv * valueup) * valueGrade * (HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO * HERO_CE_RATIO;
if(attr >= 0) {
// console.log('装备战力:', i, attr);
if(setMap.has(i)) {
setMap.set(i, setMap.get(i) + Math.floor(attr / HERO_CE_RATIO));
} else {
setMap.set(i, Math.floor(attr / HERO_CE_RATIO));
}
}
}
}
// if(attr >= 0) {
// // console.log('装备战力:', i, attr);
// if(setMap.has(i)) {
// setMap.set(i, setMap.get(i) + Math.floor(attr / HERO_CE_RATIO));
// } else {
// setMap.set(i, Math.floor(attr / HERO_CE_RATIO));
// }
// }
// }
// }
}
// }
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
let attr = setMap.get(i)||0;
updateHeroAttr(heroAttrs, i, { set: { equipUp: attr } })
}
// for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
// let attr = setMap.get(i)||0;
// updateHeroAttr(heroAttrs, i, { set: { equipUp: attr } })
// }
hero.attr = heroAttrs;
// hero.attr = heroAttrs;
return heroAttrs;
}
@@ -762,22 +762,22 @@ export function calHeroEquipIncAttr(hero: HeroType) {
* @param {number[]} addSeidList 用于更新被动
* @param {number[]} removeSeidList 用于更新被动
*/
export function calRestrengthenIncAttr(hero: HeroType, ePaceId: number, seids: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
export function calRestrengthenIncAttr(hero: HeroType, _ePaceId: number, _seids: Array<number>, _addSeidList: Array<number>, _removeSeidList: Array<number>) {
let { attr: heroAttrs } = hero;
let { ePlace } = hero;
// let { ePlace } = hero;
let curPlace = ePlace.find(cur => cur.id == ePaceId);
if (curPlace && curPlace.equip) {
let e = <EquipType>curPlace.equip;
for (let { seid, rand } of e.randSe) {
addSeidList.push(seid, rand);
}
}
// let curPlace = ePlace.find(cur => cur.id == ePaceId);
// if (curPlace && curPlace.equip) {
// let e = <EquipType>curPlace.equip;
// for (let { seid, rand } of e.randSe) {
// addSeidList.push(seid, rand);
// }
// }
for (let seid of seids) {
removeSeidList.push(seid)
}
// for (let seid of seids) {
// removeSeidList.push(seid)
// }
return heroAttrs
}

View File

@@ -130,10 +130,10 @@ export async function checkTaskWithHero(roleId: string, taskType: number, hero:
pushMessage = await checkTask(roleId, taskType, 1, true, { favourLv: hero.favourLv, oldLv: args[0] })
}
else if (taskType == TASK_TYPE.EQUIP_BY_HERO) {
// arg[0] 1穿上 -1脱下
let { ePlace } = hero;
let count = ePlace.filter(cur => cur.equip).length;
pushMessage = await checkTask(roleId, taskType, args[0], true, { count, isPutOn: args[0], oldCount: args[1] });
// // arg[0] 1穿上 -1脱下
// let { ePlace } = hero;
// let count = ePlace.filter(cur => cur.equip).length;
// pushMessage = await checkTask(roleId, taskType, args[0], true, { count, isPutOn: args[0], oldCount: args[1] });
}
else if (taskType == TASK_TYPE.EQUIP_STRENGTHEN) {
// args: 依次为原先的装备的强化等级