修改数据库,姑且跑起来

This commit is contained in:
luying
2022-02-15 18:46:56 +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
@@ -731,22 +731,22 @@ export class FriendHandler {
if (heroList.length <= 0) return resResult(STATUS.HERO_NOT_FIND); if (heroList.length <= 0) return resResult(STATUS.HERO_NOT_FIND);
let list = new Array(); 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({ // list.push({
roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skinId, // roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skinId,
equips: equips.map(cur => { // equips: equips.map(cur => {
let curEplace = ePlace.find(ccur => cur.ePlaceId == ccur.id) || new EPlace(); // let curEplace = ePlace.find(ccur => cur.ePlaceId == ccur.id) || new EPlace();
let { lv = 0, refineLv = 0 } = curEplace; // let { lv = 0, refineLv = 0 } = curEplace;
return { ...cur, lv, refineLv } // return { ...cur, lv, refineLv }
}), attributes // }), attributes
}); // });
} // }
return resResult(STATUS.SUCCESS, { list }); return resResult(STATUS.SUCCESS, { list });
@@ -569,7 +569,6 @@ export class HeroHandler {
if (!dicSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND); if (!dicSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRoleWithEquip(dicSkin.actorId, roleId); let hero = await HeroModel.findByHidAndRoleWithEquip(dicSkin.actorId, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND); if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldCount = hero.ePlace.filter(cur => cur.equip).length;
let newHeroSkins: HeroSkin[] = []; let newHeroSkins: HeroSkin[] = [];
let result = false; let result = false;
@@ -591,34 +590,34 @@ export class HeroHandler {
if (!result) { if (!result) {
return resResult(STATUS.HERO_SKIN_NOT_FIND); return resResult(STATUS.HERO_SKIN_NOT_FIND);
} }
let oldEquipSeids = calEquipSeids(hero);
let dicHero = gameData.hero.get(dicSkin.heroId); let dicHero = gameData.hero.get(dicSkin.heroId);
let dicMyJob = gameData.job.get(hero.job); let dicMyJob = gameData.job.get(hero.job);
let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade); let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade);
let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = []; // let newEplace: EPlace[] = [], heroPutNum = 0, curEquips: {seqId: number, id: number, hid: number, ePlaceId: number}[] = [];
for(let { id, equip, lv, refineLv } of hero.ePlace) { // for(let { id, equip, lv, refineLv } of hero.ePlace) {
let e = <EquipType>equip; // let e = <EquipType>equip;
if(equip && !checkEquipCanPut({...hero, skinId: dicSkin.heroId}, e.id)) { // if(equip && !checkEquipCanPut({...hero, skinId: dicSkin.heroId}, e.id)) {
await EquipModel.putOnOrOff(e._id, 0); // await EquipModel.putOnOrOff(e._id, 0);
heroPutNum -= 1; // heroPutNum -= 1;
newEplace.push({ id, equip: null, lv, refineLv}); // newEplace.push({ id, equip: null, lv, refineLv});
curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id }); // curEquips.push({ seqId: e.seqId, id: e.id, hid: 0, ePlaceId: id });
} else { // } else {
newEplace.push({ id, equip: e?e._id: null, lv, refineLv}); // newEplace.push({ id, equip: e?e._id: null, lv, refineLv});
} // }
} // }
if(heroPutNum < 0) { // if(heroPutNum < 0) {
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids); // hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, oldEquipSeids);
await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {}); // await checkTask(roleId, sid, TASK_TYPE.EQUIP_SUM, heroPutNum, true, {});
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum); // await checkActivityTask(serverId, sid, roleId, TASK_TYPE.EQUIP_SUM, heroPutNum);
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [heroPutNum, oldCount]); // 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 }); 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']), curEquips }); return resResult(STATUS.SUCCESS, { curHero: pick(hero, ['hid', 'skins', 'skinId', 'job']) });
} }
// ! debug接口 一键全武将 // ! debug接口 一键全武将
+24 -24
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@@ -125,33 +125,33 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
} }
//删除装备 //删除装备
if (resEquips.length > 0) { // if (resEquips.length > 0) {
let heroMap = new Map<number, { hero: HeroType, equips: EquipType[]}>(); // let heroMap = new Map<number, { hero: HeroType, equips: EquipType[]}>();
for(let equip of resEquips) { // for(let equip of resEquips) {
if(equip.hid > 0) { // if(equip.hid > 0) {
if(!heroMap.has(equip.hid)) { // if(!heroMap.has(equip.hid)) {
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId); // let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
heroMap.set(equip.hid, { hero, equips: [] }); // heroMap.set(equip.hid, { hero, equips: [] });
} // }
heroMap.get(equip.hid).equips.push(equip); // heroMap.get(equip.hid).equips.push(equip);
} // }
} // }
for(let [_hid, {hero, equips} ] of heroMap) { // for(let [_hid, {hero, equips} ] of heroMap) {
let oldCount = hero.ePlace.filter(cur => cur.equip).length; // let oldCount = hero.ePlace.filter(cur => cur.equip).length;
let args = calEquipSeids(hero); // let args = calEquipSeids(hero);
for(let equip of equips) { // for(let equip of equips) {
hero = await HeroModel.removeEquip(roleId, hero.hid, equip.ePlaceId, equip._id); // hero = await HeroModel.removeEquip(roleId, hero.hid, equip.ePlaceId, equip._id);
} // }
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args); // await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args);
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [-1, oldCount]); // await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_BY_HERO, hero, [-1, oldCount]);
} // }
let equips = await EquipModel.deleteEquips(roleId, equipSeqIds); // let equips = await EquipModel.deleteEquips(roleId, equipSeqIds);
saveItemChangeLog(roleId, equips.map(equip => ({ id: equip.id, count: equip.count, inc: -1 })), reason); // 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); // 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 //消耗玩家货币
if (gold.length > 0 || coin.length > 0) { if (gold.length > 0 || coin.length > 0) {
+7 -7
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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) { export async function pushEquipRefineSucMsg(roleId: string, roleName: string, serverId: number, eplace: Partial<EPlace>, quality: number) {
const { id, lv, refineLv, equip } = eplace; // const { id, lv, refineLv, equip } = eplace;
const { id: equipId } = equip as EquipType; // const { id: equipId } = equip as EquipType;
const data = { id, lv, refineLv, equipId, quality }; // 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 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, `${serverId}`, MSG_TYPE.RICH_TEXT, MSG_SOURCE.EQUIP_REFINE_SUC, content, null, null); // const msgData = await createGroupMsg(roleId, roleName, CHANNEL_PREFIX.SYS, `${serverId}`, MSG_TYPE.RICH_TEXT, MSG_SOURCE.EQUIP_REFINE_SUC, content, null, null);
await pushGroupMsgToRoom(msgData); // await pushGroupMsgToRoom(msgData);
return msgData; // return msgData;
} }
export async function pushNormalEquipMsg(roleId: string, roleName: string, serverId: number, source: number, id: number, name: string, quality: number) { export async function pushNormalEquipMsg(roleId: string, roleName: string, serverId: number, source: number, id: number, name: string, quality: number) {
-33
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@@ -329,37 +329,4 @@ export async function refDailyTaskBox(roleId: string, sid: string, debug = false
point, weeklyPoint, box point, weeklyPoint, box
}), uids); }), 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 };
} }
+21 -21
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@@ -1,8 +1,8 @@
import BaseModel from './BaseModel'; import BaseModel from './BaseModel';
import { index, getModelForClass, prop, Ref, mongoose, DocumentType } from '@typegoose/typegoose'; import { index, getModelForClass, prop, Ref, mongoose, DocumentType } from '@typegoose/typegoose';
import Equip, { } from './Equip'; // import Equip, { } from './Equip';
import { CounterModel } from './Counter'; 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 { reduceCe } from '../pubUtils/util';
import Skin from './Skin'; import Skin from './Skin';
import { SearchHeroParam } from '../domain/backEndField/search'; import { SearchHeroParam } from '../domain/backEndField/search';
@@ -71,30 +71,30 @@ export class HeroSkin {
enable: boolean; enable: boolean;
} }
export class Stone {
@prop({ required: true })
id: number;
@prop({ required: true })
stone: number;
}
export class EPlace { export class EPlace {
@prop({ required: true }) @prop({ required: true })
id: number; id: number;
@prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId })
equip: Ref<Equip>;
@prop({ required: true }) @prop({ required: true })
lv: number; lv: number;
@prop({ required: true }) @prop({ required: true })
refineLv: number; quality: number;
} @prop({ required: true })
qualityStage: number;
// 初始化 @prop({ required: true })
function getInitialEplace() { star: number;
let ePlace = new Array<EPlace>(); @prop({ required: true })
for (let i = EQUIP_TYPE.START; i <= EQUIP_TYPE.END; i++) { starStage: number;
let p = new EPlace(); @prop({ required: true, type: Stone, _id: false })
p.id = i; stones: Stone[];
p.equip = null; @prop({ required: true })
p.lv = 0; jewel: number;
p.refineLv = 1;
ePlace.push(p);
}
return ePlace;
} }
@index({ roleId: 1, hid: 1 }) @index({ roleId: 1, hid: 1 })
@@ -167,7 +167,7 @@ export default class Hero extends BaseModel {
@prop({ required: true, type: HeroSkin, default: [], _id: false }) @prop({ required: true, type: HeroSkin, default: [], _id: false })
skins: HeroSkin[]; // 皮肤 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 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) { public static async findByRole(roleId: string, sort: { field: string, sortBy: number }[] = [], select?: string, getters = false) {
+104
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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
+6
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@@ -24,6 +24,12 @@ export interface SearchEquipParam {
id?: number; id?: number;
} }
export interface SearchJewelParam {
roleId?: string;
roleName?: string;
id?: number;
}
export interface SearchItemParam { export interface SearchItemParam {
roleId?: string; roleId?: string;
roleName?: string; roleName?: string;
+113 -113
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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 * 计算一个武将身上的所有被动seid
* @param {HeroType} hero 武将,equip需要populate * @param {HeroType} hero 武将,equip需要populate
*/ */
export function calEquipSeids(hero: HeroType) { export function calEquipSeids(_hero: HeroType) {
let seids: number[] = []; let seids: number[] = [];
// 计算被动技能 // // 计算被动技能
let { ePlace } = hero; // let { ePlace } = hero;
let suits = new Map<number, Map<number, { dic: DicSuit, count: number }>>(); // suitType => starLevel => DicSuit // let suits = new Map<number, Map<number, { dic: DicSuit, count: number }>>(); // suitType => starLevel => DicSuit
for (let { equip } of ePlace) { // for (let { equip } of ePlace) {
if (equip) { // if (equip) {
let e = <EquipType>equip; // let e = <EquipType>equip;
if (!!e.randSe) { // if (!!e.randSe) {
for (let { seid, rand } of e.randSe) { // for (let { seid, rand } of e.randSe) {
seids.push(seid, rand); // seids.push(seid, rand);
} // }
} // }
if (e.suitId > 0) { // if (e.suitId > 0) {
let { suitType, starLevel } = gameData.suit.get(e.suitId); // let { suitType, starLevel } = gameData.suit.get(e.suitId);
if (!suits.has(suitType)) { // if (!suits.has(suitType)) {
suits.set(suitType, new Map<number, { dic: DicSuit, count: number }>()); // suits.set(suitType, new Map<number, { dic: DicSuit, count: number }>());
} // }
for(let lv = 1; lv <= starLevel; lv++) { // for(let lv = 1; lv <= starLevel; lv++) {
let dicSuit = getDicSuitByTypeAndLv(suitType, lv); // 计算同type的低阶套装 // let dicSuit = getDicSuitByTypeAndLv(suitType, lv); // 计算同type的低阶套装
if(dicSuit) { // if(dicSuit) {
if(!suits.get(suitType).has(lv)) { // if(!suits.get(suitType).has(lv)) {
suits.get(suitType).set(lv, { dic: dicSuit, count: 0 }); // suits.get(suitType).set(lv, { dic: dicSuit, count: 0 });
} // }
suits.get(suitType).get(lv).count ++; // suits.get(suitType).get(lv).count ++;
} // }
} // }
} // }
} // }
} // }
for(let [ _suitType, map ] of suits) { // for(let [ _suitType, map ] of suits) {
let effectSeid = new Map<number, { starLevel: number, seid: number }>(); // count => { starLevel, seid } // let effectSeid = new Map<number, { starLevel: number, seid: number }>(); // count => { starLevel, seid }
for(let [ starLevel, { dic: { effect }, count } ] of map) { // for(let [ starLevel, { dic: { effect }, count } ] of map) {
for(let { count: effectCount, seid} of effect) { // for(let { count: effectCount, seid} of effect) {
if(count >= effectCount ) { // 生效 // if(count >= effectCount ) { // 生效
if(!effectSeid.has(effectCount) || effectSeid.get(effectCount).starLevel < starLevel) { // 没有同数量效果 // if(!effectSeid.has(effectCount) || effectSeid.get(effectCount).starLevel < starLevel) { // 没有同数量效果
effectSeid.set(effectCount, { starLevel, seid }); // effectSeid.set(effectCount, { starLevel, seid });
} // }
} // }
} // }
} // }
for(let [_count, { seid }] of effectSeid) { // for(let [_count, { seid }] of effectSeid) {
seids.push(seid, 0); // seids.push(seid, 0);
} // }
} // }
return seids; return seids;
} }
@@ -687,70 +687,70 @@ export function calEquipSeids(hero: HeroType) {
* @param {HeroType} hero 装备更新过的武将 * @param {HeroType} hero 装备更新过的武将
*/ */
export function calHeroEquipIncAttr(hero: HeroType) { export function calHeroEquipIncAttr(hero: HeroType) {
let { ePlace, attr: heroAttrs } = hero; let { ePlace:_, attr: heroAttrs } = hero;
let setMap = new Map<number, number>(); // let setMap = new Map<number, number>();
for (let { equip, lv, refineLv } of ePlace) { // for (let { equip, lv, refineLv } of ePlace) {
if (equip) { // if (equip) {
let e = <EquipType>equip; // let e = <EquipType>equip;
let dicGoods = gameData.goods.get(e.id); // let dicGoods = gameData.goods.get(e.id);
let { goodsAbility, goodsAbilityUp } = dicGoods; // let { goodsAbility, goodsAbilityUp } = dicGoods;
let dicRefine = gameData.refine.get(refineLv); // let dicRefine = gameData.refine.get(refineLv);
let jewel = new Map<number, number>(); // let jewel = new Map<number, number>();
for (let { jewel: jewelId } of e.holes) { // for (let { jewel: jewelId } of e.holes) {
if (jewelId > 0) { // if (jewelId > 0) {
let g = gameData.goods.get(jewelId); // let g = gameData.goods.get(jewelId);
if (g) { // if (g) {
let jGoods = g.goodsAbility; // let jGoods = g.goodsAbility;
jGoods.forEach((value, key) => { // jGoods.forEach((value, key) => {
if (!jewel.has(key)) { // if (!jewel.has(key)) {
jewel.set(key, value); // jewel.set(key, value);
} else { // } else {
jewel.set(key, jewel.get(key) + value); // jewel.set(key, jewel.get(key) + value);
} // }
}) // })
} // }
} // }
} // }
let randMainMap = new Map<number, number>(); // let randMainMap = new Map<number, number>();
for(let {id, rand} of (e.randMain||[])) { // for(let {id, rand} of (e.randMain||[])) {
randMainMap.set(id, rand); // randMainMap.set(id, rand);
} // }
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) { // for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
// console.log('***', i); // // console.log('***', i);
let value1 = goodsAbility.get(i) || 0 * (HERO_CE_RATIO + e.randRange); // let value1 = goodsAbility.get(i) || 0 * (HERO_CE_RATIO + e.randRange);
// console.log('基础值', value1); // // console.log('基础值', value1);
let valueup = goodsAbilityUp.get(i) || 0; // let valueup = goodsAbilityUp.get(i) || 0;
// console.log('成长', lv, valueup); // // console.log('成长', lv, valueup);
let valueRefine = dicRefine ? dicRefine.upPercent : 0; // let valueRefine = dicRefine ? dicRefine.upPercent : 0;
// console.log('精炼', dicRefine?dicRefine.upPercent:0 ); // // console.log('精炼', dicRefine?dicRefine.upPercent:0 );
let valueJewel = jewel.get(i) || 0; // let valueJewel = jewel.get(i) || 0;
// console.log('宝石', valueJewel); // // console.log('宝石', valueJewel);
let valueGrade = randMainMap.get(i)||0; // let valueGrade = randMainMap.get(i)||0;
// console.log('品相', valueGrade) // // console.log('品相', valueGrade)
let attr = (value1 + lv * valueup) * valueGrade * (HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO * HERO_CE_RATIO; // let attr = (value1 + lv * valueup) * valueGrade * (HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO * HERO_CE_RATIO;
if(attr >= 0) { // if(attr >= 0) {
// console.log('装备战力:', i, attr); // // console.log('装备战力:', i, attr);
if(setMap.has(i)) { // if(setMap.has(i)) {
setMap.set(i, setMap.get(i) + Math.floor(attr / HERO_CE_RATIO)); // setMap.set(i, setMap.get(i) + Math.floor(attr / HERO_CE_RATIO));
} else { // } else {
setMap.set(i, Math.floor(attr / HERO_CE_RATIO)); // setMap.set(i, Math.floor(attr / HERO_CE_RATIO));
} // }
} // }
} // }
} // }
} // }
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) { // for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
let attr = setMap.get(i)||0; // let attr = setMap.get(i)||0;
updateHeroAttr(heroAttrs, i, { set: { equipUp: attr } }) // updateHeroAttr(heroAttrs, i, { set: { equipUp: attr } })
} // }
hero.attr = heroAttrs; // hero.attr = heroAttrs;
return heroAttrs; return heroAttrs;
} }
@@ -762,22 +762,22 @@ export function calHeroEquipIncAttr(hero: HeroType) {
* @param {number[]} addSeidList 用于更新被动 * @param {number[]} addSeidList 用于更新被动
* @param {number[]} removeSeidList 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 { attr: heroAttrs } = hero;
let { ePlace } = hero; // let { ePlace } = hero;
let curPlace = ePlace.find(cur => cur.id == ePaceId); // let curPlace = ePlace.find(cur => cur.id == ePaceId);
if (curPlace && curPlace.equip) { // if (curPlace && curPlace.equip) {
let e = <EquipType>curPlace.equip; // let e = <EquipType>curPlace.equip;
for (let { seid, rand } of e.randSe) { // for (let { seid, rand } of e.randSe) {
addSeidList.push(seid, rand); // addSeidList.push(seid, rand);
} // }
} // }
for (let seid of seids) { // for (let seid of seids) {
removeSeidList.push(seid) // removeSeidList.push(seid)
} // }
return heroAttrs return heroAttrs
} }
+4 -4
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] }) pushMessage = await checkTask(roleId, taskType, 1, true, { favourLv: hero.favourLv, oldLv: args[0] })
} }
else if (taskType == TASK_TYPE.EQUIP_BY_HERO) { else if (taskType == TASK_TYPE.EQUIP_BY_HERO) {
// arg[0] 1:穿上 -1:脱下 // // arg[0] 1:穿上 -1:脱下
let { ePlace } = hero; // let { ePlace } = hero;
let count = ePlace.filter(cur => cur.equip).length; // let count = ePlace.filter(cur => cur.equip).length;
pushMessage = await checkTask(roleId, taskType, args[0], true, { count, isPutOn: args[0], oldCount: args[1] }); // pushMessage = await checkTask(roleId, taskType, args[0], true, { count, isPutOn: args[0], oldCount: args[1] });
} }
else if (taskType == TASK_TYPE.EQUIP_STRENGTHEN) { else if (taskType == TASK_TYPE.EQUIP_STRENGTHEN) {
// args: 依次为原先的装备的强化等级 // args: 依次为原先的装备的强化等级