战力:替换新方法
This commit is contained in:
@@ -1,7 +1,7 @@
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import { ExpeditionPointModel } from '../db/ExpeditionPoint';
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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 { shouldRefresh, getRandSingleEelm } from '../pubUtils/util';
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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 { CeAttrData, HeroType } from '../db/Hero';
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@@ -10,6 +10,7 @@ import { getTimeFunD } from '../pubUtils/timeUtil';
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import { ExpeditionRecordModel } from '../db/ExpeditionRecord';
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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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import { getSumCe } from './playerCeService';
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/**
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* 获取远征关卡列表
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@@ -24,7 +25,7 @@ export async function getExpeditionStatus(roleId: string, roleName: string) {
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let expeditionRecord = await ExpeditionRecordModel.getCurRecord(roleId);
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if (!expeditionRecord) { // 首次新建一条记录
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// 我方战力
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let myCe = await calculateSumCE(roleId, 1, { num: LINEUP_NUM });
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let myCe = await getSumCe(roleId, LINEUP_NUM);
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expeditionRecord = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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@@ -5,74 +5,92 @@
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import { pinus } from 'pinus';
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import { STATUS } from '../consts/statusCode';
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import { resResult, reduceCe } from '../pubUtils/util';
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import { calPlayerCeAndSave as pubCalPlayerCeAndSave, reCalAllHeroCe } from '../pubUtils/playerCe';
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import { HeroType, HeroUpdate } from '../db/Hero';
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import { resResult, reduceCe, calculatetopLineup } from '../pubUtils/util';
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import { HeroModel, HeroType, HeroUpdate } from '../db/Hero';
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import { RoleUpdate, RoleType } from '../db/Role';
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import { RoleUpdate, RoleType, RoleModel } from '../db/Role';
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import { Rank } from './rankService';
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import { REDIS_KEY } from '../consts';
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import { HERO_SYSTEM_TYPE, REDIS_KEY } from '../consts';
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import { updateUserInfo } from './redisService';
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import { GuildType } from '../db/Guild';
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import { GuildModel, GuildType } from '../db/Guild';
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import { CalCe } from './role/calCe';
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import { RoleCeModel } from '../db/RoleCe';
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import { PvpDefenseModel } from '../db/PvpDefense';
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import { saveCeChangeLog } from '../pubUtils/logUtil';
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import { JewelType } from '../db/Jewel';
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interface calPlayerReturn {
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serverId: number;
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role: RoleType;
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guild?: GuildType;
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hero?: HeroType;
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pushHeros: {hid: number, ce: number, incHeroCe: number}[];
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topLineupCe: number;
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heros?: HeroType[]
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interface Param {
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hid?: number,
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hero?: HeroType,
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isUpStar?: boolean,
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shipId?: number,
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isFavourLvUp?: boolean,
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ePlaceId?: number,
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ePlaceIds?: number[],
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oldJewel?: JewelType,
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newJewel?: JewelType,
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jewel?: JewelType,
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teraphId?: number,
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schoolId?: number,
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schoolHid?: number,
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preSchoolHid?: number,
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skinId?: number,
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}
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//修改并下发战力
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export async function calPlayerCeAndSave(type: number, sid: string, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>, params?: any) {
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let result = await pubCalPlayerCeAndSave(type, roleId, originHero, update, args, params);
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return await pushCalPlayerCe(roleId, sid, result);
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}
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export async function calculateCe(type: HERO_SYSTEM_TYPE, roleId: string, serverId: number, sid: string, heroUpdate: HeroUpdate, roleUpdate: RoleUpdate, param: Param) {
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let calCe = new CalCe();
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let roleCe = await RoleCeModel.findByRoleId(roleId);
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calCe.setRoleCe(roleCe);
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switch (type) {
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case HERO_SYSTEM_TYPE.LVUP: // 升级
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{
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calCe.setHeroLv(param.hid, heroUpdate.lv);
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break;
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}
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case HERO_SYSTEM_TYPE.STAR: // 升星
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{
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let { star, starStage, colorStar, colorStarStage } = heroUpdate;
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let { hid, hero: { quality, job } } = param;
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calCe.setHeroStar(hid, job, quality, star, starStage, colorStar, colorStarStage);
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break;
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}
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}
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let { heroCe, roleInc } = calCe.getCeInc(); // 计算战力,获得有变化的武将战力
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let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
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let heroes: HeroType[] = [], curHero: HeroType;
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for(let [ hid, { ce, inc } ] of heroCe) {
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let hero: HeroType;
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if(hid == param.hid) { // 更新的那一个武将
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hero = await HeroModel.updateHeroInfo(roleId, hid, { ...heroUpdate, ce });
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curHero = hero;
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} else { // 由于百家学宫等问题牵扯到的其他武将
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hero = await HeroModel.updateHeroInfo(roleId, hid, { ce });
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}
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calCe.setResultHero(hero);
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heroes.push(hero);
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await PvpDefenseModel.updateCe(roleId, hid, inc); // 更新pvp防守阵战力
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pushHeros.push({ hid, ce, incHeroCe: inc })
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}
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if(!heroCe.has(param.hid)) {
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curHero = await HeroModel.updateHeroInfo(roleId, param.hid, heroUpdate);
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}
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let { topLineup, topLineupCe } = calCe.getTopLineup();
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let role = await RoleModel.incRoleInfo(roleId, { ce: roleInc }, { ...roleUpdate, topLineup, topLineupCe });
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let guild = await GuildModel.updateCe(roleId, roleInc); // 公会更新战力
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saveCeChangeLog(role, roleInc, role.ce, type, [...heroCe.keys()]);
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updateRank(roleId, serverId, topLineupCe, role, pushHeros, guild);
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// 修改后战力的推送
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export async function pushCalPlayerCe(roleId: string, sid: string, calResult: calPlayerReturn) {
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let {role, pushHeros, topLineupCe, hero, guild, serverId} = calResult;
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// console.log(JSON.stringify(pushHeros))
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//下发战力
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let uids = [{ uid: roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce) , heros: pushHeros, topLineupCe: reduceCe(topLineupCe) }), uids);
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topLineupCe }), uids);
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if(guild) {
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await updateUserInfo(REDIS_KEY.GUILD_INFO, guild.code, [{ field: 'guildCe', value: guild.guildCe }]);
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}
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updateRank(roleId, serverId, topLineupCe, role, pushHeros);
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return hero;
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return { heroes, curHero, curRole: role }
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}
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// 修改全局战力并下发
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export async function calAllHeroCe(type:number, sid: string, roleId: string, update: RoleUpdate, args?:Array<number>, params?: any) {
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let result = await reCalAllHeroCe(type, roleId, update, args, params);
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if(result.pushHeros.length > 0) {
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return await pushCalAllHeroCe(roleId, sid, result);
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} else {
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return result;
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}
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}
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// 修改全局战力的推送
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export async function pushCalAllHeroCe(roleId: string, sid: string, calResult: calPlayerReturn) {
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let {role, pushHeros, topLineupCe, guild, serverId } = calResult;
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let uids = [{ uid: roleId, sid }];
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pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce), heros: pushHeros, topLineupCe: reduceCe(topLineupCe) }), uids);
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if(guild) {
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await updateUserInfo(REDIS_KEY.GUILD_INFO, guild.code, [{ field: 'guildCe', value: guild.guildCe }]);
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}
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updateRank(roleId, serverId, topLineupCe, role, pushHeros);
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return calResult;
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}
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// 更新排行榜数据
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async function updateRank(roleId: string, serverId: number, topLineupCe: number, role: RoleType, pushHeros: {hid: number, ce: number}[]) {
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async function updateRank(roleId: string, serverId: number, topLineupCe: number, role: RoleType, pushHeros: {hid: number, ce: number}[], guild?: GuildType) {
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// 最强阵容
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let r = new Rank(REDIS_KEY.TOP_LINEUP_RANK, { serverId });
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@@ -94,4 +112,22 @@ async function updateRank(roleId: string, serverId: number, topLineupCe: number,
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// 更新最强五人阵容信息
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let r5 = new Rank(REDIS_KEY.TOP_LINEUP_INFO, { serverId });
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await r5.generParamAndSet(REDIS_KEY.TOP_LINEUP_INFO, { roleId }, { role });
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if(guild) {
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await updateUserInfo(REDIS_KEY.GUILD_INFO, guild.code, [{ field: 'guildCe', value: guild.guildCe }]);
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}
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}
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export async function getSumCe(roleId: string, num: number) {
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let roleCe = await RoleCeModel.findByRoleId(roleId);
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let calCe = new CalCe();
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calCe.setRoleCe(roleCe);
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let arr = calCe.getResultCeArr();
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let ce = 0;
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for(let i = 0; i < num; i++) {
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if(arr[i]) {
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ce += arr[i].ce;
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}
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}
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return ce;
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}
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@@ -1,14 +1,15 @@
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import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE_MAIN, SEID_TYPE } from "../../consts";
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import { HeroUpdate } from "../../db/Hero";
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import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE_MAIN, LINEUP_NUM, SEID_TYPE } from "../../consts";
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import { HeroType, HeroUpdate } from "../../db/Hero";
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import { RoleUpdate, Teraph } from "../../db/Role";
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import { AttrCell, EquipAttr, HeroAttr, RoleCeType } from "../../db/RoleCe";
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import { TopHero } from "../../domain/dbGeneral";
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import { AttributeCal } from "../../domain/roleField/attribute";
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import { gameData, getHeroStarByQuality, getHeroWakeByQuality, getTeraph } from "../../pubUtils/data";
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import { DicRandomEffectPool } from "../../pubUtils/dictionary/DicRandomEffectPool";
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import { DicSe } from "../../pubUtils/dictionary/DicSe";
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import { addToMap, deepCopy } from "../../pubUtils/util";
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class RoleCe {
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export class CalCe {
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roleId: string;
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globalAttrs: Map<number, GlobalMainAttr|GlobalSubAttr> = new Map(); // attrId => GlobalAttr
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heroAttrs: Map<string, HeroMainAttr|HeroSubAttr> = new Map(); // hid+attrId => HeroAttr
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@@ -17,31 +18,13 @@ class RoleCe {
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equipAttrsByHid: Map<number, string[]> = new Map(); // hid => [hid+eplaceId+attrId]
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equipAttrsByHidAndEplace: Map<string, { hid: number, eplaceId: number, keys: string[]}> = new Map(); // hid+eplaceId =>+eplaceId+attrId]
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heroLv: Map<number, number> = new Map();
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heroHistoryCe: Map<number, number> = new Map();
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heroObjectId: Map<number, string> = new Map();
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equipLv: Map<string, number> = new Map(); // hid+eplaceId => lv
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setRoleCe(roleCe: RoleCeType) {
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this.roleId = roleCe.roleId;
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for(let globalAttr of roleCe.globalAttrs) {
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let obj = this.getGlobalAttrById(globalAttr.attrId);
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obj.setByRoleCe(globalAttr);
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}
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for(let {hid, lv, attrs} of roleCe.heroAttrs) {
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this.heroLv.set(hid, lv);
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for(let cell of attrs) {
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let obj = this.getHeroAttrByHidAndId(hid, cell.attrId);
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obj.setByRoleCe(cell);
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}
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}
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for(let { hid, eplaceId, lv, attrs } of roleCe.equipAttrs) {
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this.equipLv.set(`${hid}_${eplaceId}`, lv);
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for(let cell of attrs) {
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let obj = this.getEquipAttrByHidAndId(hid, eplaceId, cell.attrId);
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obj.setByRoleCe(cell);
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}
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}
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}
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originCes: Map<number, number> = new Map(); // hid => ce
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resultCes: Map<number, number> = new Map(); // hid => ce
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public getGlobalAttrById(attrId: number) {
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private getGlobalAttrById(attrId: number) {
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if(!this.globalAttrs.has(attrId)) {
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if(ABI_TYPE_MAIN.indexOf(attrId) != -1) {
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let obj = new GlobalMainAttr(attrId);
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@@ -54,7 +37,7 @@ class RoleCe {
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return this.globalAttrs.get(attrId);
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}
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public getHeroAttrByHidAndId(hid: number, attrId: number) {
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private getHeroAttrByHidAndId(hid: number, attrId: number) {
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let key = `${hid}_${attrId}`;
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if(!this.heroAttrs.has(key)) {
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if(ABI_TYPE_MAIN.indexOf(attrId) != -1) {
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@@ -73,7 +56,7 @@ class RoleCe {
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return this.heroAttrs.get(key);
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}
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public getEquipAttrByHidAndId(hid: number, eplaceId: number, attrId: number) {
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private getEquipAttrByHidAndId(hid: number, eplaceId: number, attrId: number) {
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let key = `${hid}_${eplaceId}_${attrId}`;
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if(!this.equipAttrs.has(key)) {
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if(ABI_TYPE_MAIN.indexOf(attrId) != -1) {
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@@ -115,13 +98,35 @@ class RoleCe {
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ces.get(hid).push({ id: attrId, val });
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}
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}
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let result = new Map<number, number>();
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for(let [hid, arr] of ces) {
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let obj = new AttributeCal();
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obj.setByWarJson(arr);
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result.set(hid, obj.calCe());
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let ce = obj.calCe();
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this.resultCes.set(hid, ce);
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}
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return this.resultCes;
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}
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public getCeInc() {
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let ceResult = this.calHeroCe();
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let heroCe = new Map<number, { inc: number, origin: number, ce: number }>();
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let roleInc = 0;
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for(let [hid, ce] of ceResult) {
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let originCe = this.originCes.get(hid)||0;
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if(ce != originCe) {
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heroCe.set(hid, { inc: ce - originCe, origin: originCe, ce });
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roleInc += ce - originCe;
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this.setHistoryCe(hid, ce);
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}
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}
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return { heroCe, roleInc }
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}
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private setHistoryCe(hid: number, ce: number) {
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let historyCe = this.heroHistoryCe.get(hid)||0;
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if(ce > historyCe) {
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this.heroHistoryCe.set(hid, ce);
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}
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return result;
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}
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public getRoleCeTable() {
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@@ -132,13 +137,15 @@ class RoleCe {
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let heroAttrs: HeroAttr[] = [];
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for(let [hid, keys] of this.heroAttrsByHid) {
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let lv = this.heroLv.get(hid);
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let historyCe = this.heroHistoryCe.get(hid);
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let objectId = this.heroObjectId.get(hid);
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let attrs: AttrCell[] = [];
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for(let key of keys) {
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let heroAttr = this.heroAttrs.get(key);
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attrs.push(heroAttr.getHeroAttrCell());
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}
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heroAttrs.push({
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hid, lv, attrs
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hid, lv, attrs, historyCe, objectId
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});
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}
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let equipAttrs: EquipAttr[] = [];
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@@ -157,10 +164,34 @@ class RoleCe {
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roleId: this.roleId, globalAttrs, heroAttrs, equipAttrs
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}
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}
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}
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// 计算函数
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export class CalCe extends RoleCe {
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public setRoleCe(roleCe: RoleCeType) {
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this.roleId = roleCe.roleId;
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if(roleCe) {
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for(let globalAttr of roleCe.globalAttrs) {
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let obj = this.getGlobalAttrById(globalAttr.attrId);
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obj.setByRoleCe(globalAttr);
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}
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for(let {hid, lv, attrs, historyCe, objectId } of roleCe.heroAttrs) {
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this.heroLv.set(hid, lv);
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this.heroHistoryCe.set(hid, historyCe);
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this.heroObjectId.set(hid, objectId);
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for(let cell of attrs) {
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let obj = this.getHeroAttrByHidAndId(hid, cell.attrId);
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obj.setByRoleCe(cell);
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}
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}
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for(let { hid, eplaceId, lv, attrs } of roleCe.equipAttrs) {
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this.equipLv.set(`${hid}_${eplaceId}`, lv);
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for(let cell of attrs) {
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let obj = this.getEquipAttrByHidAndId(hid, eplaceId, cell.attrId);
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obj.setByRoleCe(cell);
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}
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}
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}
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this.originCes = this.calHeroCe();
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}
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public setInitHero(role: RoleUpdate, heroes: HeroUpdate[]) {
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this.roleId = role.roleId;
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for(let { hid, skinId, lv, quality, star, starStage, colorStar, colorStarStage, job, jobStage, } of heroes) {
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@@ -173,6 +204,35 @@ export class CalCe extends RoleCe {
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this.setTeraph(role.teraphs);
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}
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public setResultHero(hero: HeroType) {
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this.heroObjectId.set(hero.hid, hero._id);
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}
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public getResultCeArr() {
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let arr: { hid: number, ce: number }[] = [];
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for(let [ hid, ce ] of this.resultCes) {
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arr.push({ hid, ce });
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}
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arr.sort((a, b) => b.ce - a.ce);
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return arr;
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}
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public getTopLineup() {
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let topLineup: TopHero[] = [], topLineupCe = 0;
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let arr = this.getResultCeArr();
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||||
for(let i = 0; i < LINEUP_NUM; i++) {
|
||||
if(arr[i]) {
|
||||
let { hid, ce } = arr[i];
|
||||
topLineup.push({
|
||||
hid, ce, hero: this.heroObjectId.get(hid)
|
||||
});
|
||||
topLineupCe += ce;
|
||||
}
|
||||
}
|
||||
return { topLineup, topLineupCe };
|
||||
}
|
||||
|
||||
// 武将基础&成长
|
||||
public setHeroBase(hid: number, skinId: number) {
|
||||
let dicHero = gameData.hero.get(skinId);
|
||||
|
||||
@@ -83,7 +83,6 @@ export class CreateHeroes {
|
||||
let ces = calCe.calHeroCe(); // 战力
|
||||
for(let hero of this.heroes) {
|
||||
hero.ce = ces.get(hero.hid)||0;
|
||||
hero.historyCe = hero.ce;
|
||||
this.incRoleCe += hero.ce;
|
||||
}
|
||||
this.roleCe = calCe.getRoleCeTable();
|
||||
|
||||
@@ -2,7 +2,6 @@ import { ITID, CONSUME_TYPE, ITEM_TABLE, CURRENCY, CURRENCY_TYPE, MAIL_TYPE, HAN
|
||||
import { getDecimalCnt, getRandEelm, getRandEelmWithWeight, getRandSingleEelm, getRandValueByMinMax, resResult } from '../../pubUtils/util';
|
||||
import { RoleModel, RoleType } from '../../db/Role';
|
||||
import { setAp } from '../actionPointService';
|
||||
import { pushCalAllHeroCe, calPlayerCeAndSave, calAllHeroCe } from '../playerCeService';
|
||||
import { ItemModel, ItemType } from '../../db/Item';
|
||||
import { STATUS } from '../../consts/statusCode';
|
||||
import { pinus } from 'pinus';
|
||||
@@ -27,6 +26,7 @@ import { checkPopUpConditionInCreateHero } from '../activity/popUpShopService';
|
||||
import { CreateHeroes } from './createHero';
|
||||
import { combineItems, getCoinEventProperties, getGoldEventProperties, sortItems } from './util';
|
||||
import { nowSeconds } from '../../pubUtils/timeUtil';
|
||||
import { calculateCe } from '../playerCeService';
|
||||
|
||||
|
||||
|
||||
@@ -82,7 +82,7 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
|
||||
}
|
||||
}
|
||||
let { newEplace } = updateEplaces(hero.ePlace, update);
|
||||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, { ePlace: newEplace }, [...update.keys()]);
|
||||
await calculateCe(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, roleId, role.serverId, sid, { ePlace: newEplace }, {}, { ePlaceIds: [...update.keys()] });
|
||||
}
|
||||
|
||||
|
||||
@@ -216,8 +216,6 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
|
||||
pushHeroSkinMsg(heroskins, skinInfos, uids); // 推送onHeroSkinChange
|
||||
saveItemChangeLog(roleId, skinInfos, reason);
|
||||
}
|
||||
// 推送全局加成信息
|
||||
if(calAllHeroResult) await pushCalAllHeroCe(roleId, sid, calAllHeroResult);
|
||||
}
|
||||
|
||||
// 5. 获得头像和相框等
|
||||
@@ -362,7 +360,7 @@ export async function addSkin(roleId: string, roleName: string, sid: string, ski
|
||||
if(skin.hid && !hero) hero = await HeroModel.findByHidAndRole(skin.hid, roleId);
|
||||
let condition = { type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: skinId };
|
||||
await unlockFigure(sid, roleId, [condition]); // 解锁头像
|
||||
await calAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, sid, roleId, {}, [skinId]); // 全局加成
|
||||
await calculateCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, hero.serverId, sid, {}, {}, { skinId }); // 全局加成
|
||||
|
||||
if (hero) { // 有武将的,将皮肤链接到武将上
|
||||
let curSkin = hero.skins.find(cur => cur.id == skinId);
|
||||
|
||||
Reference in New Issue
Block a user