feat(玉石一键合成): 新增玉石一键合成
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@@ -1689,6 +1689,11 @@ export function checkRouteParam(route: string, msg: any) {
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if (!checkNaturalNumbers(msg.id, msg.count)) return false;
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break;
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}
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case "role.equipHandler.composeStoneByItId":
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{
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if (!checkNaturalNumbers(msg.itId)) return false;
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break;
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}
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case "role.equipHandler.inheritJewel":
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{
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if (!checkNaturalNumbers(msg.originJewel, msg.targetJewel)) return false;
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@@ -1,4 +1,4 @@
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import { CURRENCY_TYPE, HANDLE_REWARD_TYPE, CURRENCY_BY_TYPE } from '../../consts';
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import { CURRENCY_TYPE, HANDLE_REWARD_TYPE, CURRENCY_BY_TYPE, CONSUME_TYPE, ITID_STONE_LIMIT } from '../../consts';
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import { RoleModel, RoleType } from '../../db/Role';
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import { ItemModel, ItemType } from '../../db/Item';
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import { ItemInter, RewardInter, } from '../../pubUtils/interface';
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@@ -210,4 +210,130 @@ export class CheckMeterial {
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public getConsume() {
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return this.consumes;
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}
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}
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};
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/**
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* 获取升品所需消耗
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* @param id
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* @returns
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*/
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export async function getComposeStoneNeedCost(id: number) {
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let dicStone = gameData.stone.get(id);
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if (!dicStone || dicStone.composeMaterial.length <= 0) return false;
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return dicStone.composeMaterial;
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}
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/**
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* 获取当前类型6品以下玉石升级相关道具
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* @param roleId
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* @param itId
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* @returns
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*/
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export async function getCurItem(roleId: string, itId: number) {
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//记录升品所需要的当前已有道具
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let curItem = new Map<number, number>();
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let stoneLvId = new Map<number, number>();
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let stoneItId = gameData.stoneItId.get(itId);
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for (const { good_id, lv } of stoneItId) {
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// stoneLvId.set(lv, good_id);
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if (lv >= ITID_STONE_LIMIT) continue;
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let nextLvMaterial = await getComposeStoneNeedCost(good_id);
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if (!nextLvMaterial) continue;
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for (let material of nextLvMaterial) {
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if (curItem.get(material.id)) continue;
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const item = await ItemModel.findbyRoleAndGid(roleId, material.id)
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if (!item || item.count == 0) continue;
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curItem.set(material.id, item.count);
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}
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}
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// console.log('---------------- curItem', curItem);
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// console.log('---------------- stoneLvId', stoneLvId);
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return curItem;
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}
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/**
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* 计算玉石一键升品总产出与消耗
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* @param initialJewel
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* @param curItem
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* @returns
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*/
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export async function getComposeStoneCostAndAdd(curItem, itId) {
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let allAddItem = new Map<number, number>();//Array<ItemInter> = [];//总产出
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let allCostItem = new Map<number, number>();//Array<ItemInter> = [];//总消耗
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//计算升品所需消耗
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for (let lv = ITID_STONE_LIMIT - 1; lv >= 1; lv--) {
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for (let indexLv = lv; indexLv < ITID_STONE_LIMIT; indexLv++) {
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let id = gameData.stoneItIdLv.get(`${itId}_${indexLv}`);
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// console.log("------- id", id);
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let tempItem1 = curItem.get(id) ? curItem.get(id) : 0;
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let tempItem2 = allAddItem.get(id) ? allAddItem.get(id) : 0
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let count = tempItem1 + tempItem2;
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if (count == 0) continue;//当前品没有,无法进行升下一品
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let nextLvId = gameData.stoneItIdLv.get(`${itId}_${indexLv + 1}`); //stoneLvId.get(indexLv + 1);
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// console.log("------- nextLvId", nextLvId);
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if (!nextLvId) continue; //不存在下一品
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// console.log("-x-x-x-x-x-x-x--x-x- nextLvId", nextLvId)
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//计算升到下一阶消耗
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let nextLvMaterial = await getComposeStoneNeedCost(nextLvId);
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// console.log("x-x-x-x-x--x-x-x-x-x-x-- nextLvMaterial", nextLvMaterial)
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if (!nextLvMaterial || nextLvMaterial.length == 0) {
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//升下一品不存在消耗
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//产出
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let addCount = allAddItem.get(nextLvId) ? allAddItem.get(nextLvId) : 0
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allAddItem.set(nextLvId, addCount + count);
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continue;
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}
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// 计算能升品的下一品新增数量
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let nextLvCount = nextLvMaterial[0].count ? nextLvMaterial[0].count : 0;
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for (let material of nextLvMaterial) {
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let tempCount1 = curItem.get(material.id) ? curItem.get(material.id) : 0;
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let tempCount2 = allAddItem.get(material.id) ? allAddItem.get(material.id) : 0;
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nextLvCount = Math.min(nextLvCount, Math.floor((tempCount1 + tempCount2) / material.count));
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}
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console.log("x-x--x-x-x-x-x-x-x-x- nextLvCount", nextLvCount)
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if (nextLvCount == 0) continue;// 不能升品
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// 消耗
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for (let material of nextLvMaterial) {
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let costCount = nextLvCount * material.count;
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let tempCostCount = allCostItem.get(material.id) ? allCostItem.get(material.id) : 0;
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allCostItem.set(material.id, tempCostCount + costCount);
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let tempCount1 = curItem.get(material.id);
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let tempCount2 = allAddItem.get(material.id);
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if (tempCount1) {
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if (tempCount1 > costCount) {
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curItem.set(material.id, tempCount1 - costCount);
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continue;
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}
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curItem.delete(material.id);
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allAddItem.set(material.id, (tempCount2 - (costCount - tempCount1)));
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continue;
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}
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allAddItem.set(material.id, tempCount2 - costCount);
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}
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// 产出
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let addCount = allAddItem.get(nextLvId) ? allAddItem.get(nextLvId) : 0
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allAddItem.set(nextLvId, addCount + nextLvCount);
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}
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}
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// console.log('---------------- allCostItem', allCostItem);
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// console.log('---------------- allAddItem', allAddItem);
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return { allCostItem, allAddItem };
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}
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