import { Channel, pinus } from 'pinus'; import { getRandValueByMinMax, getRandEelm, decodeIdCntArrayStr } from '../pubUtils/util'; import { DEFAULT_HEROES, LINEUP_NUM, ROLE_SELECT, TALENT_RELATION_TYPE, TERAPH_RANDOM, SYSTEM_OPEN_ID, GuideUnloadNum } from "../consts"; import { DicTeraph } from '../pubUtils/dictionary/DicTeraph'; import { Teraph, RoleModel, RoleType, RoleUpdate } from '../db/Role'; import { SCHOOL } from '../pubUtils/dicParam'; import { gameData, getHeroInitTalent } from '../pubUtils/data'; import { SchoolModel } from '../db/School'; import { SclResultInter, SclPosInter, RewardInter, ItemInter } from '../pubUtils/interface'; import { HeroModel, HeroSkin, HeroUpdate, Talent } from '../db/Hero'; import { SkinUpdate } from '../db/Skin'; import { Figure } from '../domain/dbGeneral'; import { pick } from 'underscore'; import { Reward } from '../domain/battleField/pvp'; import { CheckMeterial } from './role/checkMaterial'; export async function getTeraphStrengthenResult(role: RoleType, count: number, dicTeraph: DicTeraph, teraph: Teraph) { let criAttr: number[] = [], times = 0; let check = new CheckMeterial(role.roleId, role); for(let i = 0; i < count; i++) { let attrs: number[] = []; // 可以强化的属性 dicTeraph.mainAttrMax.forEach((max, id) => { if (teraph.attr.get(id) < max) { attrs.push(id); } }); if(attrs.length <= 0) break; // 如果所有属性都到最高 let isEnough = await check.decrease(dicTeraph.upMaterial); if(!isEnough) break; // 消耗不足 let num = getRandValueByMinMax(TERAPH_RANDOM.MIN, TERAPH_RANDOM.MAX); // 强化时随机增加 2-4 属性 let arr = getRandEelm(attrs, num); // 随机出的属性id let critical = getRandValueByMinMax(0, 100);//属性暴击率 if(teraph.criCount == undefined || teraph.count == undefined) { teraph.criCount = 0; teraph.count = 0; } let isCritical = critical <= dicTeraph.criRate; // 每10次需要2次保底暴击 if(!isCritical && Math.floor((teraph.count + 2)/10) * 2 > teraph.criCount) { isCritical = true; } else if (isCritical && Math.ceil(teraph.count/10) * 2 <= teraph.criCount) { isCritical = false; } teraph.count ++; if(isCritical) teraph.criCount ++; let criEffect = isCritical?dicTeraph.criEffect: 1; // 暴击效果 for (let attrId of arr) { let val = teraph.attr.get(attrId); // 已有的强化值 val += dicTeraph.mainAttrUp.get(attrId) * criEffect; let max = dicTeraph.mainAttrMax.get(attrId); if(val > max) { val = max; let attrIndex = attrs.indexOf(attrId); attrs.splice(attrIndex, 1); } teraph.attr.set(attrId, val); if(isCritical) criAttr.push(attrId); } times++; } return { times, consumes: check.getConsume(), criAttr } } export async function getSimpleRoleInfo(roleId: string) { if (!roleId) return null; let role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.SHOW_SIMPLE, true); return pick(role, ['roleId', 'roleName', 'head', 'frame', 'spine', 'lv', 'title', 'job', 'quitTime', 'loginTime', 'vLv', 'guildName', 'serverId', 'userInfo']); } export async function getSimpleRoleInfos(roleIds: string[]) { if (!roleIds || !roleIds.length) return null; let roles = await RoleModel.findByRoleIds(roleIds, ROLE_SELECT.SHOW_SIMPLE, true); return roles.map(role => pick(role, ['roleId', 'roleName', 'head', 'frame', 'spine', 'lv', 'title', 'job', 'quitTime', 'loginTime', 'vLv', 'guildName', 'serverId', 'userInfo'])); } /** * 百家学宫 * @param roleId */ export async function getSchoolList(roleId: string) { const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id=>isOpen const userSchoolList = await SchoolModel.findByRoleId(roleId); let school = new Array(); gameData.school.forEach((dicSchool) => { let position = new Array(); dicPosition.forEach((isOpen, dicId) => { let id = parseInt(dicId); let userSchool = userSchoolList.find(cur => cur.schoolId == dicSchool.id && cur.positionId == id); if (userSchool) { position.push({ id, hid: userSchool.hid, isOpen: userSchool.isOpen }); } else { position.push({ id, hid: 0, isOpen: !!isOpen }); } }); school.push({ id: dicSchool.id, position }); }); return school; } function getDefaultHeroInfos(heroes: Map, skins: Map) { const initInfos: { heroInfo: HeroUpdate, skinInfo: SkinUpdate}[] = []; for(let hid of DEFAULT_HEROES) { initInfos.push({ heroInfo: heroes.get(hid), skinInfo: skins.get(hid) }); } return initInfos; } export function getDefaultRoleInfo(heroes: Map, skins: Map, role:RoleUpdate, figureInfo: { heads: Figure[], frames: Figure[], spines: Figure[] }) { const initInfos = getDefaultHeroInfos(heroes, skins); return { initInfos, role, figureInfo }; } export function getInitHeroById(hid: number) { return { heroInfo: pinus.app.get('initHeroes').get(hid), skinInfo: pinus.app.get('initSkins').get(hid) } } export function addConsumeToHero(oldConsume: Reward[] = [], consumes: ItemInter[] = []) { if(!oldConsume) oldConsume = []; let consumeMap = new Map(); for(let { id, count = 1 } of consumes) { if(!consumeMap.has(id)) { consumeMap.set(id, count); } else { consumeMap.set(id, consumeMap.get(id) + count); } } let newConsume: Reward[] = []; for(let {id, count} of oldConsume) { if(consumeMap.has(id)) { newConsume.push({ id, count: count + consumeMap.get(id)}); consumeMap.delete(id); } else { newConsume.push({ id, count }); } } for(let [id, count] of consumeMap) { newConsume.push({ id, count }); } return newConsume; } export function checkUnlockTalentCondition(hid: number, id: number, talents: Talent[], usedTalentPoint: number) { let dicHero = gameData.hero.get(hid); let dicHeroTalent = gameData.heroTalent.get(id); if(!dicHeroTalent) return false; if(dicHero.talentId != dicHeroTalent.talentId) return false; // 累计消耗n点天赋点 if(dicHeroTalent.preTotalPoint > usedTalentPoint) return false; // 互斥的天赋没有被解锁 for(let { type, ids } of dicHeroTalent.relation) { if(type == TALENT_RELATION_TYPE.CONFLICT) { let hasTalent = talents.find(talent => ids.indexOf(talent.id) != -1); if(hasTalent) return false; } } // 前置节点 let orFlag = false; // 只要其中一个满足就可以 let maxPrecost = 0; // 前置节点最多的消耗 for(let arr of dicHeroTalent.prepositionId) { let andFlag = true; // arr内所有节点都需要满足 for(let id of arr) { let curTalent = talents.find(cur => cur.id == id); if(curTalent) { let dic = gameData.heroTalent.get(id); if(dic) { let allCost = 0; for(let { lv, cost } of dic.level) { if(curTalent.level >= lv) allCost += cost; } if(allCost > maxPrecost) maxPrecost = allCost; } } else { andFlag = false; } } if(andFlag) orFlag = true; } if(!orFlag) return false; // 在前置节点中消耗至少n点天赋点(在有多个前置节点时,取最高的1个) if(dicHeroTalent.preSinglePoint > maxPrecost) return false; return true; } export function updateSkinTalent(skins: HeroSkin[], newTalent: Talent, usedTalentPoint: number) { let newSkins: HeroSkin[] = []; let newTalents: Talent[] = []; for(let skin of skins) { if(skin.enable) { let hasNewTalent = false; for(let talent of skin.talent) { if(talent.id == newTalent.id) { newTalents.push(newTalent); hasNewTalent = true; } else { newTalents.push(talent); } } if(!hasNewTalent) newTalents.push(newTalent); newSkins.push({...skin, talent: newTalents, usedTalentPoint }) } else { newSkins.push(skin); } } return { newSkins, newTalents }; } export function initSkinTalent(skins: HeroSkin[], isAll = false) { let newSkins: HeroSkin[] = []; for(let skin of skins) { if(isAll || skin.enable) { newSkins.push({ ...skin, talent: getHeroInitTalent(skin.skinId), usedTalentPoint: 0 }); } else { newSkins.push(skin); } } return newSkins } export function checkSystemIsOpen(role: RoleType, id: SYSTEM_OPEN_ID) { if(!role || !role.hasInit || !role.guide) return false; let dicSystemOpenTime = gameData.sysOpenTime.get(id); if(!dicSystemOpenTime) return false; let guideId = dicSystemOpenTime.warId > 0? GuideUnloadNum.GkNewFuncNum + dicSystemOpenTime.warId: GuideUnloadNum.LvUpNum + dicSystemOpenTime.lv; return role.guide.indexOf(guideId) != -1; }