import { getRandEelm, sortArrRandom, } from '../pubUtils/util'; import { EPlace, Stone } from "../db/Hero"; import { gameData, getArtifactWithQuality, getDicArtifactLvByPlanId, getDicArtifactQualityByStage, getJewelConditionByLvAndSeId, getNextArtifact, getNextArtifactQuality, getRandEffectByGroupAndLevel } from "../pubUtils/data"; import { JewelType, RandSe } from '../db/Jewel'; import { DicRandomEffectPool } from '../pubUtils/dictionary/DicRandomEffectPool'; import { getJewelRandSe } from './role/rewardService'; import { ArtifactModelType } from '../db/Artifact'; import { STATUS } from '../consts'; import { ItemInter } from '../pubUtils/interface'; import { combineItems } from './role/util'; export function getRandSeResult(id: number, randSe: RandSe[], originSe: RandSe[] = [], originId?: number) { let { randomEffect, effectCount, lv } = gameData.jewel.get(id); let chosen = randSe.filter(cur => cur.locked).map(cur => cur.seid); // 上一轮随机出来的 let newRandSe: RandSe[] = []; // 随机结果 let startId = 0; for(let { id, seid } of originSe) { let { lv: oldLv } = gameData.jewel.get(originId); // 替换成高阶 let dicRandomEffect = gameData.randomEffectPool.get(seid); let nextRandEffect: DicRandomEffectPool; let targetRandLv = dicRandomEffect.level + lv - oldLv; while(!nextRandEffect) { nextRandEffect = getRandEffectByGroupAndLevel(dicRandomEffect.group, targetRandLv); targetRandLv--; if(targetRandLv < 0) break; } let newSeid = nextRandEffect? nextRandEffect.id: seid; newRandSe.push(getJewelRandSe(id, newSeid)); chosen.push(newSeid); startId++; } let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), effectCount); // 随机出的结果 if(randomResult.length < effectCount) { // 去上轮之后不够,把上轮加入 let chosenRandom = getRandEelm(chosen, effectCount - randomResult.length); randomResult.push(...chosenRandom); } if(randomResult.length < effectCount) { // 还是不够 let allRandom = getRandEelm(randomEffect, effectCount - randomResult.length); randomResult.push(...allRandom); } let arr = sortArrRandom(randomResult); // console.log('##### getRandSeResult', startId, effectCount) for (let i = startId; i < effectCount; i++) { if(randSe[i]) { if(randSe[i] && randSe[i].locked) { newRandSe.push(randSe[i]); } else { newRandSe.push(getJewelRandSe(randSe[i].id, arr[i])); } } else { newRandSe.push(getJewelRandSe(i + 1, arr[i])); } } if(newRandSe.length < randSe.length) { newRandSe.push(...randSe.splice(newRandSe.length)); } return newRandSe } export function updateStone(origin: Stone[], id: number, target: number) { let newStones: Stone[] = []; let hasTarget = false; for(let stone of origin) { if(stone.id == id) { newStones.push({ id, stone: target }); hasTarget = true; } else { newStones.push(stone); } } if(!hasTarget) { newStones.push({ id, stone: target }); } return newStones; } export function updateEplace(eplace: EPlace[], eplaceId: number, update: Partial) { let newEplace: EPlace[] = []; let newEquip: EPlace; let updatedEplace: Partial[] = []; for(let equip of eplace) { if(equip.id == eplaceId) { newEplace.push({ ...equip, ...update }); newEquip = { ...equip, ...update }; updatedEplace.push({ id: equip.id, equipId: equip.equipId, ...update }); } else { newEplace.push(equip); } } return {newEplace, updatedEplace, newEquip }; } export function updateEplaces(eplace: EPlace[], update: Map>) { let newEplace: EPlace[] = []; let updatedEplace: Partial[] = []; for(let equip of eplace) { if(update.has(equip.id)) { newEplace.push({ ...equip, ...update.get(equip.id) }); updatedEplace.push({ id: equip.id, equipId: equip.equipId, ...update.get(equip.id) }); } else { newEplace.push(equip); } } return {newEplace, updatedEplace}; } /** * 检查天晶石能否装备上这个装备 * @param equip * @param jewel */ export function checkJewelCanPutOnEquip(equip: EPlace, jewel: JewelType) { // 位置是否满足 let dicJewel = gameData.jewel.get(jewel.id); if(!dicJewel || dicJewel.eplaceId != equip.id) return false; // 品质是否满足 let dicEquipQualityExtra = gameData.equipQualityExtra.get(equip.quality); if(!dicEquipQualityExtra || dicEquipQualityExtra.jewelCnt == 0) return false; return true } export function checkStoneCanPutOnEquip(equip: EPlace, id: number, stone: number) { if(stone == 0) return true; // 卸载 // 位置是否满足 let dicStone = gameData.stone.get(stone); if(!dicStone || dicStone.eplaceId != equip.id) return false; // 品质是否满足 let dicEquipQualityExtra = gameData.equipQualityExtra.get(equip.quality); if(!dicEquipQualityExtra || dicEquipQualityExtra.stoneCnt < id) return false; return true; } export function isLocked(randSe: RandSe[]) { for(let { locked } of randSe) { if(locked) return true; } return false; } export function getEquipById(oldEplace: EPlace[], newEplace: EPlace[], eplaceId: number) { let oldEquip = oldEplace.find(cur => cur.id == eplaceId)||new EPlace(eplaceId, 0); let newEquip = newEplace.find(cur => cur.id == eplaceId)||new EPlace(eplaceId, 0); return { oldEquip, newEquip } } export function getJewelByEquip(equip: EPlace, jewels: JewelType[]) { if(!equip) return null let jewel = jewels.find(cur => cur && cur.seqId == equip.jewel); return jewel } export function isRandSeUnLock(jewelId: number, randSeId: number, stones: Stone[]) { let dicJewel = gameData.jewel.get(jewelId); let dicJewelCondition = getJewelConditionByLvAndSeId(dicJewel.lv, randSeId); let stoneCnt = 0, stoneLv = 0; for(let { stone } of stones) { let dicStone = gameData.stone.get(stone); if(dicStone) { stoneCnt++; stoneLv += dicStone.lv; } } return stoneCnt >= dicJewelCondition.stoneCnt && stoneLv >= dicJewelCondition.stoneLv; } export function checkArtifactCanCompose(originArtifactId: number, artifact: ArtifactModelType) { if(!artifact) return STATUS.ARTIFACT_IS_NOT_FIND; // 宝物表 let dicArtifact = gameData.artifact.get(artifact.artifactId); if(!dicArtifact) return STATUS.ARTIFACT_IS_NOT_FIND; // 宝物品质表 let dicArtifactQuality = getDicArtifactQualityByStage(dicArtifact.quality, dicArtifact.qualityStage); if(!dicArtifactQuality) return STATUS.DIC_DATA_NOT_FOUND; // 狗粮不可装备 if(artifact.hid > 0) return STATUS.ARTIFACT_IS_EQUIPED; // 狗粮不可强化 if(artifact.lv > 0) return STATUS.ARTIFACT_CAN_NOT_STRENGTHEN; // 合成目标 let dicTargetArtifactQuality = getNextArtifact(originArtifactId); if(!dicTargetArtifactQuality) return STATUS.DIC_DATA_NOT_FOUND; // 检查狗粮品质 if(dicTargetArtifactQuality.materialId != dicArtifactQuality.uniqId) return STATUS.ARTIFACT_MATERIAL_QUALITY_ERR; // 检查是否同名 if(dicTargetArtifactQuality.materialGroup == 1 && dicTargetArtifactQuality.group != dicArtifact.group) return STATUS.ARTIFACT_MATERIAL_QUALITY_ERR; return STATUS.SUCCESS; } export function getRebuildConsume(artifacts: ArtifactModelType[]) { let usedConsumes: ItemInter[] = []; for(let artifact of artifacts) { let dicArtifact = getArtifactWithQuality(artifact.artifactId); if(!dicArtifact) continue; if(!hasArtifactStrength(artifact)) continue; for(let lv = 1; lv <= artifact.lv; lv++) { let dicArtifactLv = getDicArtifactLvByPlanId(dicArtifact.lvAttrPlan, lv); usedConsumes.push(...dicArtifactLv.consumes); } for(let stage = 0; stage < artifact.qualityStage; stage++) { let dicArtifactQuality = getDicArtifactQualityByStage(dicArtifact.quality, stage); let dicNextArtifactQuality = gameData.artifactQualityById.get(dicArtifactQuality?.nextId); if(!dicNextArtifactQuality) continue; let dicMaterialArtifactQuality = gameData.artifactQualityById.get(dicNextArtifactQuality.materialId); if(!dicMaterialArtifactQuality) continue; let consumes = dicMaterialArtifactQuality.generalItem.map(({id, count}) => ({ id, count: count * dicNextArtifactQuality.materialCnt})); usedConsumes.push(...consumes); } } return combineItems(usedConsumes); } // 宝物是否有养成 export function hasArtifactStrength(artifact: ArtifactModelType) { if(!artifact) return false; return artifact.lv >= 1 || artifact.qualityStage > 0; }