/** * 战场奖励发放 对象 * 支持战场相关的奖励格式,目前包括fixedReward, randomReward, conditionReward */ import { BattleDropModel } from '../db/BattleDrop'; import { getWarById, getBluePrtByQuality, getGamedata } from '../pubUtils/gamedata'; import { decodeStr, getRefTime, getRandomWithWeight, getRandomByLen } from '../pubUtils/util'; import { BATTLE_REWARD_TYPE, BLUEPRT_CONST } from '../consts/consts'; import { handleReward } from './rewardService'; import { BattleBlueprtDropModel } from '../db/BattleBlueprtDrop' import { RoleModel } from '../db/Role'; export class WarReward { private roleId: string; private roleName: string; private battleId: number; private condition: Map; private warInfo: any; private isSuccess: boolean; private rewards: Array<{type: number, gid: number, count: number, times: number}>; private fixReward: string; private conditionReward: string; private randomReward: string; private costAp: number; constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) { this.roleId = roleId; this.roleName = roleName; this.battleId = battleId; this.condition = new Map(); this.warInfo = getWarById(battleId); let {fixReward = '', conditionReward = '', RandomReward = ''} = this.warInfo; this.fixReward = fixReward; this.conditionReward = conditionReward; this.randomReward = RandomReward; this.isSuccess = isSuccess; this.costAp = this.warInfo.cost; } public setCondition(id: number, isOk: boolean) { this.condition.set(id, isOk); } public setFixReward(reward: string) { let str = this.fixReward; let last = str.substr(str.length-1, 1); if(last == '&') str = str.substr(0, str.length - 1); if(str.length) { this.fixReward = str + '|' + reward; } else { this.fixReward = str + reward; } } public resetFixReward(reward: string) { this.fixReward = reward; } public setConditionReward(reward: string) { let str = this.conditionReward; let last = str.substr(str.length-1, 1); if(last == '&') str = str.substr(0, str.length - 1); if(str.length) { this.conditionReward = str + '|' + reward; } else { this.conditionReward = str + reward; } } public setRandomReward(reward: string) { let str = this.randomReward; let last = str.substr(str.length-1, 1); if(last == '&') str = str.substr(0, str.length - 1); if(str.length) { this.randomReward = str + '|' + reward; } else { this.randomReward = str + reward; } } private handleFixReward(num: number, fixReward: string) { let reward = decodeStr('fixReward', fixReward); for(let i = 0; i < num; i++) { for(let obj of reward) { this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count }); } } } private handleConditionReward(num: number, conditionReward: string) { let reward = decodeStr('conditionReward', conditionReward); for(let i = 0; i < num; i++) { for(let obj of reward) { if(this.condition.get(obj.condition)) { this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, times: i +1, ...obj, count: obj.count}); } } } } private async handleRandomReward(num: number, randomReward: string) { let reward = decodeStr('randomReward', randomReward); for(let obj of reward) { let { gid, frequency } = obj; let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid); let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory; for(let i = 0; i < num; i ++) { let flag = false; // 是否可以获得 if(allNum >= frequency) { allNum = 0; getNum = 0; } allNum++; allSum++; if(getNum == 0) { let r = Math.random(); if(r <= 1/frequency*allNum || (allNum >= frequency) ) { flag = true; // 独立概率随机 } } if(flag) { getNum ++; getSum++; this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj}); } } await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, { getNum, allNum, getSum, allSum }); } } private async handlerBlueprtReward(num: number) { const refTime = getRefTime(new Date(), BLUEPRT_CONST.REFRESH_TIME); const battleBlueprtDrop = await BattleBlueprtDropModel.findByTime(this.roleId, refTime); if(battleBlueprtDrop) { let { getNum = 0, curCostAp = 0, getSum = 0, costAp = 0 } = battleBlueprtDrop; for(let i = 0; i < num; i ++) { let flag = false; // 是否可以获得 if( curCostAp >= BLUEPRT_CONST.PER_AP) { curCostAp = curCostAp - BLUEPRT_CONST.PER_AP; getNum = 0; } costAp += this.costAp; curCostAp += this.costAp; if(getNum == 0) { let r = Math.random(); console.log(r, 1/BLUEPRT_CONST.PER_AP*curCostAp); if(r <= 1/BLUEPRT_CONST.PER_AP*curCostAp || (curCostAp >= BLUEPRT_CONST.PER_AP) ) { flag = true; // 独立概率随机 } } if(getSum >= BLUEPRT_CONST.DAILY_CNT) { flag = false; } if(flag) { getNum ++; getSum++; const obj = await this.randomBlueprt(); if(obj) { this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj}); } } } await BattleBlueprtDropModel.updateByTime(this.roleId, refTime, { getNum, curCostAp, getSum, costAp }); } } private async randomBlueprt() { const { lv } = await RoleModel.findByRoleId(this.roleId); const dicPossibility = getGamedata('dic_blueprt_possibility'); const result = dicPossibility.find(cur => {return cur.min <= lv && cur.max >= lv}); if(result) { const dicOdds = decodeStr('possibility', result.possibility); const {dic: {id}} = getRandomWithWeight(dicOdds); const blueprtList = getBluePrtByQuality(id); const gid = getRandomByLen(blueprtList); return {gid, count:1} } else { return null } } public async saveReward(num: number) { this.rewards = new Array(); // let warType = this.warInfo.warType; if(this.isSuccess) { // 成功了才给固定奖励 console.log(this.fixReward) if(this.fixReward) this.handleFixReward(num, this.fixReward); if(this.conditionReward) this.handleConditionReward(num, this.conditionReward); if(this.randomReward) await this.handleRandomReward(num, this.randomReward); if(this.costAp > 0) await this.handlerBlueprtReward(num); } let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards); return returnGoods; } }