/** * 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 } from '../pubUtils/gamedata'; import { decodeStr } from '../pubUtils/util'; import { BATTLE_REWARD_TYPE } from '../consts/consts'; import { handleReward } from './rewardService'; export class WarReward { roleId: string; roleName: string; battleId: number; condition: Map; warInfo: any; isSuccess: boolean; rewards: Array<{type: number, gid: number, count: number, times: number}>; fixReward: string; conditionReward: string; randomReward: string; 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; } 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 += '|' + reward; } else { 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 += reward; } else { this.conditionReward += '|' + 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 += reward; } else { this.randomReward += '|' + 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 + 1 > 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 }); } } 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 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); } let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards); return returnGoods; } }