import { COM_BATTLE_ROBOT_ID_NAME, COM_BATTLE_ROBOT_CE_RATIO, COM_BATTLE_ROBOT_ROUND_LMT, COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, COM_TEAM_STATUS } from './../consts/consts'; import { RoleStatus } from './../db/ComBattleTeam'; import { getBluePrtByQuality } from "../pubUtils/gamedata"; import { getRandEelm, getRandValue } from "../pubUtils/util"; import { getRandRobot } from "./battleService"; /** * 在给定的品质列表中随机返回一定数量的藏宝图Id * @param qualityArr 品质数组,在所有给定品质的藏宝图中筛选1 * @param cnt 返回藏宝图数量 */ export function getRandBlueprtId(qualityArr: Array, cnt = 1) { if (!qualityArr || !qualityArr.length) return null; let blueprtIdArr = []; for (let q of qualityArr) { blueprtIdArr = blueprtIdArr.concat(getBluePrtByQuality(q)); } if (blueprtIdArr.length === 0) return null; const res = getRandEelm(blueprtIdArr, cnt); return res; } export function getRandComBtlRobots(topFiveCe: number, lv: number, cnt: number) { let robotHeroes = getRandRobot(cnt); // 随机两个阵容 // 创建并添加机器人 let robotStArr = [], robotIdArr = []; for (let robot of robotHeroes) { const robotCe = getRandValue(topFiveCe || 0, COM_BATTLE_ROBOT_CE_RATIO, 0); const robotLv = getRandValue(lv, COM_BATTLE_ROBOT_CE_RATIO, 0); const imgHid = robot[Math.floor(Math.random() * robot.length)]; const { robotRoleId, robotRoleName } = COM_BATTLE_ROBOT_ID_NAME[Math.floor(Math.random() * COM_BATTLE_ROBOT_ID_NAME.length)]; let robotStatus = new RoleStatus(robotRoleId, robotRoleName, false, false, imgHid, imgHid, robotCe, robotLv, robot, true); robotStArr.push(robotStatus); robotIdArr.push(robotRoleId); } return { robotStArr, robotIdArr } } export function checkComBattleResult(teamStatus) { if (teamStatus.bossCurHp === 0) { return COM_TEAM_STATUS.WIN; } else { let allPlayerKilled = true; let robotRestHurt = 0; // 看看是否还有活人 teamStatus.roleStatus.forEach(st => { if (!st.isRobot && st.killed.length < st.heroes.length) { allPlayerKilled = false } }); // 没有活人的话看看还有没有机器人没打完伤害 if (allPlayerKilled && teamStatus.curRnd < COM_BATTLE_ROBOT_ROUND_LMT) { teamStatus.roleStatus.forEach(st => { if (st.isRobot) { const deltaRnd = COM_BATTLE_ROBOT_ROUND_LMT - teamStatus.curRnd; let hurtHp = getRandValue(teamStatus.bossHp / COM_BATTLE_ROBOT_ROUND_LMT * COM_BATTLE_ROBOT_HURT_RATIO, COM_BATTLE_ROBOT_HURT_CH_RATIO, 0) * deltaRnd; // 1 个机器人对 boss 造成的总伤害 robotRestHurt += hurtHp; } }) } if (allPlayerKilled) { // 没有活人且机器人剩余伤害打不死 boss,战败 if (teamStatus.bossCurHp > robotRestHurt) { return COM_TEAM_STATUS.LOOSE; } else { return COM_TEAM_STATUS.WIN; } } } return COM_TEAM_STATUS.FIGHTING; }