import { mergeSameGoods, getRandEelm, getRandValueByMinMax } from '../pubUtils/util'; import { EquipModel, RandMain } from "../db/Equip"; import { EPlace, HeroModel, HeroType, Stone } from "../db/Hero"; import { getGoodById, gameData, getQuenchGradeByValue, getQuenchConsume, getQuenchByQualityAndGrade } from "../pubUtils/data"; import { calPlayerCeAndSave } from "./playerCeService"; import { CONSUME_TYPE, HERO_SYSTEM_TYPE, ITID, TASK_TYPE } from "../consts"; import { dicGoods, DicGoods } from '../pubUtils/dictionary/DicGoods'; import { QuenchLogParam } from '../domain/roleField/equip'; import { QUENCH } from '../pubUtils/dicParam'; import { DicQuenchQuality } from '../pubUtils/dictionary/DicQuenchQuality'; import { JewelType, RandSe } from '../db/Jewel'; import { getJewelRandSe } from '../pubUtils/itemUtils'; /** * 校验前端传入的消耗数量是否准确,并返回消耗的道具并加上特殊材料needConsumes * @param consumes * @param jewel * @param jewelCount */ export function checkMaterialEnough(consumes: Array<{ id: number, count: number }>, jewel: number, jewelCount: number) { let comJewelMap = new Map(); // good_id => count let needConsumes:{ id: number, count: number }[] = [] for(let {id, count} of consumes) { if(!comJewelMap.has(id)) { comJewelMap.set(id, count); } else { comJewelMap.set(id, comJewelMap.get(id) + count); } } function checkCurMeterial(target: number, targetCount: number) { let dic = getGoodById(target); if(!dic) return false; let { composeMaterial } = dic; let isEnough = true; for(let { id, count } of composeMaterial) { let consumeCount = comJewelMap.get(id)||0; let dicGood = getGoodById(id); if(!dicGoods) { isEnough = false; break; } let dicItid = ITID.get(dicGood.itid); if(dicItid.type != CONSUME_TYPE.JEWEL) { if(consumeCount < count * targetCount) { isEnough = false; break; } else { comJewelMap.set(id, consumeCount - count * targetCount); needConsumes.push({ id, count: count * targetCount }); } } else { if(consumeCount < count * targetCount) { comJewelMap.set(id, 0); needConsumes.push({ id, count: consumeCount }); isEnough = checkCurMeterial(id, count * targetCount - consumeCount); } else { comJewelMap.set(id, consumeCount - count * targetCount); needConsumes.push({ id, count: count * targetCount }); } } } return isEnough } let isEnough = checkCurMeterial(jewel, jewelCount); return isEnough? needConsumes: false; } export function checkEquipCanPut(hero: HeroType, id: number) { let hid = hero.skinId; let dicGood = gameData.goods.get(id); if(dicGood.lvLimited > hero.lv) return false; let dicHero = gameData.hero.get(hid); if(dicGood.jobLimited.indexOf(0) == -1 && dicGood.jobLimited.indexOf(dicHero.jobClass) == -1) return false; if(dicGood.charLimited.indexOf(0) == -1 && dicGood.charLimited.indexOf(hid) == -1) return false; return true } /** * 淬火一次 * @param roleId 玩家id * @param sid 玩家sid * @param randMain 装备上的属性随机值 * @param dicQuench 淬火表 * @param dicGoods 物品表 * @returns */ export async function quenchOnce(randMain: RandMain[], dicQuench: DicQuenchQuality, dicGoods: DicGoods) { let { quality, equipLvl } = dicGoods; let canRandMain = randMain.filter(cur => { // 已升满的属性就不再淬火了 return cur.rand < dicQuench.singleRatioMax; }); let randMainResult = getRandEelm(canRandMain); if(randMainResult.length == 0) return false; let add = new Map(); // id => value,增加的数量 let isCriticle = Math.random() * 100 < dicQuench.critProbability; // 暴击 let addAttr = isCriticle? dicQuench.critEffect * QUENCH.QUENCH_UNIT_UPRATIO: QUENCH.QUENCH_UNIT_UPRATIO; let overAttr = randMainResult[0].rand + addAttr - dicQuench.singleRatioMax; // 如果有暴击,超出当前品相上限时 if(overAttr > 0) { // 超出,转到另一条属性 let anotherRandMain = canRandMain.filter(cur => { return cur.id != randMainResult[0].id; }); if(anotherRandMain.length > 0) { let anotherOverAttr = anotherRandMain[0].rand + overAttr - dicQuench.singleRatioMax; if(anotherOverAttr > 0) { add.set(anotherRandMain[0].id, overAttr - anotherOverAttr); } else { add.set(anotherRandMain[0].id, overAttr); } } add.set(randMainResult[0].id, addAttr - overAttr); } else { add.set(randMainResult[0].id, addAttr); } let value = 0; for(let r of randMain) { if(add.has(r.id)) { r.rand += add.get(r.id); } value += r.rand; } let grade = getQuenchGradeByValue(quality, value/2); // 消耗 let consumes = getQuenchConsume(equipLvl, quality); let log = new QuenchLogParam(isCriticle, add); return { randMain, grade, log, consumes }; } /** * 检查该品相是否到顶 * @param quality 品质 * @param grade 品相 * @param randMain 装备上的随机值 * @returns */ export function checkQuenchMaxByQualityAndGrade(quality: number, grade: number, randMain: RandMain[]) { let isMax = true; let dic = getQuenchByQualityAndGrade(quality, grade); if(!dic) return true; for(let { rand } of randMain) { if(rand < dic.max) isMax = false; } return isMax; } export function getRandSeResult(id: number, randSe: RandSe[]) { let { randomEffect, effectCount } = gameData.jewel.get(id); let chosen = randSe.filter(cur => cur.locked).map(cur => cur.seid); // 上一轮随机出来的 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 newRandSe: RandSe[] = []; for (let i = 0; i < effectCount; i++) { if(randSe[i]) { if(randSe[i] && randSe[i].locked) { newRandSe.push(randSe[i]); } else { newRandSe.push(getJewelRandSe(randSe[i].id, randomResult[i])); } } else { newRandSe.push(getJewelRandSe(i + 1, randomResult[i])); } } return newRandSe } export async function refineOnce(lv: number, refineLv: number) { let dicRefine = gameData.refine.get(refineLv + 1); if (!dicRefine) return false; if(lv < dicRefine.levelLimited) return false; return { refineLv: refineLv + 1, consumes: dicRefine.consume } } export function checkRefineReachNextLv(oldRefineLv: number, refineLv: number) { let oldDic = gameData.refine.get(oldRefineLv); let dic = gameData.refine.get(refineLv); if(!oldDic || !dic) return true; return dic.level > oldDic.level; } export function calEquipCe(goodsAbility: Map, randMain: RandMain[]) { let ce = 0; for(let [ id, ratio ] of gameData.equipAttributeRatio) { let valueBase = goodsAbility.get(id); let curRand = randMain.find(cur => cur.id == id); let valueRand = curRand?curRand.rand: 0; ce += Math.floor(valueBase * valueRand * ratio / 100); } return ce } 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 updatedEplace: Partial[] = []; for(let equip of eplace) { if(equip.id == eplaceId) { newEplace.push({ ...equip, ...update }); updatedEplace.push({ id: equip.id, equipId: equip.equipId, ...update }); } else { newEplace.push(equip); } } return {newEplace, updatedEplace}; } 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; }