/** * 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 { getRandEelmWithWeight, getRandSingleEelm, getReasonByWarType } from '../pubUtils/util'; import { BATTLE_REWARD_TYPE, BLUEPRT_CONST } from '../consts'; import { addItems } from './role/rewardService'; import { gameData } from '../pubUtils/data'; import { DicWar } from '../pubUtils/dictionary/DicWar'; import { RewardInter } from '../pubUtils/interface'; import { combineItems } from './role/util'; export class WarReward { private roleId: string; private roleName: string; private sid: string; private battleId: number; private condition: Map; private warInfo: DicWar; private isSuccess: boolean; private rewards: Array<{type?: number, id: number, count: number, times?: number}> = []; private fixReward: Array<{id: number, count: number}> = []; private conditionReward: Array<{id: number, count: number, condition: number}> = []; private randomReward: Array<{id: number, count: number, frequency: number}> = []; private ladderReward: Array<{id: number, count: number, weight: number, isSuccess: boolean}> = []; private costAp: number; constructor(roleId: string, roleName: string, sid: string, battleId: number, isSuccess: boolean) { this.roleId = roleId; this.roleName = roleName; this.sid = sid; if(battleId) { this.battleId = battleId; this.warInfo = gameData.war.get(battleId); let { fixReward, conditionReward, randomReward } = this.warInfo; this.setFixReward(fixReward); this.setConditionReward(conditionReward); this.setRandomReward(randomReward); } this.condition = new Map(); this.isSuccess = isSuccess; this.costAp = this.warInfo.cost; } public setCondition(id: number, isOk: boolean) { this.condition.set(id, isOk); } public setFixReward(reward: RewardInter[]) { for(let r of reward) { // console.log('#####setFixReward', JSON.stringify(r)); this.fixReward.push(r); } } public resetFixReward(reward: RewardInter[]) { this.fixReward = reward; } public setConditionReward(reward: {id: number, count: number, condition: number}[]) { for(let r of reward) { this.conditionReward.push(r); } } public setRandomReward(reward: {id: number, count: number, frequency: number}[]) { for(let r of reward) { this.randomReward.push(r); } } public setLadderReward(reward: {id: number, count: number, weight: number}[], isSuccess: boolean) { for(let r of reward) { this.ladderReward.push({...r, isSuccess}); } } private handleFixReward(num: number) { if(!this.fixReward) return for(let i = 0; i < num; i++) { for(let obj of this.fixReward) { // console.log('##### handleFixReward', JSON.stringify(obj)); this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count }); } } } private handleConditionReward(num: number) { if(!this.conditionReward) return for(let i = 0; i < num; i++) { for(let obj of this.conditionReward) { 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) { if(!this.randomReward) return for(let obj of this.randomReward) { let { id, frequency } = obj; let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, id); 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, id, { getNum, allNum, getSum, allSum }); } } private async handleLadderReward(num: number, isSuccess: boolean) { if(!this.ladderReward) return; for(let i = 0; i < num; i++) { let arr = this.ladderReward.filter(cur => cur.isSuccess == isSuccess); let { dic: reward } = getRandEelmWithWeight(arr); if(reward) { this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, id: reward.id, count: reward.count }); } } } public async saveReward(num: number, combine: boolean = false) { 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); if(this.conditionReward) this.handleConditionReward(num); if(this.randomReward) await this.handleRandomReward(num); // if(this.costAp > 0) await this.handlerBlueprtReward(num); } if(this.ladderReward) this.handleLadderReward(num, this.isSuccess); let rewards = this.rewards; if(combine) { rewards = combineItems(rewards); } console.log('##### saveReward', JSON.stringify(rewards)) await addItems(this.roleId, this.roleName, this.sid, rewards, getReasonByWarType(this.warInfo.warType)); return rewards; } }