import { getRandEelm, } from '../pubUtils/util'; import { EPlace, Stone } from "../db/Hero"; import { gameData, getJewelConditionByLvAndSeId, getRandEffectByGroupAndLevel } from "../pubUtils/data"; import { JewelType, RandSe } from '../db/Jewel'; import { DicRandomEffectPool } from '../pubUtils/dictionary/DicRandomEffectPool'; import { getJewelRandSe } from './role/rewardService'; export function getRandSeResult(id: number, randSe: RandSe[], originSe: RandSe[] = [], originId?: number) { let { randomEffect, effectCount, lv } = gameData.jewel.get(id); let chosen = randSe.filter(cur => cur.locked).map(cur => cur.seid); // 上一轮随机出来的 let newRandSe: RandSe[] = []; // 随机结果 let startId = 0; for(let { id, seid } of originSe) { let { lv: oldLv } = gameData.jewel.get(originId); // 替换成高阶 let dicRandomEffect = gameData.randomEffectPool.get(seid); let nextRandEffect: DicRandomEffectPool; let targetRandLv = dicRandomEffect.level + lv - oldLv; while(!nextRandEffect) { nextRandEffect = getRandEffectByGroupAndLevel(dicRandomEffect.group, targetRandLv); targetRandLv--; if(targetRandLv < 0) break; } let newSeid = nextRandEffect? nextRandEffect.id: seid; newRandSe.push(getJewelRandSe(id, newSeid)); chosen.push(seid); startId++; } if(originId) { // 天晶继承的原天晶 for (let i = startId; i < randSe.length; i++) { newRandSe.push(randSe[i]); } } else { // 洗练 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); } for (let i = startId; 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 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 newEquip: EPlace; let updatedEplace: Partial[] = []; for(let equip of eplace) { if(equip.id == eplaceId) { newEplace.push({ ...equip, ...update }); newEquip = { ...equip, ...update }; updatedEplace.push({ id: equip.id, equipId: equip.equipId, ...update }); } else { newEplace.push(equip); } } return {newEplace, updatedEplace, newEquip }; } 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; } export function isLocked(randSe: RandSe[]) { for(let { locked } of randSe) { if(locked) return true; } return false; } export function getEquipById(oldEplace: EPlace[], newEplace: EPlace[], eplaceId: number) { let oldEquip = oldEplace.find(cur => cur.id == eplaceId)||new EPlace(eplaceId, 0); let newEquip = newEplace.find(cur => cur.id == eplaceId)||new EPlace(eplaceId, 0); return { oldEquip, newEquip } } export function getJewelByEquip(oldEquip: EPlace, newEquip: EPlace, jewels: JewelType[]) { let oldJewel = jewels.find(cur => cur && cur.seqId == oldEquip.jewel); let newJewel = jewels.find(cur => cur && cur.seqId == newEquip.jewel); return { oldJewel, newJewel } } export function isRandSeUnLock(jewelId: number, randSeId: number, stones: Stone[]) { let dicJewel = gameData.jewel.get(jewelId); let dicJewelCondition = getJewelConditionByLvAndSeId(dicJewel.lv, randSeId); let stoneCnt = 0, stoneLv = 0; for(let { stone } of stones) { let dicStone = gameData.stone.get(stone); if(dicStone) { stoneCnt++; stoneLv += dicStone.lv; } } return stoneCnt >= dicJewelCondition.stoneCnt && stoneLv >= dicJewelCondition.stoneLv; }