514 lines
19 KiB
TypeScript
514 lines
19 KiB
TypeScript
import { GachaData, Floor, GachaResult, Hope, GachaListReturn } from "../../domain/activityField/gachaField";;
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import { DicGacha } from "../../pubUtils/dictionary/DicGacha";
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import { UserGachaType, UserGachaModel } from "../../db/UserGacha";
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import { shouldRefresh, getRandEelm, getRandEelmWithWeight } from "../../pubUtils/util";
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import { REFRESH_TIME, GACHA_TO_FLOOR, GACHA_FLOOR_TYPE, GACHA_CONTENT_TYPE, HERO_QUALITY_TYPE, GACHA_OCCUPY_HID, IT_TYPE, ITID, CONSUME_TYPE, SPECIAL_ATTR, TIME_OUTPUT_TYPE, GACHA_ID } from "../../consts";
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import { getTimeFunD, getZeroPointD } from "../../pubUtils/timeUtil";
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import { gameData, getDicGachaFloor } from "../../pubUtils/data";
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import { RoleModel } from "../../db/Role";
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import { RewardInter } from "../../pubUtils/interface";
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import { CreateHeroParam } from "../../domain/roleField/hero";
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import { transPiece } from "../../pubUtils/itemUtils";
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import { HeroType } from "../../db/Hero";
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import { NewHeroGachaItem } from "../../domain/activityField/newHeroGachaField";
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import { getActivityById } from "./activityService";
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/**
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* 获取招募列表
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* @param roleId
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*/
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export async function getGachaList(roleId: string) {
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let userGachaList = await UserGachaModel.findAllByRole(roleId);
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let list: GachaListReturn[] = [];
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for (let [id, dicGacha] of gameData.gacha) {
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if (id == GACHA_ID.TIMELIMIT) continue; // 不包括限时
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let userGacha = userGachaList.find(cur => cur.gachaId == id);
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if (userGacha)
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userGacha = await refreshGacha(dicGacha, userGacha);
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let param = new GachaListReturn(dicGacha, userGacha);
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list.push(param);
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}
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return list;
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}
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/**
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* 获取活动页签里的限时卡池
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*
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* @param roleId 玩家id
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* @param aid 活动id
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*/
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export async function getLimitGacha(serverId: number, roleId: string, activityId: number) {
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let activityData = await getActivityById(activityId);
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if (!activityData) return false;
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let { createTime } = await RoleModel.findByRoleId(roleId);
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let gachaData = new GachaData(activityData, createTime);
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let userGacha = await UserGachaModel.findByRole(roleId, gachaData.gachaId, activityId);
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userGacha = await refreshGacha(gameData.gacha.get(gachaData.gachaId), userGacha);
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gachaData.setUserGacha(userGacha);
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return gachaData
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}
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/**
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* 刷新免费次数
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* @param dicGacha
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* @param userGacha
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*/
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export async function refreshGacha(dicGacha: DicGacha, userGacha: UserGachaType) {
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let { day, count } = dicGacha.free;
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if (count <= 0) {
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return userGacha;
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}
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let { roleId, gachaId, refFreeTime, refHopeTime, hope } = userGacha;
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if (shouldRefresh(refFreeTime, new Date(), REFRESH_TIME, day)) {
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let ref = <Date>getTimeFunD().getAfterDayByGap(refFreeTime, day);
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userGacha = await UserGachaModel.refreshFreeCount(roleId, gachaId, 0, ref);
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}
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if (shouldRefresh(refHopeTime, new Date(), REFRESH_TIME)) {
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hope = hope.map(cur => { return { ...cur, hasGet: false } });
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let ref = getZeroPointD();
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userGacha = await UserGachaModel.refreshHopeCount(roleId, gachaId, 0, hope, ref);
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}
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return userGacha
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}
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export async function getVisitedHeroList(roleId: string) {
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let { visitedHero, refVisitedTime } = await UserGachaModel.findByRole(roleId, GACHA_ID.NORMAL, 0);
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if (shouldRefresh(refVisitedTime, new Date())) {
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visitedHero = [];
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}
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return visitedHero;
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}
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/**
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* 抽卡方法
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*/
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export class GachaPull {
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private gachaType: GACHA_ID; // 抽卡类型
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private dicFloorType: GACHA_FLOOR_TYPE; // 保底类型 金将保底,指定保底
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// 字典
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private dicFloorCount: number; // 保底次数
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private percent: { id: number, weight: number, goodId?: number }[];
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private dicFloor: { id: number, weight: number, goodId?: number }; // 保底的一项,percent中的一项
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// 玩家数据
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private lv: number; // 玩家等级
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private userHeroes: number[]; // 玩家的所有武将
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private floorCount: number = 0; // 记录下的保底次数
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private hasGetFloor: boolean = false; // 玩家是否达到保底
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private hope: Hope[] = []; // 玩家记录的心愿单达成情况
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constructor(gachaType: GACHA_ID, lv: number, userHeroes: HeroType[]) {
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this.gachaType = gachaType;
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if (gachaType == GACHA_ID.NORMAL) { // 元宝招募,金色武将保底,按次数给保底,抽到就重新计算次数,单抽也算
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this.dicFloorType = GACHA_FLOOR_TYPE.GOLD;
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} else if (gachaType == GACHA_ID.ASSIGN || gachaType == GACHA_ID.TIMELIMIT) { // 求贤若渴,和活动抽卡金色保底,伪随机,n次内给且只给一个,单抽也算
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this.dicFloorType = GACHA_FLOOR_TYPE.ASSIGN;
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} else {
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this.dicFloorType = GACHA_FLOOR_TYPE.GOLD;
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}
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this.userHeroes = userHeroes.map(cur => cur.hid);
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this.lv = lv;
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}
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// 一般抽卡setter
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public setByUserGacha(dicGacha: DicGacha, userGacha: UserGachaType) {
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// 字典方面
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let percent = dicGacha.percent;
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// 设置pickup的武将
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let newPercent = [];
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for (let { id, weight } of percent) {
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if (id == 4) {
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newPercent.push({ id, weight, goodId: userGacha.pickHero })
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} else if ( id == 14 || id == 15) {
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let dicHero = gameData.hero.get(userGacha.pickHero);
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newPercent.push({ id, weight, goodId: dicHero.pieceId });
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} else {
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newPercent.push({ id, weight });
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}
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}
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this.percent = newPercent;
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if (dicGacha.floorReward > 0) {
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this.dicFloor = this.percent[dicGacha.floorReward - 1];
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}
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this.dicFloorCount = getDicGachaFloor(this.dicFloorType);
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// 玩家数据
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let userFloor = userGacha.floor.find(cur => cur.id == this.dicFloorType);
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if (userFloor) {
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this.floorCount = userFloor.count;
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this.hasGetFloor = userFloor.hasGetFloor || false;
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}
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this.hope = userGacha.hope;
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}
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// 新武将活动setter
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public setByActivity(item: NewHeroGachaItem) {
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this.floorCount = item.count;
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this.hasGetFloor = item.hasGetFloor;
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this.percent = item.percent;
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this.dicFloorCount = item.floorCount;
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if (item.floorReward >= 0) {
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this.dicFloor = item.percent[item.floorReward]
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}
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}
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private getFloorResult(base: { id: number, weight: number, goodId?: number }) {
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if (!this.dicFloor) return base;
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let isTarget = base.id == this.dicFloor.id; // 是否抽到的就是那个保底
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if (this.dicFloorType == GACHA_FLOOR_TYPE.GOLD) { // 元宝招募 橙色 按次数保底,抽到就重计
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if (isTarget || this.floorCount + 1 >= this.dicFloorCount) {
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this.floorCount = 0;
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return this.dicFloor;
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} else {
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this.floorCount++;
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return base;
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}
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} else if (this.dicFloorType == GACHA_FLOOR_TYPE.ASSIGN) {
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let result = base;
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if (isTarget || this.floorCount + 1 >= this.dicFloorCount) {
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if (this.hasGetFloor) { // 已经获得过一次保底了, 不给,换个给
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let { dic } = getRandEelmWithWeight(this.percent.filter(cur => cur.id != this.dicFloor.id));
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result = dic
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} else {
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this.hasGetFloor = true;
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result = this.dicFloor;
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}
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}
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this.floorCount++;
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if (this.floorCount >= this.dicFloorCount) {
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this.hasGetFloor = false;
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this.floorCount = 0;
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}
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// console.log('******', this.floorCount, this.dicFloorCount, this.hasGetFloor)
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return result;
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} else {
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return base
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}
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}
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/**
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* 根据contentId获得抽卡结果(包括心愿单)
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* @param contentId dic_zyz_gachaContent的id
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* @param lv 玩家等级
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* @param hope 玩家心愿单
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*/
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private getResultFromContentId(contentId: number, goodId?: number) {
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let dic = gameData.gachaContent.get(contentId);
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let { type, param, count } = dic;
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if (type == GACHA_CONTENT_TYPE.HERO) {
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let pool: number[] = [];
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if (this.hope.length > 0) {
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pool = this.getPoolByHope(this.hope, param[0]); // 根据心愿单获得卡池
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} else {
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pool = getAllHeroByQuality(param[0]); // 没有心愿单就根据武将颜色
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}
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let hero = getRandEelm(pool);
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let result = new GachaResult(contentId);
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result.setHero(hero[0]);
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if (goodId > 0) {
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result.setHero(goodId);
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}
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return result
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} else {
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let pool: number[] = [];
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if (type == GACHA_CONTENT_TYPE.HERO_PIECE) {
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pool = getAllItemByQuality(IT_TYPE.HERO_PIECE, param[0]);
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} else if (type == GACHA_CONTENT_TYPE.JEWEL) {
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pool = getAllJewelByLv(param[0]);
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} else if (type == GACHA_CONTENT_TYPE.TERAPH_MATERIAL) {
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pool = param;
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}
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if(pool.length <= 0) {
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if(contentId <= 0) return false
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return this.getResultFromContentId(contentId - 1, goodId);
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}
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let item = getRandEelm(pool);
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let result = new GachaResult(contentId);
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result.setItem(item[0], count);
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if (goodId > 0) {
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result.setItem(goodId, count);
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}
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return result;
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}
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}
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/**
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* 心愿
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* @param hope 玩家数据里的心愿单
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* @param qualtiy 武将品质
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*/
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private getPoolByHope(hope: Hope[], qualtiy: number) {
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if (qualtiy == HERO_QUALITY_TYPE.GOLD) {
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let hopeMap = new Map<number, Hope>();
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let hasGetHope: number[] = [];
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for (let h of hope) {
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if (h.hid > 0) {
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hopeMap.set(h.id, h);
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if (h.hasGet) hasGetHope.push(h.id);
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}
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}
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let list = gameData.gachaHope.map(cur => {
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return { ...cur, hasGet: hopeMap.get(cur.id)?.hasGet || false };
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})
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let { dic: { id, hasGet } } = getRandEelmWithWeight(list);
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if (id == 0 || hasGet) {
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return getAllHeroByQuality(qualtiy).filter(cur => !hasGetHope.includes(cur));
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} else {
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if (hopeMap.has(id)) {
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let curHope = hopeMap.get(id);
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curHope.hasGet = true;
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return [curHope.hid];
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} else {
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return getAllHeroByQuality(qualtiy).filter(cur => !hasGetHope.includes(cur));
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}
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}
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} else {
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return getAllHeroByQuality(qualtiy);
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}
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}
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public pull(count: number) {
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let items: RewardInter[] = [], heroInfo: CreateHeroParam[] = [], resultList: GachaResult[] = [];
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let activityData = [];//活动需要统计抽中的英雄、碎片品质
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for (let i = 0; i < count; i++) {
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// 按照一般概率抽出
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let { dic } = getRandEelmWithWeight(this.percent);
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let { id: contentId, goodId } = this.getFloorResult(dic); // 根据保底替换
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contentId = this.getPurpleFloor(count, i, contentId, resultList);
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let result = this.getResultFromContentId(contentId, goodId);
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if(!result) continue;
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if (result.hid > 0) {
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let hasHero = this.userHeroes.indexOf(result.hid) != -1;
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if (hasHero) { // 已有转换为碎片
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let dicHero = gameData.hero.get(result.hid);
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activityData.push({ hid: result.hid, quality: dicHero.quality });
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let { pieceId, count } = transPiece(result.hid);
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result.transferToPiece(pieceId, count);
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items.push({ id: pieceId, count });
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} else {
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heroInfo.push({ hid: result.hid, count: 1 })//默认1个英雄
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this.userHeroes.push(result.hid);
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}
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} else {
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items.push({ id: result.id, count: result.count });
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}
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resultList.push(result);
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}
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return { items, heroInfo, resultList, activityData }
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}
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public pullBySimpleResult(simpleResult: {contentId: number, hid: number}[]) {
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let items: RewardInter[] = [], heroInfo: CreateHeroParam[] = [], resultList: GachaResult[] = [];
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let activityData = [];//活动需要统计抽中的英雄、碎片品质
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for (let { contentId, hid } of simpleResult) {
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let result = new GachaResult(contentId);
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result.setHero(hid);
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let hasHero = this.userHeroes.indexOf(result.hid) != -1;
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if (hasHero) { // 已有转换为碎片
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let dicHero = gameData.hero.get(result.hid);
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activityData.push({ hid: result.hid, quality: dicHero.quality });
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let { pieceId, count } = transPiece(hid);
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result.transferToPiece(pieceId, count);
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items.push({ id: pieceId, count });
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} else {
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heroInfo.push({ hid, count: 1 })//默认1个英雄
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this.userHeroes.push(result.hid);
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}
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resultList.push(result);
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}
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return { items, heroInfo, resultList, activityData }
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}
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private getPurpleFloor(count: number, index: number, contentId: number, resultList: GachaResult[]) {
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if (this.gachaType == GACHA_ID.NORMAL && count == 10 && index == count - 1) { // 10连到最后一抽
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let { type, param } = gameData.gachaContent.get(contentId);
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if (type != GACHA_CONTENT_TYPE.HERO || param[0] < HERO_QUALITY_TYPE.PURPLE) {
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let hasPurple = false;
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for (let { contentId } of resultList) {
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let { type, param } = gameData.gachaContent.get(contentId);
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if (type == GACHA_CONTENT_TYPE.HERO && param[0] >= HERO_QUALITY_TYPE.PURPLE) {
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hasPurple = true; break;
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}
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}
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if (!hasPurple) {
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return gameData.gachaContentHero.get(HERO_QUALITY_TYPE.PURPLE);
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}
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}
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}
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return contentId
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}
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// 获得需要储存的数据
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// 一般抽卡getter
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public getUserGachaParam(userGacha: UserGachaType) {
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let floor = userGacha.floor || [];
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let curFloor = floor.find(cur => cur.id == this.dicFloorType);
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if (curFloor) {
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curFloor.hasGetFloor = this.hasGetFloor;
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curFloor.count = this.floorCount;
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} else {
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floor.push({ id: this.dicFloorType, hasGetFloor: this.hasGetFloor, count: this.floorCount })
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}
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return { hope: this.hope, floor }
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}
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// 活动getter
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public getActivityParam() {
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return { hasGetFloor: this.hasGetFloor, floorCount: this.floorCount };
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}
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}
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/**
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* @description 获得保底结果
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* @param gachaId 招募表id
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* @param base 按普通概率获得的东西 内容参考gachaContent
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* @param floor 玩家保底数据
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*/
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export function getFloorResult(gachaId: number, base: number, floor: Floor[]) {
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let dicGachaContent = gameData.gachaContent.get(base); // 普通随机得出的结果是哪一类;
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if (!dicGachaContent) {
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console.error('dic_zyz_gachaContent error');
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return false; // DIC_NOT_FOUND 直接报错
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}
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let touchedFloor = 0, touchedHeroQuality: number; // 触发的保底的id
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let dicFloorType = GACHA_TO_FLOOR.get(gachaId);
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for (let id of dicFloorType) {
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let { type, param } = dicGachaContent;
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let heroQuality = getHeroQuality(id);
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if (heroQuality == false) continue;
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let isTarget = type == GACHA_CONTENT_TYPE.HERO && param[0] == heroQuality;
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if (!isTarget) { // 触发保底
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let percent = countFloorPercent(id, floor);
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let rand = Math.random();
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if (rand < percent) { // 可以替换为保底
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if (touchedFloor > 0 && touchedFloor < id) { // 如果已经触发过保底了
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// 更新被覆盖掉的那个保底数量
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updateUserFloor(floor, touchedFloor, false);
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}
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touchedFloor = id;
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touchedHeroQuality = heroQuality;
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} else {
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updateUserFloor(floor, id, false);
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}
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} else {
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updateUserFloor(floor, id, true);
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}
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}
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if (touchedFloor > 0) {
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updateUserFloor(floor, touchedFloor, true);
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return gameData.gachaContentHero.get(touchedHeroQuality);
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} else {
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return base;
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}
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}
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/**
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* @description 更新玩家保底数据
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* @param floor 玩家保底数据
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* @param id 更新的保底类型
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|
* @param needReset 是否重置保底
|
|
*/
|
|
function updateUserFloor(floor: Floor[], id: number, needReset: boolean) {
|
|
let curFloor = floor.find(cur => cur.id == id);
|
|
if (!curFloor) {
|
|
curFloor = { id, count: 0 };
|
|
floor.push(curFloor);
|
|
}
|
|
if (needReset) {
|
|
curFloor.count = 0;
|
|
} else {
|
|
curFloor.count++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 计算保底概率
|
|
* @param id 保底类型
|
|
* @param floor 玩家保底数据
|
|
*/
|
|
function countFloorPercent(id: number, floor: Floor[]) {
|
|
let curFloor = floor.find(cur => cur.id == id);
|
|
let count = curFloor ? curFloor.count : 0;
|
|
// 保底概率,暂时使用线性公式,由策划使用后选择
|
|
let floorCount = getDicGachaFloor(id);
|
|
return count / floorCount;
|
|
}
|
|
|
|
/**
|
|
* 获取保底武将的品质
|
|
* @param id 保底类型id in GACHA_FLOOR_TYPE
|
|
*/
|
|
function getHeroQuality(id: number) {
|
|
if (id == GACHA_FLOOR_TYPE.PURPLE) {
|
|
return HERO_QUALITY_TYPE.PURPLE;
|
|
} else if (id == GACHA_FLOOR_TYPE.GOLD) {
|
|
return HERO_QUALITY_TYPE.GOLD;
|
|
} else if (id == GACHA_FLOOR_TYPE.ASSIGN) {
|
|
return 0
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 根据品质获得武将池
|
|
* @param quality 品质
|
|
*/
|
|
export function getAllHeroByQuality(quality: number) {
|
|
if (quality == 0) return [GACHA_OCCUPY_HID];
|
|
|
|
let allHero: number[] = [];
|
|
let allQuality: number[] = [];
|
|
for (let { actorId } of gameData.recruit) {
|
|
let dicHero = gameData.hero.get(actorId);
|
|
if (dicHero.quality == quality) {
|
|
allHero.push(actorId);
|
|
}
|
|
if (allQuality.indexOf(dicHero.quality) == -1) allQuality.push(dicHero.quality);
|
|
}
|
|
allQuality.sort((a, b) => a - b);
|
|
if (allQuality.length == 0) return [];
|
|
if (allHero.length == 0) {
|
|
allHero = getAllHeroByQuality(allQuality[0]);
|
|
}
|
|
return allHero;
|
|
}
|
|
|
|
function getAllItemByQuality(itid: number, quality: number) {
|
|
let allPiece: number[] = [];
|
|
for (let [id, dicGoods] of gameData.goods) {
|
|
if (dicGoods.itid == itid) {
|
|
if (quality == 0 || dicGoods.quality == quality) {
|
|
allPiece.push(id);
|
|
}
|
|
}
|
|
}
|
|
return allPiece;
|
|
}
|
|
|
|
function getAllJewelByLv(lv: number) {
|
|
let items: number[] = [];
|
|
for(let [id, dicStone] of gameData.stone) {
|
|
if(dicStone.lv >= lv) items.push(id);
|
|
}
|
|
return items;
|
|
}
|