Files
ZYZ/shared/pubUtils/itemUtils.ts
T
2021-07-30 17:17:32 +08:00

359 lines
14 KiB
TypeScript

import { HeroModel, HeroType } from '../db/Hero';
import { ItemModel } from '../db/Item';
import { EquipModel, RandSe, Holes, RandMain } from './../db/Equip';
import { BagInter, EquipInter } from './interface';
import { gameData, getQuenchByQualityAndGrade, getQuenchGradeByValue } from './data';
import { RANDOM_SE_COUNT, ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, TASK_TYPE } from '../consts';
import { getRandValueByMinMax, getRandEelm } from './util';
import { findWhere } from 'underscore';
import { RoleModel, RoleType } from '../db/Role';
import { Figure } from '../domain/dbGeneral';
import { getTimeFun, nowSeconds } from './timeUtil';
import { calPlayerCeAndSave, reCalAllHeroCe } from './playerCe';
import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil';
import { CreateHeroParam } from '../domain/roleField/hero';
import { SkinModel } from '../db/Skin';
/**
* 添加皮肤
* @param roleId 玩家id
* @param roleName 玩家名
* @param id 皮肤id
* @param hero 武将,如果已经查询过这个武将就不用再查询一次,主意要select skins字段
* @returns {{ hero, figureInfo, calAllHeroResult }} hero:添加皮肤后的武将 figureInfo: 触发头像添加信息 calAllHeroResult:全局战力加成后结果
*/
export async function addSkin(roleId: string, roleName: string, skinId: number, enable: boolean, hero?: HeroType) {
let dicSkin = gameData.fashion.get(skinId);
if (!dicSkin) return false;
let skin = await SkinModel.increaseSkin(roleId, skinId, { roleId, roleName, id: skinId, skinName: dicSkin.name, hid: dicSkin.actorId });
if(!skin) return false; // 插入失败
if(dicSkin.actorId && !hero) hero = await HeroModel.findByHidAndRole(dicSkin.actorId, roleId);
let condition = { type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: skinId };
let figureInfo = await unlockFigure(roleId, [condition]); // 解锁头像
let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, [skinId]); // 全局加成
if (hero) { // 有武将的,将皮肤链接到武将上
if (!findWhere(hero.skins, { id: skinId })) {
hero.skins.push({ id: skinId, skin: skin._id, enable });
await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
}
return { hero, figureInfo, calAllHeroResult };
} else {
return { hero: null, figureInfo, calAllHeroResult }
}
}
export async function addBags(roleId: string, roleName: string, data: BagInter) {
let { id, count, itemName, type, hid } = data;
let item = await ItemModel.increaseItem(roleId, id, count, { roleId, roleName, itemName, id, type, hid });
return { id: item.id, count: item.count };
}
export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
let { id, hid = 0 } = weapon;
let { name, quality, suitId, hole, randomEffect, itid, goodsAbility } = gameData.goods.get(id);
let { type } = ITID.get(itid);
// 随机属性
let randomNum = RANDOM_SE_COUNT.get(quality);
let randomResult: number[] = getRandEelm(randomEffect, randomNum);
let randSe: Array<RandSe> = randomResult.map((id: number, i: number) => {
let random = gameData.randomEffectPool.get(id)
let rand = 0;
if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
return {
id: i + 1,
seid: random.id,
rand,
locked: false
};
});
let randRange = 0;
// 淬火品相
let randMain: RandMain[] = [];
let grade = 0;
for(let [ attrId, attrValue ] of goodsAbility) {
if(attrValue > 0) {
let { min, max } = getQuenchByQualityAndGrade(quality, grade);
let rand = getRandValueByMinMax(min, max, 0);
grade = getQuenchGradeByValue(quality, rand);
randMain.push({
id: attrId,
rand
});
}
}
let holes = new Array<Holes>();
for (let i = 0; i < hole; i++) {
holes.push({ id: i + 1, isOpen: false, jewel: 0 });
}
const equip = await EquipModel.createEquip({ roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes, hid, grade, randMain });
// 任务
let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip);
return { equipInfo: equip, pushMessage }
}
/**
* @description 获取元宝物品 { id, count }
* @param count 元宝数量
*/
export function getGoldObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count };
}
/**
* @description 获取金币物品 { id, count }
* @param count 元宝数量
*/
export function getCoinObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count };
}
/**
* @description 获取友情点物品 { id, count }
* @param count 友情点数量
*/
export function getFriendPointObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT), count };
}
/**
* @description 获取功勋物品 { id, count }
* @param count 功勋数量
*/
export function getHonourObject(count: number) {
return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count };
}
/**
* 解锁头像/相框
* @param roleId 玩家id
* @param conditions 解锁条件
* @param role 如果已查询过role表就直接可以使用
*/
export async function unlockFigure(roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }[], role?: RoleType) {
if (!role || !role.heads || !role.frames) {
role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
}
let { heads, frames, spines } = role;
let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
for (let { type, paramHid, paramFavourLv, paramSkinId } of conditions) {
let canUnLockList = gameData.figureCondition.get(type);
if (canUnLockList) {
for (let { id, params, gid } of canUnLockList) {
let flag = false; // 是否达成条件
if (type == FIGURE_UNLOCK_CONDITION.GET_HERO) {
let [hid] = params;
if (paramHid == hid) flag = true;
} else if (type == FIGURE_UNLOCK_CONDITION.HERO_FAVOR) {
let [hid, favourLv] = params;
if (paramHid == hid && paramFavourLv >= favourLv) flag = true;
} else if (type == FIGURE_UNLOCK_CONDITION.GET_SKIN) {
let [id] = params;
if (paramSkinId == id) flag = true;
}
if (!flag) continue;
let dicGood = gameData.goods.get(gid);
if (!dicGood) continue;
let dicItid = ITID.get(dicGood.itid);
if (!dicItid) continue;
if (dicItid.type == CONSUME_TYPE.HEAD) {
let figure = unlockSingleFigure(heads, gid, false, id);
if (figure && figure.unlocked) figureInfo.heads.push(figure);
} else if (dicItid.type == CONSUME_TYPE.FRAME) {
let figure = unlockSingleFigure(frames, gid, false, id);
if (figure && figure.unlocked) figureInfo.frames.push(figure);
} else if (dicItid.type == CONSUME_TYPE.SPINE) {
let figure = unlockSingleFigure(spines, gid, false, id);
if (figure && figure.unlocked) figureInfo.spines.push(figure);
} else {
continue;
}
}
}
}
role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
return figureInfo;
}
// 直接获得形象/相框
export async function addFigure(roleId: string, ids: number[]) {
let role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS);
if (!role) return false;
let { heads, frames, spines } = role;
let figureInfo = { heads: [], frames: [], spines: [] };
for (let gid of ids) {
let dicGoods = gameData.goods.get(gid);
if (!dicGoods) continue;
let dicItid = ITID.get(dicGoods.itid);
if (!dicItid) continue;
if (dicItid.type == CONSUME_TYPE.HEAD) {
let figure = unlockSingleFigure(heads, gid, true);
if (figure && figure.unlocked) figureInfo.heads.push(figure);
} else if (dicItid.type == CONSUME_TYPE.FRAME) {
let figure = unlockSingleFigure(frames, gid, true);
if (figure && figure.unlocked) figureInfo.frames.push(figure);
} else if (dicItid.type == CONSUME_TYPE.SPINE) {
let figure = unlockSingleFigure(spines, gid, true);
if (figure && figure.unlocked) figureInfo.spines.push(figure);
} else {
continue;
}
}
role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines });
return figureInfo;
}
/**
* 根据物品id解锁/获得玩家数据
* @param dbFigures 数据库内字段
* @param id 物品id
* @param unlockDirect 是否不计算解锁条件直接解锁
* @param conditionId 条件id
*/
function unlockSingleFigure(dbFigures: Figure[], id: number, unlockDirect = false, conditionId?: number) {
let figure = dbFigures.find(cur => cur.id == id);
if (!figure) {
figure = new Figure(id, false);
dbFigures.push(figure);
}
if (figure.unlocked) return; // 已解锁过
if (!figure.unlockedId) figure.unlockedId = new Array<number>();
let dicGoods = gameData.goods.get(id);
let hasUnlockedAll = true;
if (!unlockDirect) { // 不能直接获得,需要通过type解锁
if (figure.unlockedId.includes(conditionId)) return;
figure.unlockedId.push(conditionId);
for (let { id: cid } of dicGoods.condition) {
if (!figure.unlockedId.includes(cid)) {
hasUnlockedAll = false; break;
}
}
}
if (hasUnlockedAll) {
figure.unlocked = true;
delete figure.unlockedId;
if (dicGoods.timeLimit) {
figure.time = <number>getTimeFun().getAfterDay(dicGoods.timeLimit); // timeLimit天以后
}
}
return figure
}
async function linkOldSkins(roleId: string, hero: HeroType) {
let allSkins = await SkinModel.findbyRoleAndHid(roleId, hero.hid);
let skins = hero.skins||[];
for(let skin of allSkins) {
let index = skins.findIndex(cur => cur.id == skin.id);
if(index == -1) {
skins.push({ id: skin.id, skin: skin._id, enable: false });
}
}
return await HeroModel.updateHeroInfo(roleId, hero.hid, { skins })
}
/**
* 创建武将
* @param roleId 玩家id
* @param roleName 玩家名
* @param serverId 服务器id
* @param {CreateHeroParam} heroInfo 创建武将所需信息
* @param funcs 玩家开启了的功能,主要用于任务
*/
export async function createHero(roleId: string, roleName: string, serverId: number, heroInfo: CreateHeroParam, funcs?: number[]) {
let { role, figureInfo, heroes, calHeroResults, calAllHeroResult, taskPushMessage, activityTaskPushMessage } = await createHeroes(roleId, roleName, serverId, [heroInfo], funcs)
return { hero: heroes[0], role, figureInfo, calHeroResult: calHeroResults[0], calAllHeroResult, taskPushMessage, activityTaskPushMessage }
}
export async function createHeroes(roleId: string, roleName: string, serverId: number, heroInfos: CreateHeroParam[], funcs?: number[]) {
let heroNum = 0;
let conditions = new Array<{ type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }>();
let heroes: HeroType[] = [], calHeroResults = [], calAllHeroResult = undefined;
let figureInfos:{ heads: Figure[], frames: Figure[], spines: Figure[] }[] = [];
for (let heroInfo of heroInfos) {
let dicHero = gameData.hero.get(heroInfo.hid);
let { quality, initialStars: star, jobid: job, name: hName, initialSkin } = dicHero;
let info = { roleId, roleName, serverId, quality, star, job, hName };
let curHero = await HeroModel.createHero(Object.assign(info, heroInfo));
let addSkinResult = await addSkin(roleId, roleName, initialSkin, true, curHero); // 添加皮肤
curHero = await linkOldSkins(roleId, curHero);
if(addSkinResult) { // 处理添加皮肤结果
curHero = addSkinResult.hero;
figureInfos.push(addSkinResult.figureInfo);
calAllHeroResult = addSkinResult.calAllHeroResult; // 全局加成,所以同一个人的处理都是累加
}
// 计算初始战力
let calHeroResult = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, roleId, curHero, {});
calHeroResults.push(calHeroResult);
heroes.push(calHeroResult.hero);
conditions.push({ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: heroInfo.hid });
heroNum++;
}
figureInfos.push(await unlockFigure(roleId, conditions)); // 解锁头像
let role = await RoleModel.incRoleInfo(roleId, { heroNum }, { heroNumUpdatedAt: nowSeconds() });
// 任务
let m1 = await checkTask(roleId, TASK_TYPE.HERO_NUM, heroNum, true, {}, funcs);
let m2 = await checkTaskWithHeroes(roleId, TASK_TYPE.HERO_QUALITY, heroes, funcs);
let m3 = await checkTaskWithHeroes(roleId, TASK_TYPE.HERO_QUALITY_STAR_UP, heroes, funcs);
let m4 = await checkTaskWithHeroes(roleId, TASK_TYPE.HERO_LV, heroes, funcs);
let taskPushMessage = m1.concat(m2, m3, m4);
//成长任务
let mm1 = await accomplishTask(serverId, roleId, TASK_TYPE.HERO_NUM, heroNum)
let mm2 = await accomplishTask(serverId, roleId, TASK_TYPE.HERO_QUALITY, heroNum, { heroes })
let activityTaskPushMessage = mm1.concat(mm2);
return { role, figureInfo: combineFigureInfo(figureInfos), heroes, calHeroResults, calAllHeroResult, taskPushMessage, activityTaskPushMessage }
}
export function combineFigureInfo(figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[]) {
let figureInfo = { heads: new Array<Figure>(), frames: new Array<Figure>(), spines: new Array<Figure>() };
for(let {heads, frames, spines} of figureInfos) {
for(let head of heads) {
figureInfo.heads.push(head);
}
for(let frame of frames) {
figureInfo.frames.push(frame);
}
for(let spine of spines) {
figureInfo.spines.push(spine);
}
}
return figureInfo;
}
export function transPiece(hid: number) {
let dicHero = gameData.hero.get(hid);
let count = gameData.heroTransPiece.get(dicHero.quality);
return { pieceId: dicHero.pieceId, count }
}