Files
ZYZ/shared/pubUtils/playerCe.ts
2022-03-25 14:14:36 +08:00

1109 lines
44 KiB
TypeScript

/**
* 体力系统
*/
import { HERO_SYSTEM_TYPE, ABI_TYPE, HERO_CE_RATIO, LINEUP_NUM, TALENT_RELATION_TYPE } from '../consts';
import { cal, calculatetopLineup, deepCopy, getAllAttrStage, reduceCe } from './util';
import { HeroModel, HeroType, HeroUpdate, CeAttrData, EPlace, Stone, Talent } from '../db/Hero';
import { RoleModel, RoleType, RoleUpdate, CeAttrDataRole } from '../db/Role';
import { AttributeCal } from '../domain/roleField/attribute';
import { ABI_STAGE, SEID_TYPE } from '../consts';
import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById, getSchoolRateByStar, getScollByStar, getTeraph, getEquipQualityIdByEquipIdAndPoint, getEquipSuitByHero, getEquipStarAttrByStage, getJewelConditionByLvAndSeId } from './data';
import { DicSe } from './dictionary/DicSe';
import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
import { SchoolModel } from '../db/School';
import { ABI_TYPE_MAIN, ABI_JOB_STAGE, ABI_STAGE_TO_TYPE } from '../consts/constModules/abilityConst'
import { PvpDefenseModel } from '../db/PvpDefense';
import { findIndex } from 'underscore';
import { GuildModel } from '../db/Guild';
import { DicJob } from './dictionary/DicJob';
import { saveCeChangeLog } from './logUtil';
import { JewelType } from '../db/Jewel';
import { type } from 'os';
// 修改并下发战力
export async function calPlayerCeAndSave(type: number, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>, params?: any) {
let role = await RoleModel.findByRoleId(roleId);
let { attr: roleAttrs = [], serverId } = role;
let heroAttrs = await calPlayerCe(originHero, update, type, args, params); // 根据操作计算attr的增加
let newAttr = new AttributeCal();
newAttr.setLv(update.lv||originHero.lv);
newAttr.setByDbData(roleAttrs, heroAttrs);
let heroCe = newAttr.calCe(); // 计算最终战力
let incCe = heroCe - originHero.ce;
// 更新到武将
update.attr = heroAttrs;
update.ce = heroCe;
if (originHero.historyCe < heroCe) update.historyCe = heroCe;
let hero = await HeroModel.updateHeroInfo(roleId, originHero.hid, update, null, true); // 更新武将 返回是战力缩过的
// 更新到角色
let { topLineup, topLineupCe } = await calculatetopLineup(role, originHero.hid, heroCe, originHero._id); // 计算更新最强五人战力
role = await RoleModel.updateRoleInfo(roleId, { ce: role.ce + incCe, topLineup, topLineupCe });
await PvpDefenseModel.updateCe(roleId, originHero.hid, reduceCe(incCe)); // 更新pvp防守阵战力
let guild = await GuildModel.updateCe(roleId, incCe); // 公会更新战力
let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
pushHeros.push({
hid: originHero.hid,
ce: reduceCe(heroCe),
incHeroCe: reduceCe(incCe),
});
saveCeChangeLog(role, incCe, role.ce, type, [originHero.hid]);
return { pushHeros, role, topLineupCe, hero, guild, serverId }
}
//全局属性加成
export async function reCalAllHeroCe(type: number, roleId: string, update: RoleUpdate, args?: Array<number>, params?: any) {
let role = await RoleModel.findByRoleId(roleId);
let heros = await HeroModel.findByRole(roleId);
let roleAttrs = await reCalRoleAttr(type, heros, role, update, args, params);
if(!roleAttrs) return {role, pushHeros: [], ce: role.ce, topLineupCe: role.topLineupCe, serverId: role.serverId, heros }; // 无加成
let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
let allIncCe = 0;
let resultHeroes = [];
for (let hero of heros) {
let { attr: heroAttrs, lv } = hero;
let newAttr = new AttributeCal();
newAttr.setLv(lv);
newAttr.setByDbData(roleAttrs, heroAttrs);
let heroCe = newAttr.calCe(); // 计算最终战力
if(heroCe != hero.ce) {
let incHeroCe = heroCe - hero.ce;
allIncCe += incHeroCe;
pushHeros.push({ hid: hero.hid, ce: reduceCe(heroCe), incHeroCe: reduceCe(incHeroCe) });
let resultHero = await HeroModel.updateHeroInfo(roleId, hero.hid, { ce: heroCe });
resultHeroes.push(resultHero);
await PvpDefenseModel.updateCe(roleId, hero.hid, reduceCe(incHeroCe)); // 更新pvp防守阵战力
} else {
resultHeroes.push(hero);
}
}
let { topLineup, topLineupCe } = await calculatetopLineup(role); // 计算更新最强五人战力
if(allIncCe != 0) {
update.attr = roleAttrs;
update.topLineup = topLineup;
update.topLineupCe = topLineupCe;
}
// console.log('************ roleAttr', update.attr)
role = await RoleModel.incRoleInfo(roleId, { ce: allIncCe },update);
let guild = await GuildModel.updateCe(roleId, allIncCe); // 公会更新战力
saveCeChangeLog(role, allIncCe, role.ce, type, args);
return { role, pushHeros, ce: role.ce, topLineupCe: role.topLineupCe, guild, serverId: role.serverId, heros: resultHeroes }
}
// 计算武将全局战力
async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleType, update: RoleUpdate, args: Array<number>, params: any) {
let { attr: roleAttrs } = role;
switch (type) {
case HERO_SYSTEM_TYPE.ADD_SKIN:
roleAttrs = calHeroAddSkin(role, args);
break;
case HERO_SYSTEM_TYPE.SCHOOL:
roleAttrs = calSchoolAddAttr(role, heros, args[0], args[1], args[2]);
break;
case HERO_SYSTEM_TYPE.SCROLL:
roleAttrs = calScrollAddAttr(role, heros, args[0]);
break;
case HERO_SYSTEM_TYPE.STAR:
case HERO_SYSTEM_TYPE.COLORSTAR:
case HERO_SYSTEM_TYPE.QUALITY:
roleAttrs = await calSchoolStarIncAttr(role, heros, type, args[0], args[1]);
break;
case HERO_SYSTEM_TYPE.TITLE:
roleAttrs = calTitle(role, update);
break;
case HERO_SYSTEM_TYPE.TERAPH:
roleAttrs = calTeraphMainAttr(role, update, args[0]);
break;
case HERO_SYSTEM_TYPE.TERAPH_UP:
roleAttrs = calTeraphAssistAttr(role, update, args[0]);
break;
case HERO_SYSTEM_TYPE.REBIRTH:
roleAttrs = await calHeroRebirth(role, params.originHero, params.heroUpdate);
break;
}
return roleAttrs;
}
// 计算单个武将战力
export async function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, args: Array<number> = [], params) {
let heroAttrs: CeAttrData[] = []; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
let addSeidList = new Array<number>();
let removeSeidList = new Array<number>();
switch (type) {
case HERO_SYSTEM_TYPE.STAR:
case HERO_SYSTEM_TYPE.LVUP:
case HERO_SYSTEM_TYPE.COLORSTAR:
case HERO_SYSTEM_TYPE.QUALITY:
heroAttrs = calHeroStarIncAttr(hero, update, type, addSeidList, removeSeidList); // args: 升的星盘
break;
case HERO_SYSTEM_TYPE.TRAIN:
heroAttrs = calHeroTrainIncAttr(hero, update);
break;
case HERO_SYSTEM_TYPE.STAGEUP:
// heroAttrs = calHeroJobStageUpIncAttr(hero, update, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.SKIN:
heroAttrs = calHeroWearSkinIncAttr(hero, update, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.FAVOUR:
heroAttrs = calHeroFavourUpIncAttr(hero, update);
break;
case HERO_SYSTEM_TYPE.CONNECT:
heroAttrs = calHeroConectIncAttr(hero, update, args[0]);
break;
case HERO_SYSTEM_TYPE.COMPOSE_EQUIP:
heroAttrs = calComposeEquipIncAttr(hero, update, args[0]);
break;
case HERO_SYSTEM_TYPE.EQUIP_STRENGTH:
heroAttrs = calEquipStrengthIncAttr(hero, update, args);
break;
case HERO_SYSTEM_TYPE.EQUIP_QUALITY:
heroAttrs = calEquipQualityIncAttr(hero, update, args);
break;
case HERO_SYSTEM_TYPE.EQUIP_STAR:
heroAttrs = calEquipStarIncAttr(hero, update, args, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP_JEWEL:
heroAttrs = calEquipPutOnOrOffJewelIncAttr(hero, update, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.EQUIP_STONE:
heroAttrs = calEquipPutOnOrOffStoneIncAttr(hero, update, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE:
case HERO_SYSTEM_TYPE.JEWEL_QUENCH:
heroAttrs = calJewelResetRandSeIncAttr(hero, args, params, addSeidList, removeSeidList);
break;
case HERO_SYSTEM_TYPE.SCROLL:
heroAttrs = calHeroCeScrollIncAttr(hero, update);
break;
case HERO_SYSTEM_TYPE.TALENT:
heroAttrs = calHeroTalent(hero, update, addSeidList, removeSeidList);
break;
default:
break;
}
addSeidEffect(heroAttrs, addSeidList, removeSeidList); // 处理加值
return heroAttrs;
}
/**
* 添加皮肤全局加成
* @param args
* @param ceAttr
*/
function calHeroAddSkin(role: RoleType, skinIds: Array<number>) {
let { attr: roleAttrs } = role;
for (let id of skinIds) {
let addSkin = gameData.fashion.get(id);
for (let attr of addSkin.globalAttr) {
let fixUp = attr.number * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, attr.id, { inc: { fixUp } });
}
}
role.attr = roleAttrs;
return roleAttrs;
}
/**
* 升星觉醒升品等
* @param {HeroType} hero 武将更新前的值
* @param {HeroUpdate} update 更新的值
* @param {number} type 养成类型
* @param {number[]} addSeidList 用于更新被动
* @param {number[]} removeSeidList 用于更新被动
*/
export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, type: number, addSeidList: Array<number>, removeSeidList: Array<number>) {
let { star: originStar, starStage: originStarStage, quality: originQuality, colorStar: originColorStar, colorStarStage: originColorStarStage, attr: heroAttrs, skinId: originSkinId, lv: oldLv } = originHero;
let { star = originStar, starStage = originStarStage, quality = originQuality, colorStar = originColorStar, colorStarStage = originColorStarStage, skinId = originSkinId, lv = oldLv } = update;
const dicHero = gameData.hero.get(skinId);
const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
const isFirstWake = colorStar > 0 && originColorStar <= 0; // 是否是初次觉醒
const isUpStar = originStar != star || originColorStar != colorStar; // 是否有升星
// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
if(starStage == ABI_STAGE.START) star--;
if(colorStarStage == ABI_STAGE.START) colorStar--;
const dicStar = isWake ? getHeroWakeByQuality(dicHero.jobClass, dicHero.quality, colorStar) : getHeroStarByQuality(dicHero.jobClass, quality, star); // 星级表
let stages = new Array<number>(); // 需要升级的阶
if (type == HERO_SYSTEM_TYPE.LVUP) {
stages = getAllAttrStage();
} else if (type == HERO_SYSTEM_TYPE.STAR) {
let end = isUpStar? ABI_STAGE.END: starStage;
if(end < originStarStage) {
stages = getAllAttrStage();
} else {
for(let i = originStarStage; i < end; i++) {
stages.push(i + 1);
}
}
} else if (type == HERO_SYSTEM_TYPE.QUALITY) {
stages = getAllAttrStage();
} else if (type = HERO_SYSTEM_TYPE.COLORSTAR) {
if (isFirstWake) { // 首次觉醒
stages = getAllAttrStage();
} else {
let end = isUpStar? ABI_STAGE.END: colorStarStage;
if(end < originColorStarStage) {
stages = getAllAttrStage();
} else {
for(let i = originColorStarStage; i < end; i++) {
stages.push(i + 1);
}
}
}
} else if (type == HERO_SYSTEM_TYPE.SKIN) {
stages = getAllAttrStage();
}
for (let stage of stages) {
let targetAttrId = ABI_STAGE_TO_TYPE.get(stage); // 转换为18维的属性id
let heroAttr = dicHero.baseAbilityArr.get(targetAttrId); // 武将表hp等
let heroUpAttr = dicHero.baseAbilityUpArr.get(targetAttrId); // 武将表hp_up等
let starUp = 0; // 星级成长
if (!!dicStar && !!dicStar.ceAttr) {
starUp = dicStar.ceAttr.get(stage);
}
let newBase = (heroAttr + lv * (heroUpAttr + starUp)) * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { set: { base: newBase } });
}
let curSeidList = getSeidListOfFashion(skinId, star, colorStar);
let preSeidList = getSeidListOfFashion(originSkinId, originStar, originColorStar);
curSeidList.forEach((seid, type) => {
if (!preSeidList.has(type)) {
addSeidList.push(seid, 0);
}
});
preSeidList.forEach((seid, type) => {
if (!curSeidList.has(type)) {
removeSeidList.push(seid, 0);
}
});
originHero.attr = heroAttrs;
return heroAttrs;//属性增量可以是多个
}
type updateCeAttr = Partial<CeAttrData>;
function updateHeroAttr(heroAttrs: CeAttrData[], id: number, update: { inc?: updateCeAttr, set?: updateCeAttr }) {
let index = heroAttrs.findIndex(cur => cur.id == id);
let curAttr = heroAttrs[index];
if(!curAttr) {
curAttr = new CeAttrData(id);
heroAttrs.push(curAttr);
index = heroAttrs.length - 1;
}
if(update.inc) {
let { base, equipUp, fixUp, ratioUp } = update.inc;
if(base != undefined) curAttr.base += base;
if(equipUp != undefined) curAttr.equipUp += equipUp;
if(fixUp != undefined) curAttr.fixUp += fixUp;
if(ratioUp != undefined) curAttr.ratioUp += ratioUp;
}
if(update.set) {
let { base, equipUp, fixUp, ratioUp } = update.set;
if(base != undefined) curAttr.base = base;
if(equipUp != undefined) curAttr.equipUp = equipUp;
if(fixUp != undefined) curAttr.fixUp = fixUp;
if(ratioUp != undefined) curAttr.ratioUp = ratioUp;
}
if(curAttr.base <= 0 && curAttr.equipUp <=0 && curAttr.fixUp <=0 && curAttr.ratioUp <= 0) {
heroAttrs.splice(index, 1);
}
}
type updateCeAttrRole = Partial<CeAttrDataRole>;
function updateRoleAttr(roleAttrs: CeAttrDataRole[], id: number, update: { inc?: updateCeAttrRole, set?: updateCeAttrRole }) {
let curAttr = roleAttrs.find(cur => cur.id == id);
if(!curAttr) {
curAttr = new CeAttrDataRole(id);
roleAttrs.push(curAttr);
}
if(update.inc) {
let { fixUp, ratioUp } = update.inc;
if(fixUp) curAttr.fixUp = cal.add(curAttr.fixUp, fixUp);
if(ratioUp) curAttr.ratioUp = cal.add(curAttr.ratioUp, ratioUp);
}
if(update.set) {
let { fixUp, ratioUp } = update.set;
if(fixUp) curAttr.fixUp = fixUp;
if(ratioUp) curAttr.ratioUp = ratioUp;
}
}
/**
* 获取皮肤上的seid
* @param skinId
* @param originStar
* @param originColorStar
*/
function getSeidListOfFashion(skinId: number, originStar: number, originColorStar: number) {
let seidList = new Map<number, number>(); // type => seid
let dicHero = gameData.hero.get(skinId);
let { starSeidArr, colorStarSeidArr } = gameData.heroSkill.get(dicHero.skill);
for (let { star, value, type } of starSeidArr) {
if (originStar >= star) {
seidList.set(type, value);
}
}
for (let { star, value, type } of colorStarSeidArr) {
if (originColorStar >= star) {
seidList.set(type, value);
}
}
return seidList
}
/**
* 兵种训练
* @param {HeroType} originHero 原始武将
* @param {HeroUpdate} update 更新的数据
*/
export function calHeroTrainIncAttr(originHero: HeroType, update: HeroUpdate) {
let { attr: heroAttrs, job: oldJob, jobStage: oldJobStage } = originHero;
let { job = oldJob, jobStage = oldJobStage } = update;
let dicJob = gameData.job.get(job);
let lastJob = getJobByGradeAndClass(dicJob.job_class, dicJob.grade - 1);
let dicLastJob = lastJob? gameData.job.get(lastJob.jobid): null;
for(let i = 1; i <= dicJob.maxStage; i++) {
if(oldJobStage < i && jobStage >= i) {
let lastAttr = dicLastJob? dicLastJob.ceAttr.get(i).attr: 0;
let targetAttrId = dicJob.ceAttr.get(i).id;
let targetAttrValue = dicJob.ceAttr.get(i).attr;
let inc = (targetAttrValue - lastAttr) * HERO_CE_RATIO;
// console.log('*******', targetAttrId, targetAttrValue, lastAttr, inc )
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp: inc } });
}
}
return heroAttrs;
}
/**
* 兵种进阶
* @param {HeroType} originHero 原始武将
* @param {HeroUpdate} update 更新内容
* @param {number[]} addSeidList 用于更新被动
* @param {number[]} removeSeidList 用于更新被动
*/
// export function calHeroJobStageUpIncAttr(originHero: HeroType, update: HeroUpdate, addSeidList: Array<number>, removeSeidList: Array<number>) {
// let { job: oldJob, attr: heroAttrs } = originHero;
// let { job = oldJob } = update;
// let lastJob = gameData.job.get(oldJob);
// let currentJob = gameData.job.get(job);
// let lastSeids = lastJob?.seid||new Array<number>();
// let curSeids = currentJob?.seid||new Array<number>();
// for (let seid of curSeids) {
// let index = findIndex(lastSeids, seid);
// if (index < 0) {
// addSeidList.push(seid, 0);
// }
// }
// for (let seid of lastSeids) {
// let index = findIndex(curSeids, seid);
// if (index < 0) {
// removeSeidList.push(seid, 0);
// }
// }
// return heroAttrs;
// }
/**
* 初始计算兵种属性
* @param {HeroType} originHero 原始武将
* @param {HeroUpdate} hero 更新后的武将
* @param {number[]} addSeidList 用于更新被动
* @param {number[]} removeSeidList 用于更新被动
*/
export function calHeroJobAttr(originHero: HeroType, hero: HeroUpdate, addSeidList: Array<number>, removeSeidList: Array<number>) {
let { attr: heroAttrs } = originHero;
let currentJob = gameData.job.get(hero.job);
let jobGradeAndClass = getJobByGradeAndClass(currentJob.job_class, currentJob.grade - 1);
let lastJob: DicJob;
if (!!jobGradeAndClass) {
lastJob = gameData.job.get(jobGradeAndClass.jobid);
}
for (let stage = ABI_JOB_STAGE.START; stage <= ABI_JOB_STAGE.END; stage++) {
if(hero.jobStage >= stage) {
let targetAttrId = currentJob.ceAttr.get(stage).id;
let fixUp = currentJob.ceAttr.get(stage).attr * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp }})
} else {
if(lastJob) {
let targetAttrId = lastJob.ceAttr.get(stage).id;
let fixUp = lastJob.ceAttr.get(stage).attr * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, targetAttrId, { inc: { fixUp } });
}
}
};
originHero.attr = heroAttrs;
// heroAttrs = calHeroJobStageUpIncAttr(originHero, hero, addSeidList, removeSeidList);
return heroAttrs;
}
/**
* 穿戴时装的单武将加成
* @param {HeroType} originHero 原始武将
* @param {number} wearSkinId 穿戴的皮肤
* @param {number} pullSkinId 脱下的皮肤
* @param {number[]} addSeidList 用于更新被动
* @param {number[]} removeSeidList 用于更新被动
* @param {boolean} isInit 是否是计算初始战力
*/
export function calHeroWearSkinIncAttr(originHero: HeroType, update: HeroUpdate, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, skinId: originSkinId } = originHero;
let { skinId = originSkinId, ePlace: newEplace } = update;
calHeroStarIncAttr(originHero, update, HERO_SYSTEM_TYPE.SKIN, addSeidList, removeSeidList);
let addSkin = gameData.fashionBySkinId.get(skinId);
let delSkin = gameData.fashionBySkinId.get(originSkinId);
if (delSkin) {
for (let attr of delSkin.actorAttr) {
let fixUp = -1 * attr.number * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } });
}
}
for (let attr of addSkin.actorAttr) {
let fixUp = attr.number * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } });
}
originHero.attr = heroAttrs;
let eplaceIds = newEplace.map(cur => cur.id);
calEquipStrengthIncAttr(originHero, update, eplaceIds);
calEquipQualityIncAttr(originHero, update, eplaceIds);
calEquipStarIncAttr(originHero, update, eplaceIds, addSeidList, removeSeidList);
// 天赋点
calHeroTalent(originHero, update, addSeidList, removeSeidList);
return heroAttrs;
}
/**
* 羁绊解锁
* @param {HeroType} originHero 原始武将
* @param {HeroUpdate} update 更新数据
* @param {number} shipId 解锁的那个id
*/
export function calHeroConectIncAttr(originHero: HeroType, update: HeroUpdate, shipId: number) {
let { connections: oldConnections = [], favourLv, attr: heroAttrs } = originHero;
let { connections = oldConnections } = update;
let oldConnect = oldConnections.find(cur => cur.shipId == shipId);
let connect = connections.find(cur => cur.shipId == shipId);
let oldLevel = oldConnect?.level||0;
let level = connect?.level||0;
let fiendShipLevel = gameData.friendShipLevelMap.get(favourLv);
let currentShip = getFriendShipById(shipId, level);
if (currentShip) {
for (let attr of currentShip.attributes) {
let fixUp = attr.number * (HERO_CE_RATIO + fiendShipLevel.add);
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } });
}
}
if (level > 1) {
let lastShip = getFriendShipById(shipId, oldLevel);
if (lastShip) {
for (let attr of lastShip.attributes) {
let fixUp = -1 * attr.number * (HERO_CE_RATIO + fiendShipLevel.add);
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } })
}
}
}
originHero.attr = heroAttrs;
return heroAttrs;
}
/**
* 好感度升级,影响羁绊加成
*
* @param {HeroType} originHero 原始武将数据
* @param {HeroUpdate} update 更新的数据
*/
export function calHeroFavourUpIncAttr(originHero: HeroType, update: HeroUpdate) {
let { favourLv: oldFavourLv, attr: heroAttrs } = originHero;
let { favourLv = oldFavourLv } = update;
let currentFiendShipLevel = gameData.friendShipLevelMap.get(favourLv);
let difAdd = currentFiendShipLevel.add;
if (oldFavourLv && oldFavourLv > 0) { // 减上一级好感
let lastFiendShipLevel = gameData.friendShipLevelMap.get(oldFavourLv);
difAdd -= lastFiendShipLevel.add;
}
for (let {shipId, level} of originHero.connections) {
let dicHeroFriendShip = getFriendShipById(shipId, level);
for (let attr of dicHeroFriendShip.attributes) {
let fixUp = (attr.number + difAdd ) * HERO_CE_RATIO;
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp } });
}
}
originHero.attr = heroAttrs;
return heroAttrs;
}
export function calComposeEquipIncAttr(hero: HeroType, update: HeroUpdate, eplaceId: number) {
let { attr: heroAttrs } = hero;
let newEquip = update.ePlace.find(cur => cur.id == eplaceId);
if(newEquip) {
let dicEquip = gameData.equipById.get(newEquip.equipId);
for(let attr of dicEquip.attribute) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * HERO_CE_RATIO } });
}
}
return heroAttrs;
}
export function calEquipStrengthIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
if(newEquip && oldEquip) {
let dicOldEquip = gameData.equipById.get(oldEquip.equipId);
let dicNewEquip = gameData.equipById.get(newEquip.equipId);
for(let attr of dicOldEquip.attributeUp) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: -1 * attr.num * oldEquip.lv * HERO_CE_RATIO } });
}
for(let attr of dicNewEquip.attributeUp) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * newEquip.lv * HERO_CE_RATIO } });
}
}
}
hero.attr = heroAttrs;
return heroAttrs
}
export function calEquipQualityIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
if(newEquip && oldEquip) {
let dicOldEquipQuality = getEquipQualityIdByEquipIdAndPoint(oldEquip.equipId, oldEquip.quality, oldEquip.qualityStage);
let dicNewEquipQuality = getEquipQualityIdByEquipIdAndPoint(newEquip.equipId, newEquip.quality, newEquip.qualityStage);
for(let attr of dicOldEquipQuality.attribute) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: -1 * attr.num * HERO_CE_RATIO } });
}
for(let attr of dicNewEquipQuality.attribute) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * HERO_CE_RATIO } });
}
}
}
hero.attr = heroAttrs;
return heroAttrs
}
export function calEquipStarIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], addSeidList: number[], removeSeidList: number[]) {
// 升星本身的属性加成
let { hid, attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
if(newEquip && oldEquip) {
let { mainAttr: oldMainAttr, subAttr: oldSubAttr } = getEquipStarAttrByStage(oldEquip.equipId, oldEquip.star, oldEquip.starStage);
let { mainAttr: newMainAttr, subAttr: newSubAttr } = getEquipStarAttrByStage(newEquip.equipId, newEquip.star, newEquip.starStage);
// 主属性
for(let attr of oldMainAttr) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: -1 * attr.num * HERO_CE_RATIO } });
}
for(let attr of newMainAttr) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * HERO_CE_RATIO } });
}
for(let attr of oldSubAttr) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: -1 * attr.num * HERO_CE_RATIO } });
}
for(let attr of newSubAttr) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: attr.num * HERO_CE_RATIO } });
}
}
}
// 套装属性
calEquipSuitIncAttr(hid, oldEplace, newEplace, addSeidList, removeSeidList);
hero.attr = heroAttrs;
return heroAttrs;
}
function calEquipSuitIncAttr(hid: number, oldEplace: EPlace[], newEplace: EPlace[], addSeidList: number[], removeSeidList: number[]) {
let dicEquipSuit = getEquipSuitByHero(hid);
let oldSuitStars: number[] = [], newSuitStars: number[] = [];
for(let equipId of dicEquipSuit.equips) {
let oldEquip = oldEplace.find(cur => cur.equipId == equipId);
oldSuitStars.push(oldEquip? oldEquip.star: 0);
let newEquip = newEplace.find(cur => cur.equipId == equipId);
newSuitStars.push(newEquip? newEquip.star: 0);
}
let oldStar = Math.min(...oldSuitStars);
let newStar = Math.min(...newSuitStars);
for(let { star, seid } of dicEquipSuit.effect) {
if(oldStar >= star) removeSeidList.push(seid);
if(newStar >= star) addSeidList.push(seid, 0);
}
}
export function calEquipPutOnOrOffJewelIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
setRandSeToSeidList(params.oldJewel, oldEquip, removeSeidList);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
setRandSeToSeidList(params.newJewel, newEquip, addSeidList);
}
return heroAttrs;
}
function setRandSeToSeidList(jewel: JewelType, equip: EPlace, list: number[]) {
if(equip && jewel) {
for(let { id, seid, rand } of jewel.randSe) {
if(isRandSeUnLock(jewel.id, id, equip.stones)) {
list.push(seid, rand);
}
}
}
}
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;
}
export function calEquipPutOnOrOffStoneIncAttr(hero: HeroType, update: HeroUpdate, eplaceIds: number[], params: { jewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace: oldEplace } = hero;
let { ePlace: newEplace } = update;
for(let eplaceId of eplaceIds) {
let oldEquip = oldEplace.find(cur => cur.id == eplaceId);
updateHeroAttrOfStone(heroAttrs, oldEquip, -1);
setRandSeToSeidList(params.jewel, oldEquip, removeSeidList);
let newEquip = newEplace.find(cur => cur.id == eplaceId);
updateHeroAttrOfStone(heroAttrs, newEquip, 1);
setRandSeToSeidList(params.jewel, newEquip, addSeidList); // 地玉石阶数变化可能导致属性词条解锁变化
}
return heroAttrs;
}
function updateHeroAttrOfStone(heroAttrs: CeAttrData[], equip: EPlace, ratio: number) {
for(let { stone } of equip.stones) {
let dicStone = gameData.stone.get(stone);
if(dicStone) {
for(let attr of dicStone.attribute) {
updateHeroAttr(heroAttrs, attr.id, { inc: { fixUp: ratio * attr.num * HERO_CE_RATIO } });
}
}
}
}
export function calJewelResetRandSeIncAttr(hero: HeroType, eplaceIds: number[], params: { oldJewel: JewelType, newJewel: JewelType }, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, ePlace } = hero;
for(let eplaceId of eplaceIds) {
let equip = ePlace.find(cur => cur.id == eplaceId);
setRandSeToSeidList(params.oldJewel, equip, removeSeidList);
setRandSeToSeidList(params.newJewel, equip, addSeidList);
}
return heroAttrs;
}
// 添加技能增加的被动属性
function addSeidEffect(heroAttrs: CeAttrData[], addSeidList: Array<number>, removeSeidList: Array<number>) {
// console.log('addSeidList', addSeidList.join())
// console.log('removeSeidList', removeSeidList.join())
let otiginalSeidList = [
{ list: addSeidList, multi: 1 },
{ list: removeSeidList, multi: -1 }
];
for (let { list, multi } of otiginalSeidList) {
let effectList = new Array<DicSe>(); // any: dic_zyz_se表内容
for (let ii = 0; ii < list.length; ii += 2) {
let seid = list[ii];
let rand = list[ii + 1] || 0;
let dicSeid: DicSe | DicRandomEffectPool = gameData.se.get(seid);
if (!dicSeid) dicSeid = gameData.randomEffectPool.get(seid);
if (dicSeid && dicSeid.id > 0) {
addSeid(effectList, dicSeid.id, rand, dicSeid.gainValueArr)
}
}
// console.log('effectList', JSON.stringify(effectList));
for (let { type, gainValueArr: [ability, value] } of effectList) {
if (type == SEID_TYPE.TYPE101) { // 加值
updateHeroAttr(heroAttrs, ability, { inc: {fixUp: value * multi * HERO_CE_RATIO} });
} else if (type == SEID_TYPE.TYPE103) { // 主属性加百分比
if(ABI_TYPE_MAIN.includes(ability)) {
updateHeroAttr(heroAttrs, ability, { inc: {ratioUp: value / 1000 * multi} });
}
} else if (type == SEID_TYPE.TYPE104) { // 次级属性加百分比
if(!ABI_TYPE_MAIN.includes(ability)) {
updateHeroAttr(heroAttrs, ability, { inc: {fixUp: value * 100 * multi * HERO_CE_RATIO } });
}
}
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: Array<any>, seidId: number, rand: number, seidValue = new Array<number>()) {
let curSeid: DicSe | DicRandomEffectPool = gameData.se.get(seidId);
if (!curSeid) curSeid = gameData.randomEffectPool.get(seidId);
if (!curSeid) { console.log("seidId not found:" + seidId); return; }
if (!seidValue) seidValue = curSeid.gainValueArr;
if (curSeid.type === SEID_TYPE.TYPE999) {
for (let i = 0; i < seidValue.length; i++) {
addSeid(effectList, seidValue[i], rand);
}
return;
}
let seid: DicSe | DicRandomEffectPool = deepCopy(curSeid);
if (curSeid.index > 0) {
seid.gainValueArr[curSeid.index - 1] = rand;
}
effectList.push(seid);
}
/**
* 全局加成,百家学宫
* @param role 角色
* @param heros 所有武将
* @param schoolId 学宫学派
* @param hid 换上的武将
* @param preHid 撤下的武将
*/
function calSchoolAddAttr(role: RoleType, heros: HeroType[], schoolId: number, hid: number, preHid: number) {
let { attr: roleAttrs } = role;
let school = gameData.school.get(schoolId);
if (!school) return null;
let preHero = heros.find(cur => cur.hid == preHid);
let curHero = heros.find(cur => cur.hid == hid);
let defaultPercent = { mainAttrAPerent: 0, assiAttrAddValue: 0 };
let preRate = preHero ? getSchoolRateByStar(preHero.star, preHero.colorStar, preHero.quality) : defaultPercent;
let curRate = curHero ? getSchoolRateByStar(curHero.star, curHero.colorStar, curHero.quality) : defaultPercent;
for (let attrId of school.upAttribute) {
if(ABI_TYPE_MAIN.includes(attrId)) { // 主属性
let ratioUp = curRate.mainAttrAPerent - preRate.mainAttrAPerent;
updateRoleAttr(roleAttrs, attrId, { inc: { ratioUp } });
} else {
let fixUp = (curRate.assiAttrAddValue - preRate.assiAttrAddValue) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
}
}
return roleAttrs;
}
/**
* 升星,觉醒,升品时,百家学宫配置武将会相应修改全局战力
* @param {HeroType[]} heros 全部武将
* @param {number} type 类型 HERO_SYSTEM_TYPE
* @param {number} hid 更新的那个武将
* @param {number} isStarUp 是否升星
*/
async function calSchoolStarIncAttr(role: RoleType, heros: HeroType[], type: number, hid: number, isStarUp: number) {
let { roleId, attr: roleAttrs } = role;
if ((type == HERO_SYSTEM_TYPE.STAR || type == HERO_SYSTEM_TYPE.COLORSTAR) && !isStarUp) {
return null;
}
let hero = heros.find(cur => cur.hid == hid);
if(!hero) return null;
let curHeroInSchool = await SchoolModel.findByHid(roleId, hid);
if (!curHeroInSchool) return null;
let preStar = hero.star, preColorStar = hero.colorStar, preQuality = hero.quality;
if (type == HERO_SYSTEM_TYPE.STAR && isStarUp) {
preStar--;
} else if (type == HERO_SYSTEM_TYPE.QUALITY) {
preQuality--;
} else if (type == HERO_SYSTEM_TYPE.COLORSTAR) {
preColorStar--;
if(preColorStar <= 0) preQuality--;
} else {
return null;
}
let school = gameData.school.get(curHeroInSchool.schoolId);
let preRate = getSchoolRateByStar(preStar, preColorStar, preQuality);
let curRate = getSchoolRateByStar(hero.star, hero.colorStar, hero.quality);
for (let attrId of school.upAttribute) {
if(ABI_TYPE_MAIN.includes(attrId)) { // 主属性
let ratioUp = curRate.mainAttrAPerent - preRate.mainAttrAPerent;
updateRoleAttr(roleAttrs, attrId, { inc: { ratioUp } });
} else {
let fixUp = (curRate.assiAttrAddValue - preRate.assiAttrAddValue) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
}
}
return roleAttrs;
}
/**
* 全局加成, 名将谱
* @param heros 所有武将
* @param hid 激活的武将
* @param ceAttr
*/
function calScrollAddAttr(role: RoleType,heros: HeroType[], hid: number) {
let { attr: roleAttrs } = role;
// console.log('********** calScrollAddAttr', hid)
let curHero = heros.find(cur => cur.hid == hid);
let dicHero = gameData.hero.get(hid);
if (!curHero || !dicHero) return roleAttrs;
let { quality } = dicHero;
let { star, quality: curQuality, colorStar } = curHero;
// console.log('********** calScrollAddAttr curHero', star, curQuality, colorStar);
let heroScroll = getScollByStar(quality, star, curQuality, colorStar);
if (!heroScroll) return roleAttrs;
// console.log('********** heroScroll', heroScroll);
let isInit = star == dicHero.initialStars && curQuality == dicHero.quality && colorStar == 0;
let preScroll = isInit? null: gameData.preHeroScroll.get(heroScroll.id);
// console.log('********** preScroll', preScroll);
heroScroll.ceAttr.forEach((add, attrId) => {
let preAdd = preScroll ? preScroll.ceAttr.get(attrId) : 0;
let fixUp = (add - preAdd) * HERO_CE_RATIO;
// console.log('********** preAdd', attrId, preAdd, fixUp);
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
});
return roleAttrs;
}
/**
* 名将谱激活增加单个武将好感
* @param originHero 原始武将
* @param update 更新数据
*/
function calHeroCeScrollIncAttr(originHero: HeroType, update: HeroUpdate) {
let { attr: heroAttrs, favourLv: oldFavourLv } = originHero;
let { favourLv = oldFavourLv } = update;
if (favourLv != oldFavourLv) {
heroAttrs = calHeroFavourUpIncAttr(originHero, update);
}
return heroAttrs;
}
function calHeroTalent(originHero: HeroType, update: HeroUpdate, addSeidList: number[], removeSeidList: number[]) {
let { attr: heroAttrs, skins: oldSkins } = originHero;
let { skins } = update;
let oldSkin = oldSkins.find(cur => cur.enable);
let newSkin = skins.find(cur => cur.enable);
let oldSeids = getTalentSeid(oldSkin.talent);
let newSeids = getTalentSeid(newSkin.talent);
for(let seid of newSeids) addSeidList.push(seid);
for(let seid of oldSeids) removeSeidList.push(seid);
return heroAttrs
}
function getTalentSeid(talent: Talent[]) {
let seids = new Map<number, number[]>(); // id, seids
for(let { id, level } of talent) {
let dicHeroTalent = gameData.heroTalent.get(id);
for(let { type, ids} of dicHeroTalent.relation) {
if(type == TALENT_RELATION_TYPE.REPLACE) {
for(let id of ids) {
seids.delete(id);
}
}
}
for(let { lv, seid } of dicHeroTalent.level) {
if(level >= lv) {
if(!seids.has(id)) seids.set(id, []);
seids.get(id).push(seid);
}
}
}
let result: number[] = [];
for(let [_, ids] of seids) {
result.push(...ids);
}
return result;
}
/**
* 升爵位
* @param role 角色数据
* @param titleId 升到哪个爵位
*/
function calTitle(role: RoleType, update: RoleUpdate) {
let { title: oldTitle, attr: roleAttrs } = role;
let { title: newTitle = oldTitle } = update;
let dicOldTitle = gameData.title.get(oldTitle)||{ mainAttrValue: new Map(), assiAttrValue: new Map() };
let dicNewTitle = gameData.title.get(newTitle);
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
if (dicNewTitle.mainAttrValue.has(i) || dicOldTitle.mainAttrValue.has(i)) {
let fixUp = ((dicNewTitle.mainAttrValue.get(i) || 0) - (dicOldTitle.mainAttrValue.get(i) || 0)) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, i, { inc: { fixUp } });
}
if (dicNewTitle.assiAttrValue.has(i) || dicOldTitle.mainAttrValue.has(i)) {
let fixUp = ((dicNewTitle.assiAttrValue.get(i) || 0) - (dicOldTitle.assiAttrValue.get(i) || 0)) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, i, { inc: { fixUp } });
}
}
return roleAttrs;
}
/**
* 神像强化,更新主属性加成
* @param role 角色数据
* @param update 更新数据
* @param id 更新哪座神像
*/
function calTeraphMainAttr(role: RoleType, update: RoleUpdate, id: number) {
let { attr: roleAttrs, teraphs: oldTeraphs = [] } = role;
let { teraphs = oldTeraphs } = update;
let oldTeraph = oldTeraphs.find(cur => cur.id == id);
let teraph = teraphs.find(cur => cur.id == id);
if(teraph && teraph.attr) {
for(let [attrId, val] of teraph.attr) {
let oldVal = 0;
if(oldTeraph && oldTeraph.attr && oldTeraph.attr.has(attrId)) {
oldVal = oldTeraph.attr.get(attrId);
}
let fixUp = (val - oldVal) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, attrId, { inc: {fixUp} })
}
}
return roleAttrs;
}
/**
* 神像进阶,更新次级属性加成
* @param role 角色数据
* @param update 更新数据
* @param id 更新哪座神像
*/
function calTeraphAssistAttr(role: RoleType, update: RoleUpdate, id: number) {
let { attr: roleAttrs, teraphs: oldTeraphs = [] } = role;
let { teraphs = oldTeraphs } = update;
let oldTeraph = oldTeraphs.find(cur => cur.id == id);
let teraph = teraphs.find(cur => cur.id == id);
let dicOldTeraph = getTeraph(id, oldTeraph?.grade);
let dicTeraph = getTeraph(id, teraph?.grade);
if(!dicTeraph) return null;
dicTeraph.assiAttrValue.forEach((val, attrId) => {
let oldVal = 0;
if(dicOldTeraph && dicOldTeraph.assiAttrValue && dicOldTeraph.assiAttrValue.has(attrId)) {
oldVal = dicOldTeraph.assiAttrValue.get(attrId);
}
let fixUp = (val - oldVal) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
});
return roleAttrs;
}
async function calHeroRebirth(role: RoleType, originHero: HeroType, updateHero: HeroUpdate) {
let { roleId, attr: roleAttrs } = role;
// 1. 名将谱
let dicHero = gameData.hero.get(originHero.hid);
let dicHeroScroll = getScollByStar(dicHero.quality, updateHero.star, updateHero.quality, updateHero.colorStar);
let dicPreScroll = getScollByStar(dicHero.quality, originHero.star, originHero.quality, originHero.colorStar);
if(dicHeroScroll) {
for(let [attrId, value] of dicHeroScroll.ceAttr) {
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp: value * HERO_CE_RATIO } });
}
}
if(dicPreScroll) {
for(let [attrId, value] of dicPreScroll.ceAttr) {
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp: -value * HERO_CE_RATIO } });
}
}
// 2. 百家学宫
let school = await SchoolModel.findByHid(roleId, originHero.hid);
if(school) {
let dicSchool = gameData.school.get(school.schoolId);
let preRate = getSchoolRateByStar(originHero.star, originHero.colorStar, originHero.quality);
let curRate = getSchoolRateByStar(updateHero.star, updateHero.colorStar, updateHero.quality);
console.log('####', updateHero.star, updateHero.colorStar, updateHero.quality)
for (let attrId of dicSchool.upAttribute) {
if(ABI_TYPE_MAIN.includes(attrId)) { // 主属性
let ratioUp = (curRate?.mainAttrAPerent||0) - (preRate?.mainAttrAPerent||0);
updateRoleAttr(roleAttrs, attrId, { inc: { ratioUp } });
} else {
let fixUp = ((curRate?.assiAttrAddValue||0) - (preRate?.assiAttrAddValue||0)) * HERO_CE_RATIO;
updateRoleAttr(roleAttrs, attrId, { inc: { fixUp } });
}
}
}
return roleAttrs;
}