Files
ZYZ/game-server/app/servers/battle/handler/battleUtils.ts
T
2020-10-10 16:37:57 +08:00

133 lines
5.2 KiB
TypeScript

import { ActionPointModel } from '../../../db/ActionPoint';
import { BattleDropModel } from '../../../db/BattleDrop';
import { getWarById, getGoodById } from '../../../util/gamedata';
import { decodeStr, Reward } from '../../../util/util';
import { ACTION_POIN, BATTLE_REWARD_TYPE, GOOD_TYPE } from '../../../consts/consts';
export async function getAp(now: number, roleId: string) {
let dataAp = await ActionPointModel.getAp(roleId);
const maxAp = ACTION_POIN.MAX; // 最大体力值
const per = ACTION_POIN.PER; // 恢复时间(ms)
let {ap, refTime} = dataAp;
if(ap >= maxAp) {
// 体力溢出不需要做时间的处理
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
} else {
if(refTime > now) refTime = now; // refTime:每次记录时候最近的一个整的时间点,绝对不会大于now
let n = Math.floor((now - refTime)/per); // 上次记录到现在可以增长多少体力
ap += n; // 增加上
if(ap >= maxAp) { // 加上后溢出了
ap = maxAp;
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
} else {
refTime += n * per; // 更新refTime到离现在最近的一个整的时间点
let apRemainTime = Math.floor((refTime + per - now)/1000); // 恢复下一点需要多少时间
return { ap, maxAp, refTime, apRemainTime, isOver: false }
}
}
}
export async function setAp(now: number, roleId: string, changeAp: number) {
let ApResult = await getAp(now, roleId);
let { ap, maxAp, refTime, apRemainTime, isOver } = ApResult; // 更新ap
ap += changeAp;
if(ap >= maxAp) { // 溢出
refTime = now;
apRemainTime = 0;
}
if(ap < 0) return null // 体力不足
await ActionPointModel.saveAp(roleId, ap, refTime);
if(isOver && ap < maxAp) apRemainTime = Math.floor(ACTION_POIN.PER / 1000); // 特殊处理
return {ap, maxAp, refTime, apRemainTime}
}
export class WarReward {
roleId: string;
roleName: string;
battleId: number;
condition: Map<number, boolean>;
warInfo: any;
isSuccess: boolean;
rewards: Array<{type: number, gid: number, count: number}>;
constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
this.roleId = roleId;
this.roleName = roleName;
this.battleId = battleId;
this.condition = new Map();
this.warInfo = getWarById(battleId);
this.isSuccess = isSuccess;
}
public setCondition(id: number, isOk: boolean) {
this.condition.set(id, isOk);
}
private handleFixReward(num: number) {
if(this.isSuccess) { // 成功了才给固定奖励
let {fixReward = ''} = this.warInfo;
let reward = decodeStr('fixReward', fixReward);
for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
}
}
private handleConditionReward(num: number) {
if(this.isSuccess) {
let {conditionReward = ''} = this.warInfo;
let reward = decodeStr('conditionReward', conditionReward);
for(let obj of reward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
}
}
}
}
private async handleRandomReward(num: number) {
if(this.isSuccess) {
let {RandomReward:randomReward = ''} = this.warInfo;
let reward = decodeStr('randomReward', randomReward);
for(let obj of reward) {
let { gid, frequency } = obj;
let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid);
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 + 1 > 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, ...obj});
}
}
await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
getNum, allNum, getSum, allSum
});
}
}
}
public async saveReward(num: number) {
this.rewards = new Array();
await this.handleFixReward(num);
await this.handleConditionReward(num);
await this.handleRandomReward(num);
let rewardObject = new Reward(this.roleId, this.roleName, this.rewards);
let returnGoods = await rewardObject.saveReward();
return returnGoods;
}
}