Files
ZYZ/game-server/app/services/activity/gachaService.ts
T
2022-03-23 13:54:04 +08:00

516 lines
19 KiB
TypeScript

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