225 lines
8.9 KiB
TypeScript
225 lines
8.9 KiB
TypeScript
import { getRandEelm, } from '../pubUtils/util';
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import { EPlace, Stone } from "../db/Hero";
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import { gameData, getArtifactWithQuality, getDicArtifactLvByPlanId, getDicArtifactQualityByStage, getJewelConditionByLvAndSeId, getNextArtifact, getNextArtifactQuality, getRandEffectByGroupAndLevel } from "../pubUtils/data";
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import { JewelType, RandSe } from '../db/Jewel';
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import { DicRandomEffectPool } from '../pubUtils/dictionary/DicRandomEffectPool';
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import { getJewelRandSe } from './role/rewardService';
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import { ArtifactModelType } from '../db/Artifact';
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import { STATUS } from '../consts';
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import { ItemInter } from '../pubUtils/interface';
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import { combineItems } from './role/util';
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export function getRandSeResult(id: number, randSe: RandSe[], originSe: RandSe[] = [], originId?: number) {
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let { randomEffect, effectCount, lv } = gameData.jewel.get(id);
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let chosen = randSe.filter(cur => cur.locked).map(cur => cur.seid); // 上一轮随机出来的
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let newRandSe: RandSe[] = []; // 随机结果
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let startId = 0;
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for(let { id, seid } of originSe) {
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let { lv: oldLv } = gameData.jewel.get(originId);
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// 替换成高阶
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let dicRandomEffect = gameData.randomEffectPool.get(seid);
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let nextRandEffect: DicRandomEffectPool;
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let targetRandLv = dicRandomEffect.level + lv - oldLv;
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while(!nextRandEffect) {
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nextRandEffect = getRandEffectByGroupAndLevel(dicRandomEffect.group, targetRandLv);
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targetRandLv--;
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if(targetRandLv < 0) break;
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}
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let newSeid = nextRandEffect? nextRandEffect.id: seid;
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newRandSe.push(getJewelRandSe(id, newSeid));
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chosen.push(newSeid);
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startId++;
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}
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let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), effectCount); // 随机出的结果
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if(randomResult.length < effectCount) { // 去上轮之后不够,把上轮加入
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let chosenRandom = getRandEelm(chosen, effectCount - randomResult.length);
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randomResult.push(...chosenRandom);
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}
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if(randomResult.length < effectCount) { // 还是不够
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let allRandom = getRandEelm(randomEffect, effectCount - randomResult.length);
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randomResult.push(...allRandom);
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}
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// console.log('##### getRandSeResult', startId, effectCount)
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for (let i = startId; i < effectCount; i++) {
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if(randSe[i]) {
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if(randSe[i] && randSe[i].locked) {
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newRandSe.push(randSe[i]);
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} else {
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newRandSe.push(getJewelRandSe(randSe[i].id, randomResult[i]));
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}
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} else {
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newRandSe.push(getJewelRandSe(i + 1, randomResult[i]));
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}
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}
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if(newRandSe.length < randSe.length) {
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newRandSe.push(...randSe.splice(newRandSe.length));
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}
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return newRandSe
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}
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export function updateStone(origin: Stone[], id: number, target: number) {
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let newStones: Stone[] = [];
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let hasTarget = false;
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for(let stone of origin) {
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if(stone.id == id) {
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newStones.push({ id, stone: target });
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hasTarget = true;
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} else {
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newStones.push(stone);
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}
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}
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if(!hasTarget) {
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newStones.push({ id, stone: target });
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}
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return newStones;
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}
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export function updateEplace(eplace: EPlace[], eplaceId: number, update: Partial<EPlace>) {
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let newEplace: EPlace[] = [];
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let newEquip: EPlace;
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let updatedEplace: Partial<EPlace>[] = [];
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for(let equip of eplace) {
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if(equip.id == eplaceId) {
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newEplace.push({ ...equip, ...update });
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newEquip = { ...equip, ...update };
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updatedEplace.push({ id: equip.id, equipId: equip.equipId, ...update });
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} else {
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newEplace.push(equip);
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}
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}
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return {newEplace, updatedEplace, newEquip };
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}
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export function updateEplaces(eplace: EPlace[], update: Map<number, Partial<EPlace>>) {
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let newEplace: EPlace[] = [];
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let updatedEplace: Partial<EPlace>[] = [];
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for(let equip of eplace) {
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if(update.has(equip.id)) {
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newEplace.push({ ...equip, ...update.get(equip.id) });
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updatedEplace.push({ id: equip.id, equipId: equip.equipId, ...update.get(equip.id) });
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} else {
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newEplace.push(equip);
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}
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}
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return {newEplace, updatedEplace};
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}
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/**
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* 检查天晶石能否装备上这个装备
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* @param equip
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* @param jewel
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*/
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export function checkJewelCanPutOnEquip(equip: EPlace, jewel: JewelType) {
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// 位置是否满足
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let dicJewel = gameData.jewel.get(jewel.id);
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if(!dicJewel || dicJewel.eplaceId != equip.id) return false;
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// 品质是否满足
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let dicEquipQualityExtra = gameData.equipQualityExtra.get(equip.quality);
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if(!dicEquipQualityExtra || dicEquipQualityExtra.jewelCnt == 0) return false;
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return true
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}
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export function checkStoneCanPutOnEquip(equip: EPlace, id: number, stone: number) {
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if(stone == 0) return true; // 卸载
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// 位置是否满足
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let dicStone = gameData.stone.get(stone);
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if(!dicStone || dicStone.eplaceId != equip.id) return false;
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// 品质是否满足
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let dicEquipQualityExtra = gameData.equipQualityExtra.get(equip.quality);
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if(!dicEquipQualityExtra || dicEquipQualityExtra.stoneCnt < id) return false;
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return true;
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}
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export function isLocked(randSe: RandSe[]) {
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for(let { locked } of randSe) {
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if(locked) return true;
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}
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return false;
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}
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export function getEquipById(oldEplace: EPlace[], newEplace: EPlace[], eplaceId: number) {
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let oldEquip = oldEplace.find(cur => cur.id == eplaceId)||new EPlace(eplaceId, 0);
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let newEquip = newEplace.find(cur => cur.id == eplaceId)||new EPlace(eplaceId, 0);
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return { oldEquip, newEquip }
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}
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export function getJewelByEquip(equip: EPlace, jewels: JewelType[]) {
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if(!equip) return null
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let jewel = jewels.find(cur => cur && cur.seqId == equip.jewel);
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return jewel
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}
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export function isRandSeUnLock(jewelId: number, randSeId: number, stones: Stone[]) {
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let dicJewel = gameData.jewel.get(jewelId);
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let dicJewelCondition = getJewelConditionByLvAndSeId(dicJewel.lv, randSeId);
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let stoneCnt = 0, stoneLv = 0;
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for(let { stone } of stones) {
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let dicStone = gameData.stone.get(stone);
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if(dicStone) {
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stoneCnt++;
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stoneLv += dicStone.lv;
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}
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}
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return stoneCnt >= dicJewelCondition.stoneCnt && stoneLv >= dicJewelCondition.stoneLv;
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}
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export function checkArtifactCanCompose(originArtifactId: number, artifact: ArtifactModelType) {
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if(!artifact) return STATUS.ARTIFACT_IS_NOT_FIND;
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// 宝物表
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let dicArtifact = gameData.artifact.get(artifact.artifactId);
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if(!dicArtifact) return STATUS.ARTIFACT_IS_NOT_FIND;
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// 宝物品质表
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let dicArtifactQuality = getDicArtifactQualityByStage(dicArtifact.quality, dicArtifact.qualityStage);
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if(!dicArtifactQuality) return STATUS.DIC_DATA_NOT_FOUND;
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// 狗粮不可装备
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if(artifact.hid > 0) return STATUS.ARTIFACT_IS_EQUIPED;
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// 狗粮不可强化
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if(artifact.lv > 0) return STATUS.ARTIFACT_CAN_NOT_STRENGTHEN;
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// 合成目标
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let dicTargetArtifactQuality = getNextArtifact(originArtifactId);
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if(!dicTargetArtifactQuality) return STATUS.DIC_DATA_NOT_FOUND;
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// 检查狗粮品质
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if(dicTargetArtifactQuality.materialId != dicArtifactQuality.uniqId) return STATUS.ARTIFACT_MATERIAL_QUALITY_ERR;
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// 检查是否同名
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if(dicTargetArtifactQuality.materialGroup == 1 && dicTargetArtifactQuality.group != dicArtifact.group) return STATUS.ARTIFACT_MATERIAL_QUALITY_ERR;
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return STATUS.SUCCESS;
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}
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export function getRebuildConsume(artifacts: ArtifactModelType[]) {
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let usedConsumes: ItemInter[] = [];
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for(let artifact of artifacts) {
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let dicArtifact = getArtifactWithQuality(artifact.artifactId);
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if(!dicArtifact) continue;
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if(!hasArtifactStrength(artifact)) continue;
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for(let lv = 1; lv <= artifact.lv; lv++) {
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let dicArtifactLv = getDicArtifactLvByPlanId(dicArtifact.lvAttrPlan, lv);
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usedConsumes.push(...dicArtifactLv.consumes);
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}
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for(let stage = 0; stage < artifact.qualityStage; stage++) {
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let dicArtifactQuality = getDicArtifactQualityByStage(dicArtifact.quality, stage);
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let dicNextArtifactQuality = gameData.artifactQualityById.get(dicArtifactQuality?.nextId);
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if(!dicNextArtifactQuality) continue;
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let dicMaterialArtifactQuality = gameData.artifactQualityById.get(dicNextArtifactQuality.materialId);
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if(!dicMaterialArtifactQuality) continue;
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let consumes = dicMaterialArtifactQuality.generalItem.map(({id, count}) => ({ id, count: count * dicNextArtifactQuality.materialCnt}));
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usedConsumes.push(...consumes);
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}
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}
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return combineItems(usedConsumes);
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}
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// 宝物是否有养成
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export function hasArtifactStrength(artifact: ArtifactModelType) {
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if(!artifact) return false;
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return artifact.lv >= 1 || artifact.qualityStage > 0;
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} |