1138 lines
43 KiB
TypeScript
1138 lines
43 KiB
TypeScript
/**
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* 体力系统
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*/
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import { HERO_SYSTEM_TYPE, ABI_TYPE, HERO_CE_RATIO, HERO_SUB_ATTR_RATIO, LINEUP_NUM } from '../consts';
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import { cal, deepCopy, getAllAttrStage, reduceCe } from './util';
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import { HeroModel, HeroType, HeroUpdate, CeAttrData } from '../db/Hero';
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import { RoleModel, RoleType, RoleUpdate, CeAttrDataRole } from '../db/Role';
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import { AttributeCal } from '../domain/roleField/attribute';
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import { ABI_STAGE, SEID_TYPE } from '../consts';
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import { gameData, getJobByGradeAndClass, getHeroWakeByQuality, getHeroStarByQuality, getFriendShipById, getSchoolRateByStar, getScollByStar, getTeraph, getDicSuitByTypeAndLv } from './data';
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import { DicSe } from './dictionary/DicSe';
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import { EquipType } from '../db/Equip';
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import { DicRandomEffectPool } from './dictionary/DicRandomEffectPool';
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import { SchoolModel } from '../db/School';
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import { ABI_TYPE_MAIN, ABI_JOB_STAGE, ABI_STAGE_TO_TYPE } from '../consts/constModules/abilityConst'
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import { PvpDefenseModel } from '../db/PvpDefense';
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import { findIndex } from 'underscore';
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import { GuildModel } from '../db/Guild';
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import { DicJob } from './dictionary/DicJob';
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import { DicSuit } from './dictionary/DicSuit';
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// 修改并下发战力
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export async function calPlayerCeAndSave(type: number, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>) {
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let role = await RoleModel.findByRoleId(roleId);
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let { attr: roleAttrs = [], serverId } = role;
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let heroAttrs = calPlayerCe(originHero, update, type, args); // 根据操作计算attr的增加
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let newAttr = new AttributeCal();
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newAttr.setLv(update.lv||originHero.lv);
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newAttr.setByDbData(roleAttrs, heroAttrs);
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let heroCe = newAttr.calCe(); // 计算最终战力
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let incCe = heroCe - originHero.ce;
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// 更新到武将
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update.attr = heroAttrs;
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update.ce = heroCe;
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if (originHero.historyCe < heroCe) update.historyCe = heroCe;
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let hero = await HeroModel.updateHeroInfo(roleId, originHero.hid, update, null, true); // 更新武将 返回是战力缩过的
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// 更新到角色
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let { topLineup, topLineupCe } = await calculatetopLineup(role, originHero.hid, heroCe, originHero._id); // 计算更新最强五人战力
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role = await RoleModel.updateRoleInfo(roleId, { ce: role.ce + incCe, topLineup, topLineupCe });
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await PvpDefenseModel.updateCe(roleId, originHero.hid, incCe); // 更新pvp防守阵战力
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let guild = await GuildModel.updateCe(roleId, incCe); // 公会更新战力
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let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
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pushHeros.push({
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hid: originHero.hid,
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ce: reduceCe(heroCe),
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incHeroCe: reduceCe(incCe),
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});
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return { pushHeros, role, topLineupCe, hero, guild, serverId }
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}
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//全局属性加成
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export async function reCalAllHeroCe(type: number, roleId: string, update: RoleUpdate, args?: Array<number>) {
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let role = await RoleModel.findByRoleId(roleId);
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let heros = await HeroModel.findByRole(roleId);
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let roleAttrs = await reCalRoleAttr(type, heros, role, update, args);
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if(!roleAttrs) return {role, pushHeros: [], ce: role.ce, topLineupCe: role.topLineupCe, serverId: role.serverId, heros }; // 无加成
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let pushHeros = new Array<{ hid: number, ce: number, incHeroCe: number }>();
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let roleCe = 0; // 总战力加成
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let allIncCe = 0;
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for (let hero of heros) {
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let { attr: heroAttrs, lv } = hero;
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let newAttr = new AttributeCal();
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newAttr.setLv(lv);
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newAttr.setByDbData(roleAttrs, heroAttrs);
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let heroCe = newAttr.calCe(); // 计算最终战力
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if(heroCe != hero.ce) {
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let incHeroCe = heroCe - hero.ce;
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allIncCe += incHeroCe;
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roleCe += heroCe;
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pushHeros.push({ hid: hero.hid, ce: reduceCe(heroCe), incHeroCe: reduceCe(incHeroCe) });
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await HeroModel.updateHeroInfo(roleId, hero.hid, { ce: heroCe });
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await PvpDefenseModel.updateCe(roleId, hero.hid, incHeroCe); // 更新pvp防守阵战力
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}
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}
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let { topLineup, topLineupCe } = await calculatetopLineup(role); // 计算更新最强五人战力
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if(allIncCe != 0) {
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update.attr = roleAttrs;
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update.ce = roleCe;
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update.topLineup = topLineup;
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update.topLineupCe = topLineupCe;
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}
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role = await RoleModel.updateRoleInfo(roleId, update);
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let guild = await GuildModel.updateCe(roleId, allIncCe); // 公会更新战力
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return { role, pushHeros, ce: role.ce, topLineupCe: role.topLineupCe, guild, serverId: role.serverId, heros }
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}
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// 计算武将全局战力
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async function reCalRoleAttr(type: number, heros: Array<HeroType>, role: RoleType, update: RoleUpdate, args: Array<number>) {
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let { attr: roleAttrs } = role;
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switch (type) {
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case HERO_SYSTEM_TYPE.INIT:
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roleAttrs = calRoleInit(role);
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break;
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case HERO_SYSTEM_TYPE.ADD_SKIN:
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roleAttrs = calHeroAddSkin(role, args);
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break;
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case HERO_SYSTEM_TYPE.SCHOOL:
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roleAttrs = calSchoolAddAttr(role, heros, args[0], args[1], args[2]);
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break;
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case HERO_SYSTEM_TYPE.SCROLL:
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roleAttrs = calScrollAddAttr(role, heros, args[0]);
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break;
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case HERO_SYSTEM_TYPE.STAR:
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case HERO_SYSTEM_TYPE.COLORSTAR:
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case HERO_SYSTEM_TYPE.QUALITY:
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roleAttrs = await calSchoolStarIncAttr(role, heros, type, args[0], args[1]);
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break;
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case HERO_SYSTEM_TYPE.TITLE:
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roleAttrs = calTitle(role, update);
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break;
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case HERO_SYSTEM_TYPE.TERAPH:
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roleAttrs = calTeraphMainAttr(role, update, args[0]);
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break;
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case HERO_SYSTEM_TYPE.TERAPH_UP:
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roleAttrs = calTeraphAssistAttr(role, update, args[0]);
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break;
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}
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return roleAttrs;
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}
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// 计算单个武将战力
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export function calPlayerCe(hero: HeroType, update: HeroUpdate, type: number, args: Array<number> = []) {
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let heroAttrs: CeAttrData[] = []; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
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let addSeidList = new Array<number>();
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let removeSeidList = new Array<number>();
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switch (type) {
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case HERO_SYSTEM_TYPE.INIT:
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heroAttrs = calHeroInitIncAttr(hero, addSeidList, removeSeidList); // args: 升的星盘
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break;
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case HERO_SYSTEM_TYPE.STAR:
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case HERO_SYSTEM_TYPE.LVUP:
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case HERO_SYSTEM_TYPE.COLORSTAR:
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case HERO_SYSTEM_TYPE.QUALITY:
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heroAttrs = calHeroStarIncAttr(hero, update, type, addSeidList, removeSeidList); // args: 升的星盘
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break;
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case HERO_SYSTEM_TYPE.TRAIN:
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heroAttrs = calHeroTrainIncAttr(hero, update);
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break;
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case HERO_SYSTEM_TYPE.STAGEUP:
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heroAttrs = calHeroJobStageUpIncAttr(hero, update, addSeidList, removeSeidList);
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break;
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case HERO_SYSTEM_TYPE.SKIN:
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heroAttrs = calHeroWearSkinIncAttr(hero, args[0], args[1], addSeidList, removeSeidList);
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break;
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case HERO_SYSTEM_TYPE.FAVOUR:
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heroAttrs = calHeroFavourUpIncAttr(hero, update);
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break;
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case HERO_SYSTEM_TYPE.CONNECT:
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heroAttrs = calHeroConectIncAttr(hero, update, args[0]);
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break;
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case HERO_SYSTEM_TYPE.EQUIP:
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heroAttrs = calEquipPutOnOffIncAttr(hero, args, addSeidList, removeSeidList);
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break;
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case HERO_SYSTEM_TYPE.EQUIP_BASE:
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heroAttrs = calHeroEquipIncAttr(hero);
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break;
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case HERO_SYSTEM_TYPE.RESTRENGTHEN:
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heroAttrs = calRestrengthenIncAttr(hero, args.shift(), args, addSeidList, removeSeidList);
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break;
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case HERO_SYSTEM_TYPE.JEWEL_ON:
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heroAttrs = calHeroCeWhenJewelOnOrOff(hero, args[0], args[1]);
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break;
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case HERO_SYSTEM_TYPE.JEWEL_OFF:
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heroAttrs = calHeroCeWhenJewelOnOrOff(hero, 0, args[0]);
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break;
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case HERO_SYSTEM_TYPE.SCROLL:
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heroAttrs = calHeroCeScrollIncAttr(hero, update);
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break;
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default:
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break;
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}
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addSeidEffect(heroAttrs, addSeidList, removeSeidList); // 处理加值
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return heroAttrs;
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}
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/**
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* 计算最强阵容战力
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* @param role
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* @param hid
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* @param ce
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* @param heroId
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*/
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export async function calculatetopLineup(role: RoleType, hid?: number, ce?: number, heroId?: string) {
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let topLineup = role?.topLineup || new Array();
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if(!hid) { // 直接重新排
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let heroes = await HeroModel.getTopHero(role.roleId, LINEUP_NUM);
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topLineup = heroes.map(cur => { return { hid: cur.hid, ce: cur.ce, hero: cur._id } });
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} else {
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topLineup.sort((a, b) => { return b.ce - a.ce }); // 0-6,最大-最小
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let index = topLineup.findIndex(cur => cur.hid == hid);
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if(index != -1 && !heroId) {
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let heroes = await HeroModel.getTopHero(role.roleId, LINEUP_NUM);
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topLineup = heroes.map(cur => { return { hid: cur.hid, ce: cur.ce, hero: cur._id } });
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} else {
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if (index == -1) { // 不在最强列表
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if (topLineup.length < LINEUP_NUM) { // 不满6人
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topLineup.push({ hid, ce, hero: heroId });
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} else if (topLineup.length == LINEUP_NUM) {
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if (ce > topLineup[topLineup.length - 1].ce) { // 跻身最强6人
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topLineup.pop();
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topLineup.push({ hid, ce, hero: heroId });
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}
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} else {
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topLineup.splice(LINEUP_NUM, topLineup.length - LINEUP_NUM);
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}
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} else { // 原来就是最强6人
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if (ce < topLineup[topLineup.length - 1].ce) { // 滑出最强
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let heroes = await HeroModel.getTopHero(role.roleId, LINEUP_NUM);
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topLineup = heroes.map(cur => { return { hid: cur.hid, ce: cur.ce, hero: cur._id } });
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} else {
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topLineup[index].ce = ce;
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}
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}
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}
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}
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let topLineupCe = topLineup.reduce((pre, cur) => {
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return pre + cur.ce
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}, 0);
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return { topLineup, topLineupCe };
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}
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/**
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*
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* @param {HeroType} hero 武将数据
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* @param {number[]} addSeidList 用于更新被动
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* @param {number[]} removeSeidList 用于更新被动
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*/
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export function calHeroInitIncAttr(hero: HeroType, addSeidList: Array<number>, removeSeidList: Array<number>) {
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// try{
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delete hero._id;
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let heroAttrs = calHeroStarIncAttr(hero, hero, HERO_SYSTEM_TYPE.INIT, addSeidList, removeSeidList);
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heroAttrs = calHeroWearSkinIncAttr(hero, gameData.hero.get(hero.hid)?.initialSkin||0, 0, addSeidList, removeSeidList, true);
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heroAttrs = calHeroJobAttr(hero, hero, addSeidList, removeSeidList);
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return heroAttrs;
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// }catch(e) {
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// console.error(e);
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// return [];
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// }
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}
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/**
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* 初始全局加成
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* @param args
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* @param ceAttr
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*/
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function calRoleInit(role: RoleType) {
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let { attr: roleAttrs, teraphs } = role;
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delete role._id;
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roleAttrs = calTitle({...role, title: 0}, role); // 计算初始爵位带来的全局
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for(let {id} of teraphs) {
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roleAttrs = calTeraphMainAttr({ ...role, teraphs: [] }, role, id);
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}
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role.attr = roleAttrs;
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return roleAttrs;
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}
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/**
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* 添加皮肤全局加成
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* @param args
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* @param ceAttr
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*/
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function calHeroAddSkin(role: RoleType, skinIds: Array<number>) {
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let { attr: roleAttrs } = role;
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for (let id of skinIds) {
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let addSkin = gameData.fashion.get(id);
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for (let attr of addSkin.globalAttr) {
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let fixUp = attr.number * HERO_CE_RATIO;
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updateRoleAttr(roleAttrs, attr.id, { inc: { fixUp } });
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}
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}
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role.attr = roleAttrs;
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return roleAttrs;
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}
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/**
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* 升星觉醒升品等
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* @param {HeroType} hero 武将更新前的值
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* @param {HeroUpdate} update 更新的值
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* @param {number} type 养成类型
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* @param {number[]} addSeidList 用于更新被动
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* @param {number[]} removeSeidList 用于更新被动
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*/
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export function calHeroStarIncAttr(originHero: HeroType, update: HeroUpdate, type: number, addSeidList: Array<number>, removeSeidList: Array<number>) {
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let isInit = type == HERO_SYSTEM_TYPE.INIT;
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let { hid, star: originStar, starStage: originStarStage, quality: originQuality, colorStar: originColorStar, colorStarStage: originColorStarStage, attr: heroAttrs, skins, lv: oldLv } = originHero;
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let { star = originStar, starStage = originStarStage, quality = originQuality, colorStar = originColorStar, colorStarStage = originColorStarStage, lv = oldLv } = update;
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const dicHero = gameData.hero.get(hid);
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const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
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const isFirstWake = colorStar > 0 && originColorStar <= 0; // 是否是初次觉醒
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const isUpStar = originStar != star || originColorStar != colorStar; // 是否有升星
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// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
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if(starStage == ABI_STAGE.START) star--;
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if(colorStarStage == ABI_STAGE.START) colorStar--;
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const dicJob = gameData.job.get(dicHero.jobid);
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const dicStar = isWake ? getHeroWakeByQuality(dicJob.job_class, dicHero.quality, colorStar) : getHeroStarByQuality(dicJob.job_class, quality, star); // 星级表
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let stages = new Array<number>(); // 需要升级的阶
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if (type == HERO_SYSTEM_TYPE.INIT) {
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stages = getAllAttrStage();
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} else if (type == HERO_SYSTEM_TYPE.LVUP) {
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stages = getAllAttrStage();
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} else if (type == HERO_SYSTEM_TYPE.STAR) {
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let end = isUpStar? ABI_STAGE.END: starStage;
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if(end < originStarStage) {
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stages = getAllAttrStage();
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} else {
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for(let i = originStarStage; i < end; i++) {
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stages.push(i + 1);
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}
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}
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} else if (type == HERO_SYSTEM_TYPE.QUALITY) {
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stages = getAllAttrStage();
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} else if (type = HERO_SYSTEM_TYPE.COLORSTAR) {
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if (isFirstWake) { // 首次觉醒
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stages = getAllAttrStage();
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} else {
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let end = isUpStar? ABI_STAGE.END: colorStarStage;
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if(end < originColorStarStage) {
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stages = getAllAttrStage();
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} else {
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for(let i = originColorStarStage; i < end; i++) {
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stages.push(i + 1);
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}
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}
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}
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}
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for (let stage of stages) {
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let targetAttrId = ABI_STAGE_TO_TYPE.get(stage); // 转换为18维的属性id
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let heroAttr = dicHero.baseAbilityArr.get(targetAttrId); // 武将表hp等
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let heroUpAttr = dicHero.baseAbilityUpArr.get(targetAttrId); // 武将表hp_up等
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let starUp = 0; // 星级成长
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if (!!dicStar && !!dicStar.ceAttr) {
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starUp = dicStar.ceAttr.get(stage);
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}
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let newBase = (heroAttr + lv * (heroUpAttr + starUp)) * HERO_CE_RATIO;
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updateHeroAttr(heroAttrs, targetAttrId, { set: { base: newBase } });
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}
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// 武将被动技能,初始时候还没有皮肤,就先不算被动
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if(skins.length > 0) {
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let curSkin = skins.find(cur => cur.enable);
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let curSeidList = getSeidListOfFashion(curSkin.id, star, colorStar);
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let preSeidList = getSeidListOfFashion(curSkin.id, isInit ? 0 : originStar, isInit ? 0 : originColorStar);
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curSeidList.forEach((seid, type) => {
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if (!preSeidList.has(type)) {
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addSeidList.push(seid, 0);
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}
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});
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preSeidList.forEach((seid, type) => {
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if (!curSeidList.has(type)) {
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removeSeidList.push(seid, 0);
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}
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});
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}
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originHero.attr = heroAttrs;
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return heroAttrs;//属性增量可以是多个
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}
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type updateCeAttr = Partial<CeAttrData>;
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function updateHeroAttr(heroAttrs: CeAttrData[], id: number, update: { inc?: updateCeAttr, set?: updateCeAttr }) {
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let index = heroAttrs.findIndex(cur => cur.id == id);
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let curAttr = heroAttrs[index];
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if(!curAttr) {
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curAttr = new CeAttrData(id);
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heroAttrs.push(curAttr);
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index = heroAttrs.length - 1;
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}
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if(update.inc) {
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let { base, equipUp, fixUp, ratioUp } = update.inc;
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if(base != undefined) curAttr.base += base;
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if(equipUp != undefined) curAttr.equipUp += equipUp;
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if(fixUp != undefined) curAttr.fixUp += fixUp;
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if(ratioUp != undefined) curAttr.ratioUp += ratioUp;
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}
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if(update.set) {
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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 fashionid
|
||
* @param originStar
|
||
* @param originColorStar
|
||
*/
|
||
function getSeidListOfFashion(fashionid: number, originStar: number, originColorStar: number) {
|
||
let seidList = new Map<number, number>(); // type => seid
|
||
if (!gameData.fashion.has(fashionid)) return seidList;
|
||
|
||
let { skillId } = gameData.fashion.get(fashionid);
|
||
let { starSeidArr, colorStarSeidArr } = gameData.heroSkill.get(skillId);
|
||
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, wearSkinId: number, pullSkinId: number, addSeidList: number[], removeSeidList: number[], isInit: boolean = false) {
|
||
let { attr: heroAttrs } = originHero;
|
||
let addSkin = gameData.fashion.get(wearSkinId);
|
||
let delSkin = gameData.fashion.get(pullSkinId);
|
||
|
||
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 } });
|
||
}
|
||
|
||
if (!isInit) { // 初始的时候,这一段技能在calHeroStarIncAttr里计算了,不用重复算
|
||
let { star, colorStar } = originHero;
|
||
|
||
let curSeidList = getSeidListOfFashion(wearSkinId, star, colorStar);
|
||
let preSeidList = getSeidListOfFashion(pullSkinId, star, colorStar);
|
||
curSeidList.forEach((seid, type) => {
|
||
if (!preSeidList.has(type)) {
|
||
removeSeidList.push(seid, 0);
|
||
}
|
||
});
|
||
preSeidList.forEach((seid, type) => {
|
||
if (!curSeidList.has(type)) {
|
||
addSeidList.push(seid, 0);
|
||
}
|
||
});
|
||
}
|
||
originHero.attr = heroAttrs;
|
||
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;
|
||
}
|
||
|
||
/**
|
||
* 穿脱, removeSeidList原来身上穿着的所有装备的seid,包括套装的
|
||
* @param {HeroType} hero 武将
|
||
* @param {number[]} seids args 原来穿着的装备的seid
|
||
* @param {number[]} addSeidList 用于更新被动
|
||
* @param {number[]} removeSeidList 用于更新被动
|
||
*/
|
||
export function calEquipPutOnOffIncAttr(hero: HeroType, seids: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
|
||
// 计算身上所有装备的战力值(特技相关以外)
|
||
let heroAttrs = calHeroEquipIncAttr(hero);
|
||
|
||
// 计算被动技能
|
||
let resultSeid = calEquipSeids(hero);
|
||
for(let seid of resultSeid) {
|
||
addSeidList.push(seid);
|
||
}
|
||
|
||
for (let seid of seids) {
|
||
removeSeidList.push(seid)
|
||
}
|
||
|
||
return heroAttrs
|
||
}
|
||
|
||
/**
|
||
* 计算一个武将身上的所有被动seid
|
||
* @param {HeroType} hero 武将,equip需要populate
|
||
*/
|
||
export function calEquipSeids(hero: HeroType) {
|
||
let seids: number[] = [];
|
||
// 计算被动技能
|
||
let { ePlace } = hero;
|
||
let suits = new Map<number, Map<number, { dic: DicSuit, count: number }>>(); // suitType => starLevel => DicSuit
|
||
|
||
for (let { equip } of ePlace) {
|
||
if (equip) {
|
||
let e = <EquipType>equip;
|
||
if (!!e.randSe) {
|
||
for (let { seid, rand } of e.randSe) {
|
||
seids.push(seid, rand);
|
||
}
|
||
}
|
||
if (e.suitId > 0) {
|
||
let { suitType, starLevel } = gameData.suit.get(e.suitId);
|
||
if (!suits.has(suitType)) {
|
||
suits.set(suitType, new Map<number, { dic: DicSuit, count: number }>());
|
||
}
|
||
for(let lv = 1; lv <= starLevel; lv++) {
|
||
let dicSuit = getDicSuitByTypeAndLv(suitType, lv); // 计算同type的低阶套装
|
||
if(dicSuit) {
|
||
if(!suits.get(suitType).has(lv)) {
|
||
suits.get(suitType).set(lv, { dic: dicSuit, count: 0 });
|
||
}
|
||
suits.get(suitType).get(lv).count ++;
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|
||
}
|
||
|
||
for(let [ _suitType, map ] of suits) {
|
||
let effectSeid = new Map<number, { starLevel: number, seid: number }>(); // count => { starLevel, seid }
|
||
for(let [ starLevel, { dic: { effect }, count } ] of map) {
|
||
for(let { count: effectCount, seid} of effect) {
|
||
if(count >= effectCount ) { // 生效
|
||
if(!effectSeid.has(effectCount) || effectSeid.get(effectCount).starLevel < starLevel) { // 没有同数量效果
|
||
effectSeid.set(effectCount, { starLevel, seid });
|
||
}
|
||
}
|
||
}
|
||
}
|
||
for(let [_count, { seid }] of effectSeid) {
|
||
seids.push(seid, 0);
|
||
}
|
||
}
|
||
return seids;
|
||
}
|
||
|
||
/**
|
||
* 装备,装备栏升级,装备精炼等涉及到值的
|
||
* @param {HeroType} hero 装备更新过的武将
|
||
*/
|
||
export function calHeroEquipIncAttr(hero: HeroType) {
|
||
let { ePlace, attr: heroAttrs } = hero;
|
||
|
||
let setMap = new Map<number, number>();
|
||
for (let { equip, lv, refineLv } of ePlace) {
|
||
if (equip) {
|
||
let e = <EquipType>equip;
|
||
let dicGoods = gameData.goods.get(e.id);
|
||
let { goodsAbility, goodsAbilityUp } = dicGoods;
|
||
let dicRefine = gameData.refine.get(refineLv);
|
||
|
||
let jewel = new Map<number, number>();
|
||
for (let { jewel: jewelId } of e.holes) {
|
||
if (jewelId > 0) {
|
||
let g = gameData.goods.get(jewelId);
|
||
if (g) {
|
||
let jGoods = g.goodsAbility;
|
||
jGoods.forEach((value, key) => {
|
||
if (!jewel.has(key)) {
|
||
jewel.set(key, value);
|
||
} else {
|
||
jewel.set(key, jewel.get(key) + value);
|
||
}
|
||
})
|
||
}
|
||
}
|
||
}
|
||
|
||
let randMainMap = new Map<number, number>();
|
||
for(let {id, rand} of (e.randMain||[])) {
|
||
randMainMap.set(id, rand);
|
||
}
|
||
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
|
||
// console.log('***', i);
|
||
let value1 = goodsAbility.get(i) || 0 * (HERO_CE_RATIO + e.randRange);
|
||
// console.log('基础值', value1);
|
||
let valueup = goodsAbilityUp.get(i) || 0;
|
||
// console.log('成长', lv, valueup);
|
||
let valueRefine = dicRefine ? dicRefine.upPercent : 0;
|
||
// console.log('精炼', dicRefine?dicRefine.upPercent:0 );
|
||
let valueJewel = jewel.get(i) || 0;
|
||
// console.log('宝石', valueJewel);
|
||
let valueGrade = randMainMap.get(i)||0;
|
||
// console.log('品相', valueGrade)
|
||
let attr = (value1 + lv * valueup) * valueGrade * (HERO_CE_RATIO + valueRefine) + valueJewel * HERO_CE_RATIO * HERO_CE_RATIO;
|
||
|
||
if(attr >= 0) {
|
||
// console.log('装备战力:', i, attr);
|
||
if(setMap.has(i)) {
|
||
setMap.set(i, setMap.get(i) + Math.floor(attr / HERO_CE_RATIO));
|
||
} else {
|
||
setMap.set(i, Math.floor(attr / HERO_CE_RATIO));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
|
||
let attr = setMap.get(i)||0;
|
||
updateHeroAttr(heroAttrs, i, { set: { equipUp: attr } })
|
||
}
|
||
|
||
hero.attr = heroAttrs;
|
||
return heroAttrs;
|
||
}
|
||
|
||
/**
|
||
* 洗炼
|
||
* @param {HeroType} hero 更新过的武将
|
||
* @param {number} ePaceId 更新的栏位id
|
||
* @param {number[]} seids 移除的seid
|
||
* @param {number[]} addSeidList 用于更新被动
|
||
* @param {number[]} removeSeidList 用于更新被动
|
||
*/
|
||
export function calRestrengthenIncAttr(hero: HeroType, ePaceId: number, seids: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
|
||
|
||
let { attr: heroAttrs } = hero;
|
||
let { ePlace } = hero;
|
||
|
||
let curPlace = ePlace.find(cur => cur.id == ePaceId);
|
||
if (curPlace && curPlace.equip) {
|
||
let e = <EquipType>curPlace.equip;
|
||
for (let { seid, rand } of e.randSe) {
|
||
addSeidList.push(seid, rand);
|
||
}
|
||
}
|
||
|
||
for (let seid of seids) {
|
||
removeSeidList.push(seid)
|
||
}
|
||
|
||
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.TYPE102) { // 加百分比
|
||
if(ABI_TYPE_MAIN.includes(ability)) {
|
||
updateHeroAttr(heroAttrs, ability, { inc: {ratioUp: value * multi} });
|
||
} else { // 次级属性102特殊处理
|
||
updateHeroAttr(heroAttrs, ability, { inc: {fixUp: value * multi * HERO_SUB_ATTR_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);
|
||
}
|
||
|
||
/**
|
||
* 带上宝石
|
||
* @param {HeroType} hero 武将数据
|
||
* @param {number} id 带上的宝石
|
||
* @param {number} oldId 脱下的宝石
|
||
*/
|
||
function calHeroCeWhenJewelOnOrOff(hero: HeroType, id: number, oldId: number) {
|
||
let { attr: heroAttrs } = hero;
|
||
let { goodsAbility } = gameData.goods.get(id)||{ goodsAbility: new Map<number, number>() };
|
||
let { goodsAbility: oldGoodsAbility } = gameData.goods.get(oldId)||{ goodsAbility: new Map<number, number>() };
|
||
|
||
let allIds: number[] = [];
|
||
for(let [ id ] of goodsAbility) {
|
||
allIds.push(id);
|
||
}
|
||
for(let [ id ] of oldGoodsAbility) {
|
||
if(allIds.indexOf(id) == -1) allIds.push(id);
|
||
}
|
||
for(let id of allIds) {
|
||
let value = goodsAbility.get(id)||0;
|
||
let oldValue = oldGoodsAbility.get(id)||0;
|
||
updateHeroAttr(heroAttrs, id, { inc: { equipUp: (value - oldValue) * HERO_CE_RATIO } })
|
||
}
|
||
|
||
hero.attr = heroAttrs;
|
||
return heroAttrs;
|
||
}
|
||
|
||
/**
|
||
* 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;
|
||
|
||
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;
|
||
let heroScroll = getScollByStar(quality, star, curQuality, colorStar);
|
||
if (!heroScroll) return roleAttrs;
|
||
|
||
let preScroll = gameData.preHeroScroll.get(heroScroll.id);
|
||
heroScroll.ceAttr.forEach((add, attrId) => {
|
||
|
||
let preAdd = preScroll ? preScroll.ceAttr.get(attrId) : 0;
|
||
let fixUp = (add - preAdd) * HERO_CE_RATIO;
|
||
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;
|
||
}
|
||
|
||
/**
|
||
* 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;
|
||
} |