Files
ZYZ/game-server/app/services/warRewardService.ts
T

140 lines
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TypeScript

/**
* 战场奖励发放 对象
* 支持战场相关的奖励格式,目前包括fixedReward, randomReward, conditionReward
*/
import { BattleDropModel } from '../db/BattleDrop';
import { getWarById } from '../pubUtils/gamedata';
import { decodeStr } from '../pubUtils/util';
import { BATTLE_REWARD_TYPE } from '../consts/consts';
import { handleReward } from './rewardService';
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, times: number}>;
fixReward: string;
conditionReward: string;
randomReward: string;
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);
let {fixReward = '', conditionReward = '', RandomReward = ''} = this.warInfo;
this.fixReward = fixReward;
this.conditionReward = conditionReward;
this.randomReward = RandomReward;
this.isSuccess = isSuccess;
}
public setCondition(id: number, isOk: boolean) {
this.condition.set(id, isOk);
}
public setFixReward(reward: string) {
let str = this.fixReward;
let last = str.substr(str.length-1, 1);
if(last == '&') str = str.substr(0, str.length - 1);
if(str.length) {
this.fixReward = str + '|' + reward;
} else {
this.fixReward = str + reward;
}
}
public setConditionReward(reward: string) {
let str = this.conditionReward;
let last = str.substr(str.length-1, 1);
if(last == '&') str = str.substr(0, str.length - 1);
if(str.length) {
this.conditionReward = str + '|' + reward;
} else {
this.conditionReward = str + reward;
}
}
public setRandomReward(reward: string) {
let str = this.randomReward;
let last = str.substr(str.length-1, 1);
if(last == '&') str = str.substr(0, str.length - 1);
if(str.length) {
this.randomReward = str + '|' + reward;
} else {
this.randomReward = str + reward;
}
}
private handleFixReward(num: number, fixReward: string) {
let reward = decodeStr('fixReward', fixReward);
for(let i = 0; i < num; i++) {
for(let obj of reward) {
this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count });
}
}
}
private handleConditionReward(num: number, conditionReward: string) {
let reward = decodeStr('conditionReward', conditionReward);
for(let i = 0; i < num; i++) {
for(let obj of reward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, times: i +1, ...obj, count: obj.count});
}
}
}
}
private async handleRandomReward(num: number, randomReward: string) {
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, times: i +1, ...obj});
}
}
await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
getNum, allNum, getSum, allSum
});
}
}
public async saveReward(num: number) {
this.rewards = new Array();
// let warType = this.warInfo.warType;
if(this.isSuccess) { // 成功了才给固定奖励
console.log(this.fixReward)
if(this.fixReward) this.handleFixReward(num, this.fixReward);
if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
if(this.randomReward) await this.handleRandomReward(num, this.randomReward);
}
let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
return returnGoods;
}
}