Files
ZYZ/game-server/app/services/equipService.ts
2023-02-01 16:58:55 +08:00

225 lines
8.9 KiB
TypeScript

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