423 lines
16 KiB
TypeScript
423 lines
16 KiB
TypeScript
import { CURRENCY_TYPE, HANDLE_REWARD_TYPE, CURRENCY_BY_TYPE, CONSUME_TYPE, ITID_STONE_LIMIT, HERO_GROW_MAX, ABI_STAGE } from '../../consts';
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import { RoleModel, RoleType } from '../../db/Role';
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import { ItemModel, ItemType } from '../../db/Item';
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import { ItemInter, RewardInter, } from '../../pubUtils/interface';
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import { gameData, getHeroStarByQuality, getHeroWakeByQuality } from '../../pubUtils/data';
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import { sortItems } from './util';
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import { HeroType } from '../../db/Hero';
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export class CheckMeterial {
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private roleId: string;
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private itemsIndb: Map<number, number> = new Map(); // 玩家已有的东西
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private notEnoughItems: Map<number, number> = new Map(); // 缺少的数量
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private consumes: ItemInter[] = []; // 消耗,正向数
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private canReplace: boolean = false; // 是否可以被通用的啥代替代替
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private tempConsumes: ItemInter[] = [];
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private goldId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD);
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private coinId = CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN);
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constructor(roleId: string, role?: RoleType, items?: ItemType[]) {
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this.roleId = roleId;
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if (role) {
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this.itemsIndb.set(this.goldId, role.gold);
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this.itemsIndb.set(this.coinId, role.coin);
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}
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if (items && items.length) {
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for (let { id, count } of items) {
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this.itemsIndb.set(id, count);
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}
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}
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}
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private pushToNotEnoughItems(id: number, count: number) {
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if (!this.notEnoughItems.has(id)) {
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this.notEnoughItems.set(id, 0);
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}
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this.notEnoughItems.set(id, this.notEnoughItems.get(id) + count);
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}
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public getNotEnoughItems() {
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let map = new Map<number, number>();
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for (let [id, count] of this.notEnoughItems) {
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map.set(id, count);
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}
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return map;
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}
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public async decrease(goods: { id: number, count: number }[]) {
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this.tempConsumes.splice(0, this.tempConsumes.length);
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this.notEnoughItems.clear();
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let { items, gold, coin } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
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for (let { id, count } of items) {
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let notEnoughCount = await this.decreaseItem(id, count);
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if (notEnoughCount > 0) {
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let isEnough = await this.checkReplaceItem(id, notEnoughCount);
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if (isEnough) {
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this.tempConsumes.push({ id, count: count - notEnoughCount });
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} else {
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return false;
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}
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}
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}
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if (gold.length > 0) {
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let isEnough = await this.decreaseGold(gold);
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if (!isEnough) return false;
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}
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if (coin.length > 0) {
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let isEnough = await this.decreaseCoin(coin);
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if (!isEnough) return false;
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}
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this.consumes.push(...this.tempConsumes);
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return true;
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}
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// 当消耗不足的时候,不提前返回,也不去算元宝和铜币
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public async decreaseItemsContinue(goods: { id: number, count: number }[]) {
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this.tempConsumes.splice(0, this.tempConsumes.length);
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this.notEnoughItems.clear();
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let { items } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
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let itemIsEnough = true;
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for (let { id, count } of items) {
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let notEnoughCount = await this.decreaseItem(id, count);
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if (notEnoughCount > 0) {
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let isEnough = await this.checkReplaceItem(id, notEnoughCount);
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if (isEnough) {
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this.tempConsumes.push({ id, count: count - notEnoughCount });
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} else {
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itemIsEnough = false;
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}
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}
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}
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this.consumes.push(...this.tempConsumes);
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return itemIsEnough;
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}
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public setCanReplace(canReplace: boolean) {
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this.canReplace = canReplace;
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}
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private async decreaseItem(id: number, count: number) {
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if (!this.itemsIndb.has(id)) {
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let item = await ItemModel.findbyRoleAndGid(this.roleId, id);
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if (!item) {
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this.pushToNotEnoughItems(id, count);
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return count;
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}
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this.itemsIndb.set(id, item.count);
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}
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if (this.itemsIndb.get(id) < count) {
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let notEnoughCount = count - this.itemsIndb.get(id);
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this.pushToNotEnoughItems(id, notEnoughCount);
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this.itemsIndb.set(id, 0);
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return notEnoughCount;
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} else {
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this.itemsIndb.set(id, this.itemsIndb.get(id) - count);
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this.tempConsumes.push({ id, count });
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return 0
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}
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}
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private async checkReplaceItem(id: number, count: number) {
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if (!this.canReplace) return false;
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let relationGoodId = gameData.relationGoods.get(id);
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if (!relationGoodId) return false;
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if (relationGoodId == this.goldId) {
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return await this.decreaseGold([{ count }]);
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} else if (relationGoodId == this.coinId) {
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return await this.decreaseCoin([count]);
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} else {
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let cnt = await this.decreaseItem(relationGoodId, count);
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return cnt == 0
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}
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}
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private async decreaseGold(gold: { count: number }[]) {
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if (!this.itemsIndb.has(this.goldId)) {
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let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
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this.itemsIndb.set(this.goldId, role.gold);
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this.itemsIndb.set(this.coinId, role.coin);
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}
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let goldCost = gold.reduce((pre, cur) => { return pre + cur.count }, 0);
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if (this.itemsIndb.get(this.goldId) < goldCost) {
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this.pushToNotEnoughItems(this.goldId, goldCost - this.itemsIndb.get(this.goldId));
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this.itemsIndb.set(this.goldId, 0);
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return false;
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}
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this.itemsIndb.set(this.goldId, this.itemsIndb.get(this.goldId) - goldCost);
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this.tempConsumes.push({ id: this.goldId, count: goldCost });
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return true
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}
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private async decreaseCoin(coin: number[]) {
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if (!this.itemsIndb.has(this.coinId)) {
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let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
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this.itemsIndb.set(this.goldId, role.gold);
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this.itemsIndb.set(this.coinId, role.coin);
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}
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let coinCost = coin.reduce((pre, cur) => pre + cur, 0);
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if (this.itemsIndb.get(this.coinId) < coinCost) {
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this.pushToNotEnoughItems(this.coinId, coinCost - this.itemsIndb.get(this.coinId));
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this.itemsIndb.set(this.coinId, 0);
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return false;
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}
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this.itemsIndb.set(this.coinId, this.itemsIndb.get(this.coinId) - coinCost);
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this.tempConsumes.push({ id: this.coinId, count: coinCost });
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return true;
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}
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private getMaterialEnough(materials: RewardInter[], notEnoughItems: Map<number, number>) {
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let newMaterials: RewardInter[] = [];
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for (let { id, count } of materials) {
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if (notEnoughItems.has(id)) {
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newMaterials.push({ id, count: count - notEnoughItems.get(id) });
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} else {
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newMaterials.push({ id, count });
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}
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}
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return newMaterials;
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}
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// 检查地玉石是否可以合成
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public async composeStone(id: number, count: number) {
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let dicStone = gameData.stone.get(id);
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if (!dicStone || dicStone.composeMaterial.length <= 0) return false; // 1阶石头不能再从下合成返回不行
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let materials = dicStone.composeMaterial.map(cur => ({ ...cur, count: cur.count * count }));
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let isEnough = await this.decrease(materials);
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if (!isEnough) {
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let notEnoughItems = this.getNotEnoughItems();
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let newMaterials = this.getMaterialEnough(materials, notEnoughItems);
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let isEnough = await this.decrease(newMaterials); // 消耗掉除了不足的部分以外的其他部分
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if (!isEnough) return false;
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let isAllOK = true; // 如果有石头不足,向下补充,isAllOK标识不足的都能补充上
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for (let [id, count] of notEnoughItems) {
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let isEnough = await this.composeStone(id, count);
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if (!isEnough) {
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isAllOK = false; break;
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}
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}
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return isAllOK;
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} else {
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return true;
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}
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}
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public getConsume() {
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return this.consumes;
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}
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};
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/**
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* 获取升品所需消耗
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* @param id
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* @returns
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*/
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export async function getComposeStoneNeedCost(id: number) {
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let dicStone = gameData.stone.get(id);
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if (!dicStone || dicStone.composeMaterial.length <= 0) return false;
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return dicStone.composeMaterial;
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}
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/**
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* 获取当前类型6品以下玉石升级相关道具
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* @param {string} roleId
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* @param {number} itId
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* @returns
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*/
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export async function getCurItem(roleId: string, itId: number) {
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let curItem = new Map<number, number>();
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let stoneItId = gameData.stoneItId.get(itId);
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let goodIds = [];
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for (const { good_id, lv } of stoneItId) {
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if (lv > ITID_STONE_LIMIT) continue;
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let nextLvMaterial = await getComposeStoneNeedCost(good_id);
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if (!nextLvMaterial) continue;
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for (let material of nextLvMaterial) {
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goodIds.push(material.id);
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}
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}
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let items = await ItemModel.find({ roleId, id: { $in: goodIds } });
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if (!items || items.length == 0) return curItem;
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for (let { id, count } of items) {
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if (count == 0) continue;
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curItem.set(id, count);
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}
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return curItem;
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}
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/**
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* 计算玉石一键升品总产出与消耗
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* @param initialJewel
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* @param curItem
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* @returns
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*/
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export async function getComposeStoneCostAndAdd(curItem, itId) {
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let allAddItem = new Map<number, number>();
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let allCostItem = new Map<number, number>();
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//计算升品所需消耗
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for (let lv = ITID_STONE_LIMIT - 1; lv >= 1; lv--) {
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for (let indexLv = lv; indexLv < ITID_STONE_LIMIT; indexLv++) {
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let id = gameData.stoneItIdLv.get(`${itId}_${indexLv}`);
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let tempItem1 = curItem.get(id) || 0;
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let tempItem2 = allAddItem.get(id) || 0
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let count = tempItem1 + tempItem2;
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if (count == 0) continue;//当前品没有,无法进行升下一品
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let nextLvId = gameData.stoneItIdLv.get(`${itId}_${indexLv + 1}`);
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if (!nextLvId) continue; //不存在下一品
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//计算升到下一阶消耗
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let nextLvMaterial = await getComposeStoneNeedCost(nextLvId);
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if (!nextLvMaterial || nextLvMaterial.length == 0) {
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//升下一品不存在消耗
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//产出
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let addCount = allAddItem.get(nextLvId) || 0
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allAddItem.set(nextLvId, addCount + count);
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continue;
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}
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// 计算能升品的下一品新增数量
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//设置初始数量
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let initial = nextLvMaterial[0];
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if (!initial.count || initial.count == 0) {
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console.error("dic_zyz_stone配置错误, good_id=%s", nextLvId);
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continue;
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}
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let val1 = curItem.get(initial.id) || 0;
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let val2 = allAddItem.get(initial.id) || 0;
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let nextLvCount = Math.floor((val1 + val2) / initial.count);//设置初始值
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for (let material of nextLvMaterial) {
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if (!material.count || material.count == 0) {
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nextLvCount = 0;
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console.error("dic_zyz_stone配置错误, good_id=%s", nextLvId);
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continue;
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}
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let tempCount1 = curItem.get(material.id) || 0;
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let tempCount2 = allAddItem.get(material.id) || 0;
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nextLvCount = Math.min(nextLvCount, Math.floor((tempCount1 + tempCount2) / material.count));
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}
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if (nextLvCount == 0) {
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// console.log('---------------- curItem', curItem);
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// console.log('---------------- indexLv', indexLv);
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// console.log('---------------- nextLvCount', nextLvCount);
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// console.log('---------------- allCostItem', allCostItem);
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// console.log('---------------- allAddItem', allAddItem);
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continue;// 不能升品
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}
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// 消耗
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for (let material of nextLvMaterial) {
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let needCostCount = nextLvCount * material.count; //需要消耗数量
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let tempCount1 = curItem.get(material.id) || 0; // 当前item中已有的数量
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let tempCount2 = allAddItem.get(material.id) || 0; // 当前总产出中已有的数量
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let tempCostCount = allCostItem.get(material.id) || 0; // 当前总消耗中已有的数量
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let diff = tempCount1 - needCostCount;
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if (diff > 0) {// 先消耗item中的
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curItem.set(material.id, diff);
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allCostItem.set(material.id, tempCostCount + needCostCount); //记录入总消耗(仅item中,allAddItem消耗会在其中减掉)
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continue;
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}
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curItem.delete(material.id);
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if (tempCount1 != 0) allCostItem.set(material.id, tempCostCount + tempCount1);//记录入总消耗(0不记录)
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if (tempCount2 - Math.abs(diff) < 0) return;//异常
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allAddItem.set(material.id, (tempCount2 - Math.abs(diff)));
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}
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// 产出
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let addCount = allAddItem.get(nextLvId) || 0
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allAddItem.set(nextLvId, addCount + nextLvCount);
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}
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}
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// console.log('---------------- allCostItem', allCostItem);
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// console.log('---------------- allAddItem', allAddItem);
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return { allCostItem, allAddItem };
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}
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/**
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* 计算升到6彩后剩余碎片
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* @param roleId
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* @param hid
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* @returns
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*/
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export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroType, hid: number, count?: number) {
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let needFragment = 0;
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let dicHero = gameData.hero.get(hid);
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if (!dicHero) return;
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let { pieceId, jobid } = dicHero;
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let dicJob = gameData.job.get(jobid);
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if (!dicJob) return;
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let curItemCount = count;
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if (!count) {
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let item = await ItemModel.findbyRoleAndGid(roleId, pieceId);
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curItemCount = item?.count || 0;
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}
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if (curItemCount < 0) return;
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let { star: oldStar, starStage: oldStarStage, quality: oldQuality, colorStar: oldColorStar, colorStarStage: oldColorStarStage, } = hero;
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// 计算升星
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if (oldStar < HERO_GROW_MAX.STAR) {
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for (let starIndex = oldStar; starIndex < HERO_GROW_MAX.STAR; starIndex++) {
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const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, oldQuality, starIndex);
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if (starIndex == oldStar) {
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needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * (ABI_STAGE.END - oldStarStage);
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continue;
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}
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needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * ABI_STAGE.END;
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}
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}
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if (curItemCount < needFragment) return;
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// 计算升品
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if (oldQuality < HERO_GROW_MAX.QUALITY) {
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for (let qualityIndex = oldQuality; qualityIndex < HERO_GROW_MAX.QUALITY; qualityIndex++) {
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const curDicHeroQualityUp = gameData.heroQualityUp.get(qualityIndex);
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needFragment += curDicHeroQualityUp?.fragmentNum || 0;
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}
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}
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if (curItemCount < needFragment) return;
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// 计算觉醒升6彩
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if (oldColorStar < HERO_GROW_MAX.COLORSTAR) {
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for (let colorStarIndex = oldColorStar; colorStarIndex < 6; colorStarIndex++) {
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const curDicHeroStar = getHeroWakeByQuality(dicJob.job_class, dicHero.quality, colorStarIndex)
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if (colorStarIndex == 0) {
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needFragment += curDicHeroStar?.fragmentNum || 0;
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continue;
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}
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if (colorStarIndex == oldColorStar) {
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needFragment += (curDicHeroStar?.fragmentNum || 0) * (ABI_STAGE.END - oldColorStarStage);
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continue;
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}
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needFragment += (curDicHeroStar?.fragmentNum || 0) * ABI_STAGE.END;
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}
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}
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if (curItemCount < needFragment) return;
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return curItemCount - needFragment;
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} |