249 lines
9.0 KiB
TypeScript
249 lines
9.0 KiB
TypeScript
import { ABI_STAGE, ABI_STAGE_TO_TYPE, ABI_TYPE, ABI_TYPE_MAIN, HERO_CE_RATIO, HERO_SYSTEM_TYPE, SEID_TYPE } from "../../consts";
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import { HeroModel, HeroUpdate, CeAttrData } from "../../db/Hero";
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import { CeAttrDataRole, RoleUpdate } from "../../db/Role";
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import { gameData, getHeroStarByQuality, getHeroWakeByQuality } from "../../pubUtils/data";
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import { DicRandomEffectPool } from "../../pubUtils/dictionary/DicRandomEffectPool";
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import { DicSe } from "../../pubUtils/dictionary/DicSe";
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import { deepCopy } from "../../pubUtils/util";
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import { AttributeCal } from "./attribute";
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export class CalRoleCe {
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private roleInfo: RoleUpdate;
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private roleCeWithAttr: Map<ABI_TYPE, CeAttrDataRole> = new Map();
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constructor(roleInfo?: RoleUpdate) {
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this.roleInfo = roleInfo;
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}
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public cal(type: HERO_SYSTEM_TYPE) {
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switch (type) {
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case HERO_SYSTEM_TYPE.INIT:
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this.calTitleAbility();
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this.calTeraphMainAttr();
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break;
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}
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return this.getRoleAttr();
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}
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private calTitleAbility() {
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let { title } = this.roleInfo;
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let dicTitle = gameData.title.get(title)||{ mainAttrValue: new Map(), assiAttrValue: new Map() };
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for (let i = ABI_TYPE.ABI_HP; i < ABI_TYPE.ABI_MAX; i++) {
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if (dicTitle.mainAttrValue.has(i)) {
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let fixUp = dicTitle.mainAttrValue.get(i) || 0;
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this.getSingleAttrObj(i).updateAttr({ inc: { fixUp } });
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}
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if (dicTitle.assiAttrValue.has(i)) {
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let fixUp = dicTitle.assiAttrValue.get(i) || 0;
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this.getSingleAttrObj(i).updateAttr({ inc: { fixUp } });
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}
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}
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}
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private calTeraphMainAttr(id?: number) {
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let { teraphs = [] } = this.roleInfo;
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for(let teraph of teraphs) {
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if(id == undefined || teraph.id == id) {
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for(let [attrId, val] of teraph.attr) {
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this.getSingleAttrObj(attrId).updateAttr({ inc: { fixUp: val } });
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}
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}
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}
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}
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// 获取一个CeAttrData对象,没有就新建
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public getSingleAttrObj(attrId: ABI_TYPE) {
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if(!this.roleCeWithAttr.has(attrId)) {
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let calSingleAttr = new CeAttrDataRole(attrId);
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this.roleCeWithAttr.set(attrId, calSingleAttr);
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}
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return this.roleCeWithAttr.get(attrId);
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}
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private getRoleAttr() {
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let attr: CeAttrDataRole[] = [];
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this.roleCeWithAttr.forEach(value => {
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if(value.ratioUp > 0 || value.fixUp > 0) {
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attr.push(value);
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}
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});
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return attr;
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}
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}
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export class CalHeroCe {
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private hid: number;
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private heroInfo: HeroUpdate;
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private heroCeWithAttr: Map<ABI_TYPE, CeAttrData> = new Map();
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constructor(hid: number, heroInfo?: HeroUpdate) {
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this.hid = hid;
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if(heroInfo) this.heroInfo = heroInfo;
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}
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public async setHeroInfoByHid(roleId: string) {
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let hero = await HeroModel.findByHidAndRole(this.hid, roleId);
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this.heroInfo = hero;
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}
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// 主要接口
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public cal(type: HERO_SYSTEM_TYPE) {
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switch (type) {
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case HERO_SYSTEM_TYPE.INIT:
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case HERO_SYSTEM_TYPE.REBIRTH:
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this.calBaseAbility();
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this.calSkinSeid();
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this.calJobAbility();
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break;
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}
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return this.getHeroAttr()
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}
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// 计算基础属性
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private calBaseAbility() {
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let { star, starStage, quality, colorStar, colorStarStage, lv, skinId } = this.heroInfo;
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const dicHero = gameData.hero.get(skinId);
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if(!dicHero) {
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console.error(`not found hero: ${skinId}`);
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return;
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}
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for (let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
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let attrId = ABI_STAGE_TO_TYPE.get(stage);
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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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// console.log('*isUpstar', isUpStar, originStar, star, originColorStar, colorStar)
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const dicStar = isWake ? getHeroWakeByQuality(dicHero.jobClass, dicHero.quality, colorStarStage < stage? colorStar - 1: colorStar) : getHeroStarByQuality(dicHero.jobClass, quality, starStage < stage? star - 1: star); // 星级表
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let heroAttr = dicHero.baseAbilityArr.get(attrId); // 武将表hp等
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let heroUpAttr = dicHero.baseAbilityUpArr.get(attrId); // 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 base = heroAttr + lv * (heroUpAttr + starUp);
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this.getSingleAttrObj(attrId).updateAttr({ set: { base } });
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};
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}
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// 计算职业属性
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private calJobAbility() {
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let { job, jobStage } = this.heroInfo;
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const dicJob = gameData.job.get(job);
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for(let i = 1; i <= dicJob.maxStage; i++) {
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if(jobStage >= i) {
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let { id, attr } = dicJob.ceAttr.get(i);
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this.getSingleAttrObj(id).updateAttr({ inc: { fixUp: attr } });
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}
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}
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}
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// 计算皮肤属性
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private calSkinSeid() {
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let { skinId, star: _star, colorStar: _colorStar } = this.heroInfo;
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let seidList = new Map<number, number>(); // type => seid
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let dicHero = gameData.hero.get(skinId);
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let { starSeidArr, colorStarSeidArr } = gameData.heroSkill.get(dicHero.skill);
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for (let { star, value, type } of starSeidArr) {
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if (_star >= star) {
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seidList.set(type, value);
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}
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}
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for (let { star, value, type } of colorStarSeidArr) {
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if (_colorStar >= star) {
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seidList.set(type, value);
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}
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}
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let list: number[] = [];
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for(let [_type, value] of seidList) list.push(value);
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addSeidEffect.bind(this, list);
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}
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public getHeroAttr() {
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let attr: CeAttrData[] = [];
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this.heroCeWithAttr.forEach(value => {
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if(value.base > 0 || value.equipUp > 0 || value.fixUp > 0 || value.ratioUp > 0) {
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attr.push(value);
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}
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});
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return attr;
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}
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// 获取一个CeAttrData对象,没有就新建
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public getSingleAttrObj(attrId: ABI_TYPE) {
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if(!this.heroCeWithAttr.has(attrId)) {
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let calSingleAttr = new CeAttrData(attrId);
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this.heroCeWithAttr.set(attrId, calSingleAttr);
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}
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return this.heroCeWithAttr.get(attrId);
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}
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public getCalculatedCe(roleAttr: CeAttrDataRole[]) {
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let attrCal = new AttributeCal();
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attrCal.setLv(this.heroInfo.lv);
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attrCal.setByDbData(roleAttr, this.getHeroAttr());
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return attrCal.calCe();
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}
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}
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// 添加技能增加的被动属性
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function addSeidEffect(this: CalRoleCe|CalHeroCe, seidList: number[]) {
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// console.log('******addSeidEffect',this, seidList)
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// console.log('addSeidList', addSeidList.join())
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// console.log('removeSeidList', removeSeidList.join())
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let effectList: DicSe[] = []; // any: dic_zyz_se表内容
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for (let ii = 0; ii < seidList.length; ii += 2) {
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let seid = seidList[ii];
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let rand = seidList[ii + 1] || 0;
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let dicSeid: DicSe | DicRandomEffectPool = gameData.se.get(seid);
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if (!dicSeid) dicSeid = gameData.randomEffectPool.get(seid);
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if (dicSeid && dicSeid.id > 0) {
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addSeid(effectList, dicSeid.id, rand, dicSeid.gainValueArr)
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}
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}
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// console.log('effectList', JSON.stringify(effectList));
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for (let { type, gainValueArr: [ability, value] } of effectList) {
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if (type == SEID_TYPE.TYPE101) { // 加值
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this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value } });
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} else if (type == SEID_TYPE.TYPE103) { // 主属性加百分比
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if(ABI_TYPE_MAIN.includes(ability)) {
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this.getSingleAttrObj(ability).updateAttr({ inc: {ratioUp: value / 1000} });
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}
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} else if (type == SEID_TYPE.TYPE104) { // 次级属性加百分比
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if(!ABI_TYPE_MAIN.includes(ability)) {
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this.getSingleAttrObj(ability).updateAttr({ inc: { fixUp: value * 100 * HERO_CE_RATIO } });
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}
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}
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}
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}
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// 获取dic_zyz_se内容
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function addSeid(effectList: (DicSe | DicRandomEffectPool)[], seidId: number, rand: number, seidValue: number[] = []) {
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let curSeid: DicSe | DicRandomEffectPool = gameData.se.get(seidId);
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if (!curSeid) curSeid = gameData.randomEffectPool.get(seidId);
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if (!curSeid) { console.log("seidId not found:" + seidId); return; }
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if (!seidValue) seidValue = curSeid.gainValueArr;
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if (curSeid.type === SEID_TYPE.TYPE999) {
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for (let i = 0; i < seidValue.length; i++) {
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addSeid(effectList, seidValue[i], rand);
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}
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return;
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}
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let seid: DicSe | DicRandomEffectPool = deepCopy(curSeid);
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if (curSeid.index > 0) {
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seid.gainValueArr[curSeid.index - 1] = rand;
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}
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effectList.push(seid);
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} |