192 lines
7.4 KiB
TypeScript
192 lines
7.4 KiB
TypeScript
/**
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* 战场奖励发放 对象
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* 支持战场相关的奖励格式,目前包括fixedReward, randomReward, conditionReward
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*/
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import { BattleDropModel } from '../db/BattleDrop';
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import { getRandEelmWithWeight, getRandSingleEelm, getReasonByWarType } from '../pubUtils/util';
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import { BATTLE_REWARD_TYPE, BLUEPRT_CONST } from '../consts';
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import { addItems, combineItemAndEquips } from './rewardService';
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import { BattleBlueprtDropModel } from '../db/BattleBlueprtDrop'
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import { RoleModel } from '../db/Role';
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import { gameData } from '../pubUtils/data';
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import { DicWar } from '../pubUtils/dictionary/DicWar';
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import { RewardInter } from '../pubUtils/interface';
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import { getZeroPointD } from '../pubUtils/timeUtil';
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export class WarReward {
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private roleId: string;
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private roleName: string;
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private sid: string;
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private battleId: number;
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private condition: Map<number, boolean>;
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private warInfo: DicWar;
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private isSuccess: boolean;
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private rewards: Array<{type?: number, id: number, count: number, times?: number}>;
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private fixReward: Array<{id: number, count: number}>;
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private conditionReward: Array<{id: number, count: number, condition: number}>;
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private randomReward: Array<{id: number, count: number, frequency: number}>;
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private costAp: number;
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constructor(roleId: string, roleName: string, sid: string, battleId: number, isSuccess: boolean) {
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this.roleId = roleId;
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this.roleName = roleName;
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this.sid = sid;
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this.battleId = battleId;
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this.condition = new Map();
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this.warInfo = gameData.war.get(battleId);
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let { fixReward, conditionReward, randomReward } = this.warInfo;
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this.fixReward = fixReward;
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this.conditionReward = conditionReward;
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this.randomReward = randomReward;
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this.isSuccess = isSuccess;
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this.costAp = this.warInfo.cost;
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}
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public setCondition(id: number, isOk: boolean) {
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this.condition.set(id, isOk);
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}
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public setFixReward(reward: RewardInter[]) {
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for(let r of reward) {
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this.fixReward.push(r);
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}
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}
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public resetFixReward(reward: RewardInter[]) {
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this.fixReward = reward;
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}
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public setConditionReward(reward: {id: number, count: number, condition: number}[]) {
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for(let r of reward) {
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this.conditionReward.push(r);
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}
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}
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public setRandomReward(reward: {id: number, count: number, frequency: number}[]) {
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for(let r of reward) {
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this.randomReward.push(r);
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}
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}
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private handleFixReward(num: number, fixReward: RewardInter[]) {
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for(let i = 0; i < num; i++) {
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for(let obj of fixReward) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, times: i +1, ...obj, count: obj.count });
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}
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}
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}
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private handleConditionReward(num: number, conditionReward: {id: number, count: number, condition: number}[]) {
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for(let i = 0; i < num; i++) {
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for(let obj of conditionReward) {
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if(this.condition.get(obj.condition)) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, times: i +1, ...obj, count: obj.count});
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}
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}
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}
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}
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private async handleRandomReward(num: number, randomReward: {id: number, count: number, frequency: number}[]) {
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for(let obj of randomReward) {
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let { id, frequency } = obj;
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let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, id);
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let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
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for(let i = 0; i < num; i ++) {
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let flag = false; // 是否可以获得
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if(allNum >= frequency) {
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allNum = 0; getNum = 0;
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}
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allNum++; allSum++;
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if(getNum == 0) {
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let r = Math.random();
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if(r <= 1/frequency*allNum || (allNum >= frequency) ) {
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flag = true; // 独立概率随机
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}
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}
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if(flag) {
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getNum ++; getSum++;
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this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj});
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}
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}
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await BattleDropModel.updateByGid(this.roleId, this.battleId, id, {
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getNum, allNum, getSum, allSum
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});
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}
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}
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private async handlerBlueprtReward(num: number) {
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const refTime = getZeroPointD();
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const battleBlueprtDrop = await BattleBlueprtDropModel.findByTime(this.roleId, refTime);
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if(battleBlueprtDrop) {
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let { getNum = 0, curCostAp = 0, getSum = 0, costAp = 0 } = battleBlueprtDrop;
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for(let i = 0; i < num; i ++) {
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let flag = false; // 是否可以获得
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if( curCostAp >= BLUEPRT_CONST.PER_AP) {
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curCostAp = curCostAp - BLUEPRT_CONST.PER_AP; getNum = 0;
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}
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costAp += this.costAp; curCostAp += this.costAp;
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if(getNum == 0) {
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let r = Math.random();
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console.log(r, 1/BLUEPRT_CONST.PER_AP*curCostAp);
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if(r <= 1/BLUEPRT_CONST.PER_AP*curCostAp || (curCostAp >= BLUEPRT_CONST.PER_AP) ) {
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flag = true; // 独立概率随机
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}
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}
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if(getSum >= BLUEPRT_CONST.DAILY_CNT) {
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flag = false;
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}
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if(flag) {
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getNum ++; getSum++;
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const obj = await this.randomBlueprt();
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if(obj) {
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this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, times: i +1, ...obj});
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}
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}
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}
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await BattleBlueprtDropModel.updateByTime(this.roleId, refTime, {
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getNum, curCostAp, getSum, costAp
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});
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}
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}
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private async randomBlueprt() {
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const { lv } = await RoleModel.findByRoleId(this.roleId);
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const dicPossibility = gameData.blueprtPossibility;
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const result = dicPossibility.find(cur => {return cur.min <= lv && cur.max >= lv});
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if(result) {
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const {dic: {id}} = getRandEelmWithWeight(result.possibility);
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const blueprtList = gameData.blueprt.get(id);
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const gid = getRandSingleEelm(blueprtList);
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return {id: gid, count:1}
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} else {
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return null
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}
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}
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public async saveReward(num: number, combine: boolean = false) {
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this.rewards = new Array();
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// let warType = this.warInfo.warType;
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if(this.isSuccess) { // 成功了才给固定奖励
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console.log(this.fixReward)
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if(this.fixReward) this.handleFixReward(num, this.fixReward);
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if(this.conditionReward) this.handleConditionReward(num, this.conditionReward);
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if(this.randomReward) await this.handleRandomReward(num, this.randomReward);
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// if(this.costAp > 0) await this.handlerBlueprtReward(num);
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}
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let rewards = this.rewards;
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if(combine) {
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rewards = combineItemAndEquips(rewards);
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}
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await addItems(this.roleId, this.roleName, this.sid, rewards, getReasonByWarType(this.warInfo.warType));
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return rewards;
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}
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} |