301 lines
11 KiB
TypeScript
301 lines
11 KiB
TypeScript
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import { ExpeditionPointModel } from '../db/ExpeditionPoint';
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import Role, { RoleModel } from '../db/Role';
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import { shouldRefresh, getRandSingleEelm } from '../pubUtils/util';
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import { EXPEDITION_WAR_RECORD_STATUS, SYSTEM_OPEN_ID } from '../consts';
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import { ExpeditionWarRecordModel } from '../db/ExpeditionWarRecord';
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import { HeroType } from '../db/Hero';
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import { gameData } from '../pubUtils/data';
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import { ExpeditionRecordModel } from '../db/ExpeditionRecord';
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import { Attribute, AttributeCal } from '../domain/roleField/attribute';
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import * as dicParam from '../pubUtils/dicParam';
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import { getHeroesAttributes, getSumCe } from './playerCeService';
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import { checkSystemIsOpen } from './roleService';
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/**
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* 获取远征关卡列表
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* @param roleId
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* @param roleName
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*/
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export async function getExpeditionStatus(roleId: string, roleName: string, isEntry = false) {
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// 重置次数
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let role = await RoleModel.findByRoleId(roleId);
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if(!role.hasInit) return false;
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if(isEntry && !checkSystemIsOpen(role, SYSTEM_OPEN_ID.EXPEDITION)) return false
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// 获取远征关卡状态
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let expeditionRecord = await ExpeditionRecordModel.getCurRecord(roleId);
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if (!expeditionRecord) { // 首次新建一条记录
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// 我方战力
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let myCe = await getSumCe(roleId);
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expeditionRecord = await ExpeditionRecordModel.createRecord({
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roleId, roleName, heroes: [], myCe
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});
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await findOrCreateEnemies(roleId, myCe, expeditionRecord.expeditionCode, 1, EXPEDITION_WAR_RECORD_STATUS.WAITING);
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}
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// 每一关的挑战状态
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let { expeditionCode, heroes } = expeditionRecord;
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let expeditionWarRecord = await ExpeditionWarRecordModel.getRecordByCode(expeditionCode);
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let curLv = 0;
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if (expeditionWarRecord.length > 0) {
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curLv = expeditionWarRecord[expeditionWarRecord.length - 1].expeditionId;
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}
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let curTime = new Date();
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let { resetCnt } = await getResetRemainCnt(curTime, roleId, role);
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// 点数,和宝箱领取状态
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let pointRewards = await getPointRewardStatus(roleId, role);
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return {
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expeditionCode,
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curLv,
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expeditionWarRecord,
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pointRewards,
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heroes: heroes.map(cur => { return { "dataId": cur.seqId, "hp": cur.hp, "ap": cur.ap, "shield": cur.shield || 0} }),
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resetCnt
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}
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}
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/**
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* 根据存下的战力获取当前远征关卡的对手
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* @param roleId 我的id
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* @param myCe 存在expeditionRecord内的战力(缩过)
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* @param expeditionCode 远征批次id
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* @param expeditionId 该关卡id
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* @param battleStatus 该关卡的挑战状态
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*/
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export async function findOrCreateEnemies(roleId: string, myCe: number, expeditionCode: string, expeditionId: number, battleStatus: number) {
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let expeditionWarRecord = await ExpeditionWarRecordModel.updateStatus(expeditionCode, expeditionId, battleStatus);
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if(!expeditionWarRecord) { // 如果没有信息
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let curDicExpedition = gameData.expedition.get(expeditionId);
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if(curDicExpedition) {
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let enemyObj = {
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enemyFrom: 0,
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enemyId: '',
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enemies: new Array(),
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ce: 0
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};
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// 获取系数和步长
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let { scale, range, lv } = await getCEScaleAndRange(roleId, curDicExpedition);
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// 优先匹配其他玩家
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let flag = await matchPlayers(roleId, scale, range, myCe, curDicExpedition.json, enemyObj);
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// 当数量不够时使用机器人匹配
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if(!flag) {
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flag = await matchRobots(scale, myCe, curDicExpedition.ce, curDicExpedition.json, lv, enemyObj);
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}
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if(flag) {
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// 保存
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let { warId } = curDicExpedition;
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let { mapseid } = gameData.war.get(warId);
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expeditionWarRecord = await ExpeditionWarRecordModel.saveRecord(expeditionCode, expeditionId, {
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roleId, battleId: warId, mapseid: getRandSingleEelm(mapseid), ...enemyObj, battleStatus
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});
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}
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}
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}
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// 处理当前血量
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let {enemiesCurHpAp, enemies} = expeditionWarRecord;
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for(let enemy of enemies) {
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let cur = {"hp": 0, "ap": 0};
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let getHp = enemiesCurHpAp && enemiesCurHpAp.find(cur => cur.dataId == enemy.dataId);
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if(getHp) {
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cur.hp = getHp.hp;
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cur.ap = getHp.ap;
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} else {
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let attr = new Attribute();
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attr.setByStr(enemy.attribute);
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cur.hp = attr.hp;
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cur.ap = 0;
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}
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enemy["cur"] = cur;
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}
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return expeditionWarRecord;
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}
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/**
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* 远征关卡匹配玩家
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* @param roleId 我的id
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* @param scale 己方战力和对方战力比
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* @param range 浮动范围
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* @param myCe 己方战力(已缩小)
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* @param warJsonIndex 模板出兵表id
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* @param enemyObj 返回的敌军数据
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*/
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export async function matchPlayers(roleId: string, scale: number, range: number, myCe: number, warJsonIndex:any, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any>, ce: number }) {
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let dicWarJson = gameData.warJson.get(warJsonIndex);
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let min = myCe * scale * (1 - range/100);
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let max = myCe * scale * (1 + range/100);
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let resultRange = await RoleModel.findByCeScale(min, max);
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resultRange = resultRange.filter(cur => cur.roleId != roleId);
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if(resultRange.length > 0) {
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let role = resultRange[0];
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let {roleId, topLineup, topLineupCe } = role;
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let attrByHid = await getHeroesAttributes(roleId);
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enemyObj.enemyFrom = 1;
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enemyObj.enemyId = roleId;
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enemyObj.ce = topLineupCe;
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let heroIndex = 0;
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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let hero = topLineup[heroIndex];
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if(hero) {
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let h = <HeroType>hero.hero;
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if(h) {
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let { star, lv, ce } = h;
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let dicHero = gameData.hero.get(hero.hid);
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let attr = attrByHid.get(hero.hid);
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let attribute = attr.getAttributesToString();
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let heroInfo = {
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actorId: hero.hid,
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skinId: h.skinId,
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actorName: dicHero.name,
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skill:0,
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seid:'&',
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star,
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spine: 0,
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attribute,
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lv,
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ce
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};
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enemyObj.enemies.push({...json, ...heroInfo});
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heroIndex ++;
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}
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}
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}
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}
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if(enemyObj.enemies.length <= 0) return false
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return true;
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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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* 匹配远征机器人
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* @param scale 己方战力和出兵表配置战力比
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* @param myCe 己方战力(已缩小)
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* @param robotCe 机器人战力(10000,相当于已缩小战力)
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* @param warJsonIndex 模板出兵表id
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* @param lv 我的主公等级
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* @param enemyObj 返回的敌军数据
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*/
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export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex: number, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any>, ce: number }) {
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let dicWarJson = gameData.warJson.get(warJsonIndex);
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if(dicWarJson) {
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enemyObj.enemyFrom = 2;
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enemyObj.enemyId = warJsonIndex + '';
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let allCe = 0;
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for(let json of dicWarJson) {
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if(json.relation == 2) {
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const { actorId, attribute, enemyCount } = json;
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let { attribute: newAttribute, ce } = getRobotAttribute(actorId, attribute, enemyCount, lv, myCe, robotCe, scale);
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enemyObj.enemies.push({...json, skinId: json.actorId, attribute: newAttribute, lv, ce});
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allCe += ce;
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}
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}
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enemyObj.ce = Math.floor(allCe);
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return true
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} else {
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return false
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}
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}
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// 远征匹配系数表
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export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
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// 匹配,判断是不是新手期
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const role = await RoleModel.findByRoleId(roleId);
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let isNew = (role.expeditionHistoryResetCnt||0) <= 3;
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let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
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let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
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return {scale, range, lv: role.lv}
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}
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// 远征累计点数获取
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export async function getPointRewardStatus(roleId: string, role?: Role) {
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if(!role) {
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role = await RoleModel.findByRoleId(roleId);
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}
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let {expeditionPoint = 0} = role;
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let dicExpeditionPoint = gameData.expeditionPoint;
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let rewards: { point: number, received: boolean }[] = [];
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for(let [point] of dicExpeditionPoint) {
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rewards.push({ point, received: false })
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}
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let pointRewards = {
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expeditionPoint, rewards
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};
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let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
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if(pointStatusInDatabase) {
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let { rewards = [] } = pointStatusInDatabase;
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pointRewards.rewards.forEach(cur => {
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let obj = rewards.find(ccur => ccur.point == cur.point);
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if(obj) cur.received = obj.received;
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});
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}
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return pointRewards
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}
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export async function getResetRemainCnt(curTime: Date, roleId: string, role?: Role, ) {
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if(!role) {
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role = await RoleModel.findByRoleId(roleId);
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}
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let { expeditionResetCnt, expeditionResetRefTime } = role;
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let needRefresh = !expeditionResetRefTime || shouldRefresh(expeditionResetRefTime, curTime);
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if(needRefresh) {
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expeditionResetCnt = 0; expeditionResetRefTime = curTime;
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}
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let maxCnt = dicParam.EXPEDITION_CONST.EXPEDITION_CONST_TIMES;
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return {
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resetCnt: maxCnt - expeditionResetCnt,
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needRefresh
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};
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}
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/**
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* 根据比例计算机器人属性
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* @param attribute 出兵表中的属性字段
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* @param ce 我的战力
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* @param enemyCe 出兵表对手战力
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* @param ratio 系数
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*/
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export function getRobotAttribute(hid: number, mainAttrs: { id: number, val: number }[], enemyCount: number, lv: number, ce: number, enemyCe: number, ratio: number) {
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let _lv = Math.floor(lv * ratio)
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let newAttribute = new AttributeCal();
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newAttribute.setLv(_lv);
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let dicExpeditionSubAttr = gameData.expeditionSubAttr.get(_lv);
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if(!dicExpeditionSubAttr) dicExpeditionSubAttr = gameData.expeditionSubAttr.get('max');
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newAttribute.setByWarJson(hid, dicExpeditionSubAttr.attribute); // 次级属性
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let subAttrCe = newAttribute.calSubAttrCe() * enemyCount;
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if(ce * ratio > subAttrCe) {
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let mainAttrCe = ce * ratio - subAttrCe;
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newAttribute.setByWarJson(hid, mainAttrs, mainAttrCe / enemyCe);
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let attrArr = newAttribute.getAttributesToString();
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let newCe = newAttribute.calCe();
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return { attribute: attrArr, ce: newCe };
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} else {
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newAttribute = new AttributeCal();
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newAttribute.setByWarJson(hid, mainAttrs, ce * ratio / enemyCe);
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let attrArr = newAttribute.getAttributesToString();
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let newCe = newAttribute.calCe();
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return { attribute: attrArr, ce: newCe };
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}
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} |