170 lines
7.1 KiB
TypeScript
170 lines
7.1 KiB
TypeScript
import { FriendPointModel } from './../db/FriendPoint';
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import { STATUS } from './../consts/statusCode';
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import { COM_BATTLE_ROBOT_ID_NAME, COM_TEAM_STATUS, CURRENCY_BY_TYPE, CURRENCY_TYPE, FRIEND_DROP_TYPE, COM_BTL_CONST, FRIEND_DROP_MAX } from './../consts';
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import { RoleStatus, ComBattleTeamModel } from './../db/ComBattleTeam';
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import { getBluePrtByQuality, getComBtlSetByQuality, getRewardByBlueprtId, getWarById, getWarIdByBlueprtId } from "../pubUtils/gamedata";
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import { getRandEelm, getRandValue, resResult, ratioReward } from "../pubUtils/util";
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import { getRandRobot } from "./battleService";
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/**
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* 在给定的品质列表中随机返回一定数量的藏宝图Id
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* @param qualityArr 品质数组,在所有给定品质的藏宝图中筛选1
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* @param cnt 返回藏宝图数量
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*/
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export function getRandBlueprtId(qualityArr: Array<number>, cnt = 1) {
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if (!qualityArr || !qualityArr.length) return null;
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let blueprtIdArr = [];
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for (let q of qualityArr) {
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blueprtIdArr = blueprtIdArr.concat(getBluePrtByQuality(q));
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}
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if (blueprtIdArr.length === 0) return null;
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const res = getRandEelm(blueprtIdArr, cnt);
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return res;
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}
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export function getRandComBtlRobots(topFiveCe: number, lv: number, cnt: number) {
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let robotHeroes = getRandRobot(cnt); // 随机几个阵容
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let robotInfos = getRandEelm(COM_BATTLE_ROBOT_ID_NAME, cnt); // 随机几个阵容
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// 创建并添加机器人
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let robotStArr = [], robotIdArr = [];
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if (robotHeroes && robotInfos && robotHeroes.length && robotInfos.length && robotInfos.length === robotHeroes.length) {
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robotHeroes.forEach((robot, idx) => {
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const robotCe = getRandValue(topFiveCe || 0, COM_BTL_CONST.ROBOT_CE_RATIO, 0);
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const robotLv = getRandValue(lv, COM_BTL_CONST.ROBOT_CE_RATIO, 0);
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const imgHid = robot[Math.floor(Math.random() * robot.length)];
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const { robotRoleId, robotRoleName } = robotInfos[idx];
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let robotStatus = new RoleStatus(robotRoleId, robotRoleName, false, false, imgHid, imgHid, robotCe, robotLv, robot, true);
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robotStArr.push(robotStatus);
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robotIdArr.push(robotRoleId);
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});
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}
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return {
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robotStArr, robotIdArr
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}
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}
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export function checkComBattleResult(teamStatus) {
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if (teamStatus.bossCurHp === 0) {
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return COM_TEAM_STATUS.WIN;
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} else {
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let allPlayerKilled = true;
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let robotRestHurt = 0;
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// 看看是否还有活人
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teamStatus.roleStatus.forEach(st => {
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// 设置了阵容,且阵容人数和阵亡人数一样,说明玩家战败
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if (!st.isRobot && st.heroes && ((st.heroes.length > 0 && st.killed.length < st.heroes.length) || st.heroes.length === 0)) {
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allPlayerKilled = false
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}
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});
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// 没有活人的话看看还有没有机器人没打完伤害
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if (allPlayerKilled && teamStatus.curRnd < COM_BTL_CONST.ROBOT_RND_LMT) {
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teamStatus.roleStatus.forEach(st => {
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if (st.isRobot) {
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const deltaRnd = COM_BTL_CONST.ROBOT_RND_LMT - teamStatus.curRnd;
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let hurtHp = getRandValue(teamStatus.bossHp / COM_BTL_CONST.ROBOT_RND_LMT * COM_BTL_CONST.ROBOT_HURT_RATIO, COM_BTL_CONST.ROBOT_HURT_CH_RATIO, 0) * deltaRnd; // 1 个机器人对 boss 造成的总伤害
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robotRestHurt += hurtHp;
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}
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})
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}
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if (allPlayerKilled) {
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// 没有活人且机器人剩余伤害打不死 boss,战败
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if (teamStatus.bossCurHp > robotRestHurt) {
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return COM_TEAM_STATUS.LOOSE;
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} else {
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return COM_TEAM_STATUS.WIN;
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}
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}
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}
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return COM_TEAM_STATUS.FIGHTING;
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}
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/**
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* @description 计算寻宝结算-deprecated
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* @export
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* @param {string} roleId
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* @param {string} battleCode
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* @returns
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*/
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export async function checkComBattleDrop(roleId: string, battleCode: string) {
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let team = await ComBattleTeamModel.getTeamByRoleAndBattleCode(roleId, battleCode);
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if (team.status !== COM_TEAM_STATUS.WIN) return { status: -1, resResult: resResult(STATUS.COM_BATTLE_REWARD_ERR) };
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let roleSt = null;
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team.roleStatus.forEach(st => {
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if (st.roleId === roleId) {
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roleSt = st;
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}
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});
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if (!roleSt || roleSt.gotReward) return { status: -1, resResult: resResult(STATUS.COM_BATTLE_REWARD_ERR) };
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let fixReward = getRewardByBlueprtId(team.blueprtId);
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if (!roleSt.isCap) {
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if (roleSt.isFrd) {
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fixReward = '&';
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} else {
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fixReward = ratioReward(fixReward, COM_BTL_CONST.ASSIST_REWARD_RATIO);
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}
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}
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await ComBattleTeamModel.updateRewardSt(team.teamCode, roleId, true);
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return {status: 0, fixReward};
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}
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export function clearComBtlTimer(teamCode: string, timerMap: Map<string, NodeJS.Timer>) {
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let timer = timerMap.get(teamCode);
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if (timer) {
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clearTimeout(timer);
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}
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}
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export function setComBtlTimer(teamCode: string, timer: NodeJS.Timer, timerMap: Map<string, NodeJS.Timer>) {
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let preTimer = timerMap.get(teamCode);
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if (preTimer) {
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clearTimeout(preTimer);
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}
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timerMap.set(teamCode, timer);
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}
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export async function getRealReward(blueprtId: number, roleSt: RoleStatus) {
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let warInfo = getWarById(getWarIdByBlueprtId(blueprtId));
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let fixRewardStr = warInfo['fixReward'];
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if (!roleSt.isCap) {
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if (roleSt.isFrd) {
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let frdPointRec = await FriendPointModel.getFrdPointRecToday(roleSt.roleId, FRIEND_DROP_TYPE.COM_BATTLE);
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if (!frdPointRec || frdPointRec.cnt <= FRIEND_DROP_MAX.COM_BTL - COM_BTL_CONST.FRDCNT_DROP) {
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fixRewardStr = `${CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT)}&${COM_BTL_CONST.FRDCNT_DROP}`;
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} else if (frdPointRec.cnt < FRIEND_DROP_MAX.COM_BTL) {
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fixRewardStr = `${CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT)}&${COM_BTL_CONST.FRDCNT_DROP - frdPointRec.cnt}`;
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} else {
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fixRewardStr = '&';
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}
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} else {
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fixRewardStr = ratioReward(fixRewardStr, COM_BTL_CONST.ASSIST_REWARD_RATIO);
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}
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}
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return fixRewardStr;
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}
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export async function getAssistTimesByQuality(roleId: string, qualityArr?: Array<number>) {
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let teams = await ComBattleTeamModel.getAssistTeamsByTime(roleId, qualityArr, new Date(new Date().setHours(0, 0, 0, 0)), true);
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let cntMap = new Map<number, number>();
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teams.forEach(team => {
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if (team && team.quality && team.roleStatus) {
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for (let st of team.roleStatus) {
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if (st.roleId !== roleId || st.isFrd) {
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continue;
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}
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let cnt = cntMap.get(team.quality) || 0;
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cntMap.set(team.quality, cnt + 1)
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}
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}
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});
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return cntMap;
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}
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export async function getFrd(roleId: string, quality: number) {
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let isFrd = false;
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let assistTimes = await getAssistTimesByQuality(roleId, [quality]);
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let assistTime = assistTimes.get(quality);
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let { assistanceTime } = getComBtlSetByQuality(quality);
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if (assistTime >= assistanceTime) isFrd = true;
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return isFrd;
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}
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