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ZYZ/game-server/app/services/gachaService.ts
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import { GachaData, Floor, GachaResult, Hope } from "../domain/activityField/gachaField";;
import { ActivityModel } from "../db/Activity";
import { DicGacha } from "../pubUtils/dictionary/DicGacha";
import { UserGachaType, UserGachaModel } from "../db/UserGacha";
import { shouldRefresh, getRandEelm, getRandEelmWithWeight } from "../pubUtils/util";
import { REFRESH_HOUR, GACHA_TO_FLOOR, GACHA_FLOOR_TYPE, GACHA_CONTENT_TYPE, HERO_QUALITY_TYPE, GACHA_OCCUPY_HID, IT_TYPE, ITID, CONSUME_TYPE, SPECIAL_ATTR } from "../consts";
import { getNextDayByGap, getTodayZeroDate } from "../pubUtils/timeUtil";
import { gameData, getDicGachaFloor } from "../pubUtils/data";
/**
* 获取活动页签里的限时卡池
*
* @param roleId 玩家id
* @param aid 活动id
*/
export async function getLimitGacha(roleId: string, activityId: number) {
let activityData = await ActivityModel.findActivity(activityId, true);
if(!activityData) return false;
let gachaData = new GachaData(activityData);
let userGacha = await UserGachaModel.findByRole(roleId, gachaData.gachaId, activityId);
userGacha = await refreshGacha(gameData.gacha.get(gachaData.gachaId), userGacha);
gachaData.setUserGacha(userGacha);
return gachaData
}
/**
* 刷新免费次数
* @param dicGacha
* @param userGacha
*/
export async function refreshGacha(dicGacha: DicGacha, userGacha: UserGachaType) {
let { day, count } = dicGacha.free;
if(count <= 0) {
return userGacha;
}
let { roleId, gachaId, refFreeTime, refHopeTime, hope } = userGacha;
if(shouldRefresh(refFreeTime, new Date(), REFRESH_HOUR, day)) {
let ref = getNextDayByGap(refFreeTime, new Date(), day);
userGacha = await UserGachaModel.refreshFreeCount(roleId, gachaId, 0, ref);
}
if(shouldRefresh(refHopeTime, new Date(), REFRESH_HOUR)) {
hope = hope.map(cur => { return { ...cur, hasGet: false}});
let ref = getTodayZeroDate(REFRESH_HOUR);
userGacha = await UserGachaModel.refreshHopeCount(roleId, gachaId, 0, hope, ref);
}
return userGacha
}
/**
* @description 获得保底结果
* @param gachaId 招募表id
* @param base 按普通概率获得的东西 内容参考gachaContent
* @param floor 玩家保底数据
*/
export function getFloorResult(gachaId: number, base: number, floor: Floor[]) {
let dicGachaContent = gameData.gachaContent.get(base); // 普通随机得出的结果是哪一类;
if(!dicGachaContent) {
console.error('dic_zyz_gachaContent error');
return false; // DIC_NOT_FOUND 直接报错
}
let touchedFloor = 0, touchedHeroQuality: number; // 触发的保底的id
let dicFloorType = GACHA_TO_FLOOR.get(gachaId);
for(let id of dicFloorType) {
let { type, param } = dicGachaContent;
let heroQuality = getHeroQuality(id);
if(heroQuality == false) continue;
let isTarget = type == GACHA_CONTENT_TYPE.HERO && param[0] == heroQuality;
if(!isTarget) { // 触发保底
let percent = countFloorPercent(id, floor);
let rand = Math.random();
if(rand < percent) { // 可以替换为保底
if(touchedFloor > 0 && touchedFloor < id) { // 如果已经触发过保底了
// 更新被覆盖掉的那个保底数量
updateUserFloor(floor, touchedFloor, false);
}
touchedFloor = id;
touchedHeroQuality = heroQuality;
} else {
updateUserFloor(floor, id, false);
}
} else {
updateUserFloor(floor, id, true);
}
}
if(touchedFloor > 0) {
updateUserFloor(floor, touchedFloor, true);
return gameData.gachaContentHero.get(touchedHeroQuality);
} else {
return base;
}
}
/**
* @description 更新玩家保底数据
* @param floor 玩家保底数据
* @param id 更新的保底类型
* @param needReset 是否重置保底
*/
function updateUserFloor(floor: Floor[], id: number, needReset: boolean) {
let curFloor = floor.find(cur => cur.id == id);
if(!curFloor) {
curFloor = { id, count: 0 };
floor.push(curFloor);
}
if(needReset) {
curFloor.count = 0;
} else {
curFloor.count ++;
}
}
/**
* 计算保底概率
* @param id 保底类型
* @param floor 玩家保底数据
*/
function countFloorPercent(id: number, floor: Floor[]) {
let curFloor = floor.find(cur => cur.id == id);
let count = curFloor?curFloor.count: 0;
// 保底概率,暂时使用线性公式,由策划使用后选择
let floorCount = getDicGachaFloor(id);
return count / floorCount;
}
/**
* 获取保底武将的品质
* @param id 保底类型id in GACHA_FLOOR_TYPE
*/
function getHeroQuality(id: number) {
if(id == GACHA_FLOOR_TYPE.PURPLE) {
return HERO_QUALITY_TYPE.PURPLE;
} else if (GACHA_FLOOR_TYPE.GOLD) {
return HERO_QUALITY_TYPE.GOLD;
} else if (GACHA_FLOOR_TYPE.ASSIGN) {
return 0
} else {
return false;
}
}
/**
* 根据contentId获得抽卡结果(包括心愿单)
* @param contentId dic_zyz_gachaContent的id
* @param lv 玩家等级
* @param hope 玩家心愿单
*/
export function getResultFromContentId(contentId: number, lv: number, hope: Hope[]) {
let dic = gameData.gachaContent.get(contentId);
let { type, param, count } = dic;
if(type == GACHA_CONTENT_TYPE.HERO) {
let pool: number[] = getPoolByHope(hope, param[0]);
let hero = getRandEelm(pool);
let result = new GachaResult(contentId);
result.setHero(hero[0]);
return result
} else {
let pool: number[] = [];
if(type == GACHA_CONTENT_TYPE.HERO_PIECE) {
pool = getAllItemByQuality(IT_TYPE.HERO_PIECE, param[0], lv);
} else if (type == GACHA_CONTENT_TYPE.BLUEPRT) {
pool = getAllItemByQuality(IT_TYPE.BLUEPRT, param[0], lv);
} else if (type == GACHA_CONTENT_TYPE.JEWEL) {
pool = getAllJewelByLv(param[0]);
} else if (type == GACHA_CONTENT_TYPE.TERAPH_MATERIAL) {
pool = param;
} else if (type == GACHA_CONTENT_TYPE.SUIT_PAPER) {
pool = getSuitPaper(lv);
}
let item = getRandEelm(pool);
let result = new GachaResult(contentId);
result.setItem(item[0], count);
return result;
}
}
/**
* 心愿
* @param hope 玩家数据里的心愿单
* @param qualtiy 武将品质
*/
function getPoolByHope(hope: Hope[], qualtiy: number) {
if(qualtiy == HERO_QUALITY_TYPE.GOLD) {
let hopeMap = new Map<number, Hope>();
let hasGetHope: number[] = [];
for(let h of hope) {
if(h.hid > 0) {
hopeMap.set(h.id, h);
if(h.hasGet) hasGetHope.push(h.id);
}
}
let list = gameData.gachaHope.map(cur => {
return {...cur, hasGet: hopeMap.get(cur.id)?.hasGet||false};
})
let { dic: { id, hasGet } } = getRandEelmWithWeight(list);
if(id == 0 || hasGet) {
return getAllHeroByQuality(qualtiy).filter(cur => !hasGetHope.includes(cur) );
} else {
if(hopeMap.has(id)) {
let curHope = hopeMap.get(id);
curHope.hasGet = true;
return [curHope.hid];
} else {
return getAllHeroByQuality(qualtiy).filter(cur => !hasGetHope.includes(cur) );
}
}
} else {
return getAllHeroByQuality(qualtiy);
}
}
/**
* 根据品质获得武将池
* @param quality 品质
*/
export function getAllHeroByQuality(quality: number) {
if(quality == 0) return [ GACHA_OCCUPY_HID ];
let allHero: number[] = [];
for(let [id, dicHero] of gameData.hero) {
if(dicHero.recruit && dicHero.quality == quality) {
allHero.push(id);
}
}
return allHero;
}
function getAllItemByQuality(itid: number, quality: number, lv: number) {
let allPiece: number[] = [];
for(let [ id, dicGoods ] of gameData.goods) {
if(dicGoods.itid == itid) {
if((quality == 0 || dicGoods.quality == quality) || dicGoods.lvLimited <= lv) {
allPiece.push(id);
}
}
}
return allPiece;
}
function getAllJewelByLv(lv: number) {
let itids: number[] = [];
for(let [ id, { type } ] of ITID) {
if(type == CONSUME_TYPE.JEWEL) itids.push(id);
}
let items: number[] = [];
for(let [ id, dicGoods ] of gameData.goods) {
if(itids.includes(dicGoods.itid)) {
if(lv == 0 || dicGoods.lvLimited == lv) {
items.push(id);
}
}
}
return items;
}
function getSuitPaper(lv: number) {
let items: number[] = [];
for(let [ id, dicGoods ] of gameData.goods) {
if(dicGoods.itid == IT_TYPE.PAPER) {
if(dicGoods.lvLimited <= lv) {
items.push(id);
}
}
}
return items;
}