Merge branch 'second' of http://git.kingsome.cn/node/card_svr into second
This commit is contained in:
commit
82f0a7d79e
@ -7,6 +7,7 @@ import {SystemCardCfg} from "../cfg/parsers/SystemCardCfg";
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import {UnitCfg} from "../cfg/parsers/UnitCfg";
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import {BaseConst} from "../constants/BaseConst";
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import SkillMan from "../rooms/logic/skill/SkillMan";
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import {FormulaCfg} from "../cfg/parsers/FormulaCfg";
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export function initData() {
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@ -17,6 +18,7 @@ export function initData() {
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rP(BaseConst.SKILL, SkillCfg);
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rP(BaseConst.SYSTEMCARD, SystemCardCfg);
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rP(BaseConst.UNIT, UnitCfg);
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rP(BaseConst.FORMULA, FormulaCfg);
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DataParser.loadAll();
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let map = global.$cfg.get(BaseConst.SKILL);
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@ -67,4 +67,5 @@ export class BaseConst {
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public static readonly SKILL = "skill";
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public static readonly SYSTEMCARD = "systemcard";
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public static readonly UNIT = "unit";
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public static readonly FORMULA = "formula"
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}
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1
src/global.d.ts
vendored
1
src/global.d.ts
vendored
@ -32,6 +32,7 @@ declare module "colyseus" {
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mainClock: Delayed;
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robotCount: number;
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match: boolean;
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score: number;
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/**
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* 根据sessionId获取client
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* @param player 玩家id或者玩家的对象
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@ -25,6 +25,7 @@ import {createRobot} from "../common/WebApi";
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export class GeneralRoom extends Room {
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dispatcher = new Dispatcher(this);
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maxClients = 4;
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score = 0;
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battleMan = new BattleHandler();
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// 用于游戏过程中各种计时器, 使用该计时器的前提是, 只针对当前操作玩家
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gameClock: Map<string, Delayed> = new Map();
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@ -50,6 +51,9 @@ export class GeneralRoom extends Room {
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if (options.match) {
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this.match = options.match;
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}
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if (options.score) {
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this.score = options.score;
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}
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this.battleMan.init(cs, this);
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this.clock.start();
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this.state.gameState = GameStateConst.STATE_WAIT_JOIN;
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@ -113,7 +117,8 @@ export class GeneralRoom extends Room {
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let data = {
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client: client,
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accountId: options.accountid,
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seat: options.seat
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seat: options.seat,
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score: options.score,
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};
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this.dispatcher.dispatch(new OnJoinCommand(), data);
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}
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@ -1,4 +1,5 @@
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import {Client, generateId, matchMaker, Room} from "colyseus";
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import {BaseConst} from "../constants/BaseConst";
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interface MatchmakingGroup {
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averageRank: number;
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@ -109,6 +110,7 @@ export class RankedLobbyRoom extends Room {
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* 如果找到的记录, clients已经查过2条, 则也插入一条记录
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* 如果找到的记录, clients是1, 则把当前client添加到该记录中, 同时更新rank
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*/
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const fc = global.$cfg.get(BaseConst.FORMULA);
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if (options.group) {
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let length = this.stats.length;
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let groupData;
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@ -142,7 +144,7 @@ export class RankedLobbyRoom extends Room {
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});
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} else {
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groupData.clients.set(client.sessionId, {client, options});
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groupData.rank = (groupData.rank + options.rank) / 2
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groupData.rank = (groupData.rank + options.rank) / 2 * (1 + fc.get(70027).number / 100);
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}
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}
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client.send("clients", groupData.clients.size);
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@ -299,11 +301,24 @@ export class RankedLobbyRoom extends Room {
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.map(async (group) => {
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if (group.ready) {
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group.confirmed = 0;
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let score = 0;
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let count = 0;
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group.clients.map(client => {
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for (let [,data] of client.clients) {
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score += (data.options?.score || 0);
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count ++;
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}
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})
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let avaScore = score / count;
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/**
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* Create room instance in the server.
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*/
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const room = await matchMaker.createRoom(this.roomToCreate, {rank: true, count: this.numClientsToMatch - group.count});
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const room = await matchMaker.createRoom(this.roomToCreate, {
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match: true,
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rank: group.averageRank,
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score: avaScore,
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count: this.numClientsToMatch - group.count
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});
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// TODO: 预处理数据, 确定座次
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let hasGroup = false;
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for (let client of group.clients) {
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@ -10,8 +10,28 @@ import {Card} from "../schema/Card";
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import {MapSchema, SetSchema} from "@colyseus/schema";
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import {StateTypeEnum} from "../enums/StateTypeEnum";
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import {reportGameResult} from "../../common/WebApi";
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import {BaseConst} from "../../constants/BaseConst";
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import {Player} from "../schema/Player";
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class GameResult{
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public id: string
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public team: number
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public hp: number
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public alive: boolean
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public ap: number
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public mvpScore: number
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public scoreChange: number
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public scoreOld: number
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constructor(player: Player) {
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this.id = player.id;
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this.team = player.team;
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this.hp = player.hp;
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this.alive = player.state != PlayerStateConst.PLAYER_DEAD;
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this.ap = gameUtil.calcTotalAp(player);
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this.scoreOld = player.score;
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}
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}
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/**
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* 游戏结束
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*/
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@ -19,67 +39,80 @@ export class GameResultCommand extends Command<CardGameState, {}> {
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async execute() {
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// 计算最终结果
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let hp0 = 0;
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let hp1 = 0;
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let ap0 = 0;
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let ap1 = 0;
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let petAp0 = 0;
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let petAp1 = 0;
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let resultArr = [];
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let hp: number[] = [0, 0];
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let ap: number[] = [0, 0];
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let petAp: number[] = [0, 0];
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let score: number[] = [0, 0];
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let results: Map<Player, GameResult> = new Map();
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const fc = global.$cfg.get(BaseConst.FORMULA);
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for (let [, player] of this.state.players) {
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let data = {
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id: player.id,
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team: player.team,
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hp: player.hp,
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alive: player.state != PlayerStateConst.PLAYER_DEAD,
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ap: gameUtil.calcTotalAp(player)
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};
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resultArr.push(data);
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if (player.team == 0) {
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hp0 += player.hp;
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if (player.state != PlayerStateConst.PLAYER_DEAD) {
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ap0 += data.ap;
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for (let [,pet] of player.pets) {
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petAp0 += (pet.ap + pet.extAp);
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}
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}
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}
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if (player.team == 1) {
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hp1 += player.hp;
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if (player.state != PlayerStateConst.PLAYER_DEAD) {
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ap1 += data.ap;
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for (let [,pet] of player.pets) {
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petAp1 += (pet.ap + pet.extAp);
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}
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let data = new GameResult(player);
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results.set(player, data);
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score[player.team] += player.score;
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hp[player.team] += player.hp;
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if (player.state != PlayerStateConst.PLAYER_DEAD) {
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ap[player.team] += data.ap;
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for (let [,pet] of player.pets) {
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petAp[player.team] += (pet.ap + pet.extAp);
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}
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}
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}
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let winner = -1; // 平局
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if (hp0 > hp1) {
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/**
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* 判断哪队是赢家
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* @type {number}
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*/
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let winner = 0;
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if (hp[0] > hp[1]) {
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winner = 0;
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} else if (hp0 < hp1) {
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} else if (hp[0] < hp[1]) {
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winner = 1;
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} else {
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if (ap0 > ap1) {
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if (ap[0] > ap[1]) {
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winner = 0;
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} else if (ap0 < ap1){
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} else if (ap[0] < ap[1]){
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winner = 1;
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} else {
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if (petAp0 > petAp1) {
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if (petAp[0] >= petAp[1]) {
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winner = 0;
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} else if (petAp0 < petAp1) {
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} else if (petAp[0] < petAp[1]) {
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winner = 1;
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}
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}
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}
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let resultData: any = {
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winner: winner,
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results: resultArr
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};
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const scores = [
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fc.get(70043).number,
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fc.get(70046).number,
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fc.get(70044).number,
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fc.get(70045).number,
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fc.get(70047).number,
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fc.get(70048).number
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];
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let resultMap: Map<StateTypeEnum, [string, number]> = new Map();
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let scoreMap: Map<Player, number> = new Map();
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for (let [, player] of this.state.players) {
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let otherTeam = 1 - player.team;
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let result = results.get(player);
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if (winner == player.team) {
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if (score[player.team] >= score[otherTeam]) {
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result.scoreChange = 100/(1+Math.pow(10, ((score[player.team]-score[otherTeam])/2500)));
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} else {
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result.scoreChange = 100-100/(1+Math.pow(10, ((score[otherTeam]-score[player.team])/2500)));
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}
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} else {
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if (score[player.team] >= score[otherTeam]) {
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result.scoreChange = -(80-80/(1+Math.pow(10, ((score[player.team]-score[otherTeam])/2500))));
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} else {
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result.scoreChange = -(80/(1+Math.pow(10, ((score[otherTeam]-score[player.team])/2500))));
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}
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}
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let s = 0;
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for (let [type, val] of player.statData) {
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if (type >= scores.length) {
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continue;
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}
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val = val * scores[type];
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s += val;
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if (resultMap.has(type)) {
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let current = resultMap.get(type);
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if (current[1] < val) {
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@ -89,16 +122,31 @@ export class GameResultCommand extends Command<CardGameState, {}> {
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resultMap.set(type, [player.id, val]);
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}
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}
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scoreMap.set(player, s);
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}
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let statics: any = [];
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for (let [type, val] of resultMap) {
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statics.push({
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type,
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player: val[0],
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val: val[1]
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})
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if (type < scores.length) {
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statics.push({
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type,
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player: val[0],
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val: val[1]
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})
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}
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}
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resultData['statics'] = statics;
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for (let [p, val] of scoreMap) {
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let mvpRate = p.team == winner ? fc.get(70051).number : fc.get(70052).number;
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let data = results.get(p);
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data.mvpScore = val * mvpRate; // mvp分
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}
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let resultData: any = {
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winner: winner,
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results: [...results.values()],
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statics: statics
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};
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let self = this;
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this.room.bGameResult(resultData);
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this.state.updateGameState(GameStateConst.STATE_GAME_OVER);
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@ -179,6 +227,10 @@ export class GameResultCommand extends Command<CardGameState, {}> {
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pet.extSkills.length = 0;
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}
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/**
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* 向info-svr上报游戏结果
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* @param {number} winner
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*/
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reportGameResult(winner: number) {
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let data: any = {
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roomid: this.room.roomId,
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@ -201,6 +253,7 @@ export class GameResultCommand extends Command<CardGameState, {}> {
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team: player.team,
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heroid: player.heroId,
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statdata: dataObj,
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score: player.score,
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cards: cards
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});
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}
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@ -4,6 +4,8 @@ import {Player} from "../schema/Player";
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import {Client} from "colyseus";
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import {GameStateConst} from "../../constants/GameStateConst";
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import {GameEnv} from "../../cfg/GameEnv";
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import {BaseConst} from "../../constants/BaseConst";
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import {getRandom} from "../../utils/number.util";
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/**
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* 玩家成功加入房间
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@ -12,13 +14,16 @@ export class OnJoinCommand extends Command<CardGameState, {
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client: Client,
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accountId: string,
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seat?: number,
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score?: number
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}> {
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execute({client, accountId, seat} = this.payload) {
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execute({client, accountId, seat, score} = this.payload) {
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let count = this.state.players.size;
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if (count >= this.room.maxClients) {
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return;
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}
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let isRobot = false;
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if (accountId && accountId == 'robot') {
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isRobot = true;
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accountId = `robot_${client.sessionId}`;
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} else if (!accountId) {
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accountId = `player_${client.sessionId}`;
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@ -32,6 +37,15 @@ export class OnJoinCommand extends Command<CardGameState, {
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}
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let player = new Player(client.sessionId, idx, team);
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player.accountId = accountId;
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if (isRobot) {
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const fc = global.$cfg.get(BaseConst.FORMULA);
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let low = fc.get(70034).number;
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let high = fc.get(70035).number;
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let random = getRandom(high, low) / 100 ;
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player.score = this.room.score * random | 0;
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} else {
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player.score = score;
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}
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this.state.players.set(client.sessionId, player);
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this.room.addAssistClient(client.sessionId);
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let self = this;
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@ -18,6 +18,12 @@ export class Player extends Schema {
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id: string;
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accountId: string;
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/**
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* 用于显示的分
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* @type {number}
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*/
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@type("number")
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score: number;
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/**
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* 用于组队匹配时候队伍的标记
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* @type {string}
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|
10
src/utils/number.util.ts
Normal file
10
src/utils/number.util.ts
Normal file
@ -0,0 +1,10 @@
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/**
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* 随机数
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* @param {number} max
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* @param {number} min
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* @return {number}
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*/
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export function getRandom(max: number, min: number): number {
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min = min || 0;
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return Math.floor(Math.random()*(max-min)+min);
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}
|
Loading…
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Reference in New Issue
Block a user