card_svr/src/utils/assistant.util.ts
2020-12-25 11:19:28 +08:00

258 lines
8.2 KiB
TypeScript

import {Card} from "../rooms/schema/Card";
import arrUtil from "./array.util";
import {EffectCardCfg} from "../cfg/parsers/EffectCardCfg";
import {BaseConst} from "../constants/BaseConst";
import {SkillTargetType} from "../rooms/logic/skill/SkillConst";
import CfgMan from "../rooms/logic/CfgMan";
import {CardGameState} from "../rooms/schema/CardGameState";
import {Player} from "../rooms/schema/Player";
import {HeroCfg} from "../cfg/parsers/HeroCfg";
import {EffectType} from "../cfg/enums/EffectType";
import {CardType} from "../cfg/enums/CardType";
import {GameEnv} from "../cfg/GameEnv";
import {error, robotLog} from "../common/Debug";
let assistantUtil = {
/**
* 检查是否可以吃牌
* @param cardArr 待检查的卡组
* @param card 目标牌
*/
checkTriple(cardArr: Card[], card?: Card): Card[] {
if (card) cardArr.push(card);
let maxCount = card ? new GameEnv().otherEatCount : new GameEnv().selfEatCount;
let pointMap: Map<number, Card[]> = new Map();
let cardIdSet: Set<number> = new Set();
for (let c of cardArr) {
if (!(c.type == CardType.general || c.type == CardType.variable_unit)) {
continue;
}
if (pointMap.has(c.number)) {
let arr = pointMap.get(c.number);
arr.push(c);
pointMap.set(c.number, arr);
} else {
pointMap.set(c.number, [c]);
}
cardIdSet.add(c.number);
}
let fetched = false;
let result: Card[] = [];
// 优先出对子
for (let [point, arr] of pointMap) {
if (card) {
if (point == card.number && arr.length >= maxCount) {
fetched = true;
result = arr;
break;
}
} else {
if (arr.length >= maxCount) {
fetched = true;
result = arr;
break;
}
}
}
if (fetched) {
return result;
}
let cardIds = [...cardIdSet];
cardIds.sort((a, b) => a - b);
let tmp = [];
for (let i = 0, length = cardIds.length; i < length; i++) {
let cur = cardIds[i];
i == 0 && tmp.push(cur);
if (i > 0) {
if (cur != tmp[i - 1] + 1) {
tmp.length = 0;
}
tmp.push(cur);
}
if (card) {
if (tmp.indexOf(card.number) >= 0 && tmp.length >= maxCount) {
break;
}
} else {
if (tmp.length >= maxCount) {
break;
}
}
}
if (tmp.length >= maxCount) {
let subTmp = [];
for (let i = tmp[0] - 1; i > 0; i--) {
if (cardIdSet.has(i)) {
subTmp.push(i);
} else {
break;
}
}
for (let i = tmp[tmp.length]; i < cardIdSet.size; i++) {
if (cardIdSet.has(i)) {
subTmp.push(i);
} else {
break;
}
}
tmp = tmp.concat(subTmp);
for (let point of tmp) {
if (card && point === card.number) {
result.push(card);
} else {
result.push(pointMap.get(point)[0]);
}
}
return result;
} else {
return arrUtil.randomGet(cardArr, 1);
}
},
/**
* 随机获取敌对玩家
* @private
*/
getEnemyPlayer(dstPlayer: Player, state: CardGameState): Player {
let enemys = [];
for (let [, player] of state.players) {
if (player.team !== dstPlayer.team) {
enemys.push(player);
}
}
return arrUtil.randomOne(enemys);
},
/**
* 随机获取可用的随从
* @param player
* @private
*/
getRandomPet(player: Player): number {
let pets = [];
for (let [, pet] of player.pets) {
if (pet.ap > 0 && pet.state == 1)
pets.push(pet);
}
let result;
if (pets.length > 0) {
result = arrUtil.randomOne(pets);
}
return result ? result.pos : -1;
},
/**
* 选择一个法术或者一个随从
* @private
*/
async selectPet(dstPlayer: Player, state: CardGameState) {
let cards = [...state.cards.values()];
let result: Card;
let effectMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD);
let spellCards: Card[] = [];
let petCards: Card[] = [];
// 优先取随从
let petCount = 0;
for (let [,pet] of dstPlayer.pets) {
if (pet.state == 1 && !pet.isHero) petCount ++;
}
let noMorePet = petCount >= new GameEnv().maxPlayerPetCount;
let noPet = Math.random2(0, 100) > 70;
for (let card of cards) {
if (card.type == CardType.variable_unit) {
petCards.push(card);
} else if (card.type == CardType.general) {
spellCards.push(card);
}
}
if (!noMorePet && !noPet && petCards.length > 0) {
result = petCards.randomOne();
}
if (!result && spellCards.length > 0) {
result = spellCards.randomOne();
}
let oldpos = -1;
if (!result && petCards.length > 0) {
result = petCards.randomOne();
if (noMorePet) {
oldpos = 1;
}
}
if (!result) {
error(`无法选择随从或法术, 随从数: ${petCount}, 法术牌数量: ${spellCards.length}`);
return null;
}
robotLog(`select_pet ${dstPlayer.id}: ${result.effect} 类型: ${effectMap.get(result.effect).type_id == EffectType.skill ? '法术' : '随从'}`)
let targetType: SkillTargetType = CfgMan.getTargetByCard(result.effect);
let targetPlayer;
let targetPos;
switch (targetType) {
case SkillTargetType.ENEMY_PLAYER:
targetPlayer = this.getEnemyPlayer(dstPlayer, state);
break;
case SkillTargetType.ENEMY_PET:
for (let [, player] of state.players) {
if (player.team !== dstPlayer.team) {
let pos = this.getRandomPet(player);
if (pos > -1) {
targetPlayer = player;
targetPos = pos;
break;
}
}
}
break;
case SkillTargetType.FRIEND_PET:
for (let [, player] of state.players) {
if (player.team == dstPlayer.team) {
let pos = this.getRandomPet(player);
if (pos > -1) {
targetPlayer = player;
targetPos = pos;
break;
}
}
}
break;
case SkillTargetType.SELF_PET:
let pos = this.getRandomPet(dstPlayer);
if (pos > -1) {
targetPlayer = dstPlayer;
targetPos = pos;
break;
}
break;
}
//TODO: 增加效果卡
let effCards: number[] = [];
for (let [,card] of dstPlayer.cards) {
if (card.type == CardType.double_effect || card.type == CardType.double_point) {
effCards.push(card.id);
}
}
return {
card: result.id,
player: targetPlayer?.id,
pos: targetPos,
effCards,
oldpos
}
},
randomHero() {
let heroMap: Map<number, HeroCfg> = global.$cfg.get(BaseConst.HERO);
let heroArr = [...heroMap.values()];
let hero = arrUtil.randomGet(heroArr, 1);
return {heroId: hero[0].id}
}
}
export default assistantUtil;