修改宝箱生成算法
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@ -8,7 +8,11 @@ const chestBonusItems = require('../../configs/chest_bonus_item.json')
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const chestLevelMap = new Map()
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const chestLevelMap = new Map()
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let STEP_CHEST_LEVEL = chestCfg.chests.map((cfg: any) => cfg.probability)
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let STEP_CHEST_LEVEL = chestCfg.chests.map((cfg: any) => cfg.probability)
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STEP_CHEST_LEVEL.sort((a: number, b: number) => a - b)
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STEP_CHEST_LEVEL = STEP_CHEST_LEVEL.sort((a: number, b: number) => a - b)
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for (let i = 1; i < STEP_CHEST_LEVEL.length; i++) {
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STEP_CHEST_LEVEL[i] += STEP_CHEST_LEVEL[i - 1]
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}
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chestCfg.chests.forEach((cfg: any) => {
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chestCfg.chests.forEach((cfg: any) => {
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chestLevelMap.set(cfg.level, cfg)
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chestLevelMap.set(cfg.level, cfg)
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})
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})
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@ -51,14 +55,14 @@ export const generateNewChest = (uid: string, activity: string, level = 1, statu
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export const generateChestLevel = function (): number {
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export const generateChestLevel = function (): number {
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const levelDefine = STEP_CHEST_LEVEL
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const levelDefine = STEP_CHEST_LEVEL
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let randomLevel = Math.floor(Math.random() * levelDefine[levelDefine.length - 1])
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let randomLevel = Math.floor(Math.random() * levelDefine[levelDefine.length - 1])
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let level = 1
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let level = 0
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for (let i = 0; i < levelDefine.length; i++) {
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for (let i = 0; i < levelDefine.length; i++) {
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if (randomLevel < levelDefine[i]) {
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if (randomLevel < levelDefine[i]) {
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level = i + 1
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level = i
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break
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break
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}
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}
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}
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}
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return level
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return levelDefine.length - level
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}
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}
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/**
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/**
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* 生成步数奖励
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* 生成步数奖励
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