feat(活动): 节日活动-火神祭祀

This commit is contained in:
luying
2023-03-16 17:25:31 +08:00
parent f6a19fdc01
commit 04cecc2d5d
24 changed files with 566 additions and 14 deletions

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import { Application, BackendSession, HandlerService, } from 'pinus';
import { resResult } from '../../../pubUtils/util';
import { FIRST_GIFT_STATE, ITEM_CHANGE_REASON, STATUS } from '../../../consts';
import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/activity/giftPackageService';
import { getMetialStr, getPlayerForgeData, getPlayerForgeDataShow } from '../../../services/activity/forgeService';
import { ActivityForgeModel } from '../../../db/ActivityForge';
import { handleCost } from '../../../services/role/rewardService';
export default function (app: Application) {
new HandlerService(app, {});
return new ForgeHandler(app);
}
export class ForgeHandler {
constructor(private app: Application) {
}
/**
* @description 获取火神祭祀活动数据
* @param {{ activityId: number}} msg
* @param {BackendSession} session
* @memberof ForgeHandler
*/
async getForgeActivity(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let playerData = await getPlayerForgeDataShow(activityId, serverId, roleId);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
return resResult(STATUS.SUCCESS, playerData);
}
/**
* @description 铸造
* @param {{ activityId: number, id: number, material: {id: number, count: number}[]}} msg
* @param {BackendSession} session
* @memberof ForgeHandler
*/
async build(msg: { activityId: number, id: number, material: {id: number, count: number}[] }, session: BackendSession) {
const { activityId, id, material } = msg;
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const sid = session.get('sid');
const serverId = session.get('serverId');
let playerData = await getPlayerForgeData(activityId, serverId, roleId);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let materialCnt = material.reduce((pre, cur) => pre + cur.count, 0);
if(materialCnt <= 0) return resResult(STATUS.ACTIVITY_MATERIAL_COUNT_NOT_ZERO);
let manual = playerData.findManual(id);
if(!manual) return resResult(STATUS.ACTIVITY_MANUAL_NOT_FOUND);
// 解锁日期
if(manual.dayIndex > playerData.todayIndex) return resResult(STATUS.ACTIVITY_MANUAL_DAY_LOCK);
// 铸造次数
if(manual.buildCnt >= manual.freeCnt + manual.buyCnt) return resResult(STATUS.ACTIVITY_BUILD_COUNT);
// 配比是否正确
let isSuccess = manual.checkMaterial(material);
// 扣材料
let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.ACT_FORGE_BUILD);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// 保存数据
let buildResult = await ActivityForgeModel.build(serverId, activityId, roleId, playerData.roundIndex, id, { todayIndex: playerData.todayIndex, isSuccess, material: getMetialStr(material) });
// 更新数据
manual.setPlayerData(buildResult, playerData.todayIndex);
let activityGoods = undefined;
if(isSuccess) {
let { goods } = await addReward(roleId, roleName, sid, serverId, stringToRewardParam(manual.reward), ITEM_CHANGE_REASON.ACT_FORGE_BUILD);
activityGoods = goods;
}
return resResult(STATUS.SUCCESS, {
isSuccess,
curManual: manual,
activityGoods
});
}
/**
* @description 购买次数
* @param {{ activityId: number, id: number, count: number}} msg
* @param {BackendSession} session
* @memberof ForgeHandler
*/
async buyCnt(msg: { activityId: number, id: number, count: number }, session: BackendSession) {
const { activityId, id, count } = msg;
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const sid = session.get('sid');
const serverId = session.get('serverId');
let playerData = await getPlayerForgeData(activityId, serverId, roleId);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let manual = playerData.findManual(id);
if(!manual) return resResult(STATUS.ACTIVITY_MANUAL_NOT_FOUND);
// 解锁日期
if(manual.buyCnt >= manual.maxBuyCnt) return resResult(STATUS.ACTIVITY_BUY_CNT_MAX);
// 扣材料
let costResult = await handleCost(roleId, sid, stringToConsumeParam(playerData.consume), ITEM_CHANGE_REASON.ACT_FORGE_BUILD);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// 保存数据
let buildResult = await ActivityForgeModel.buyCnt(serverId, activityId, roleId, playerData.roundIndex, id, count);
// 更新数据
manual.setPlayerData(buildResult, playerData.todayIndex);
return resResult(STATUS.SUCCESS, {
curManual: manual
});
}
}