✨ feat(活动): 节日活动-火神祭祀
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117
game-server/app/servers/activity/handler/forgeHandler.ts
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117
game-server/app/servers/activity/handler/forgeHandler.ts
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import { Application, BackendSession, HandlerService, } from 'pinus';
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import { resResult } from '../../../pubUtils/util';
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import { FIRST_GIFT_STATE, ITEM_CHANGE_REASON, STATUS } from '../../../consts';
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import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/activity/giftPackageService';
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import { getMetialStr, getPlayerForgeData, getPlayerForgeDataShow } from '../../../services/activity/forgeService';
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import { ActivityForgeModel } from '../../../db/ActivityForge';
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import { handleCost } from '../../../services/role/rewardService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new ForgeHandler(app);
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}
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export class ForgeHandler {
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constructor(private app: Application) {
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}
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/**
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* @description 获取火神祭祀活动数据
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* @param {{ activityId: number}} msg
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* @param {BackendSession} session
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* @memberof ForgeHandler
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*/
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async getForgeActivity(msg: { activityId: number }, session: BackendSession) {
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const { activityId } = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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let playerData = await getPlayerForgeDataShow(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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return resResult(STATUS.SUCCESS, playerData);
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}
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/**
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* @description 铸造
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* @param {{ activityId: number, id: number, material: {id: number, count: number}[]}} msg
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* @param {BackendSession} session
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* @memberof ForgeHandler
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*/
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async build(msg: { activityId: number, id: number, material: {id: number, count: number}[] }, session: BackendSession) {
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const { activityId, id, material } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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let playerData = await getPlayerForgeData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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let materialCnt = material.reduce((pre, cur) => pre + cur.count, 0);
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if(materialCnt <= 0) return resResult(STATUS.ACTIVITY_MATERIAL_COUNT_NOT_ZERO);
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let manual = playerData.findManual(id);
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if(!manual) return resResult(STATUS.ACTIVITY_MANUAL_NOT_FOUND);
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// 解锁日期
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if(manual.dayIndex > playerData.todayIndex) return resResult(STATUS.ACTIVITY_MANUAL_DAY_LOCK);
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// 铸造次数
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if(manual.buildCnt >= manual.freeCnt + manual.buyCnt) return resResult(STATUS.ACTIVITY_BUILD_COUNT);
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// 配比是否正确
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let isSuccess = manual.checkMaterial(material);
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// 扣材料
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let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.ACT_FORGE_BUILD);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// 保存数据
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let buildResult = await ActivityForgeModel.build(serverId, activityId, roleId, playerData.roundIndex, id, { todayIndex: playerData.todayIndex, isSuccess, material: getMetialStr(material) });
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// 更新数据
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manual.setPlayerData(buildResult, playerData.todayIndex);
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let activityGoods = undefined;
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if(isSuccess) {
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let { goods } = await addReward(roleId, roleName, sid, serverId, stringToRewardParam(manual.reward), ITEM_CHANGE_REASON.ACT_FORGE_BUILD);
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activityGoods = goods;
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}
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return resResult(STATUS.SUCCESS, {
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isSuccess,
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curManual: manual,
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activityGoods
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});
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}
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/**
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* @description 购买次数
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* @param {{ activityId: number, id: number, count: number}} msg
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* @param {BackendSession} session
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* @memberof ForgeHandler
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*/
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async buyCnt(msg: { activityId: number, id: number, count: number }, session: BackendSession) {
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const { activityId, id, count } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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let playerData = await getPlayerForgeData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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let manual = playerData.findManual(id);
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if(!manual) return resResult(STATUS.ACTIVITY_MANUAL_NOT_FOUND);
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// 解锁日期
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if(manual.buyCnt >= manual.maxBuyCnt) return resResult(STATUS.ACTIVITY_BUY_CNT_MAX);
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// 扣材料
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let costResult = await handleCost(roleId, sid, stringToConsumeParam(playerData.consume), ITEM_CHANGE_REASON.ACT_FORGE_BUILD);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// 保存数据
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let buildResult = await ActivityForgeModel.buyCnt(serverId, activityId, roleId, playerData.roundIndex, id, count);
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// 更新数据
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manual.setPlayerData(buildResult, playerData.todayIndex);
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return resResult(STATUS.SUCCESS, {
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curManual: manual
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});
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}
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}
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