炼器堂,练兵场,事件开启,redlock注释
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@@ -23,7 +23,11 @@ export class GuildRefineHandler {
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constructor(private app: Application) {
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}
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/**
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* 获得科技树信息
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* @param msg
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* @param session
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*/
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async getRefine(msg: {}, session: BackendSession) {
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const roleId = session.get('roleId');
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let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode');
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@@ -36,7 +40,11 @@ export class GuildRefineHandler {
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}
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return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees });
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}
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/**
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* 炼器
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* @param msg
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* @param session
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*/
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async refineEquip(msg: {pid: number}, session: BackendSession) {
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let { pid } = msg;
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const roleId: string = session.get('roleId');
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@@ -50,6 +58,7 @@ export class GuildRefineHandler {
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let { scienceTrees } = await GuildRefineModel.getRefine(code);
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let findDevelopConsume;
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//判断是否可以炼该兵器
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for (let scienceTree of scienceTrees) {
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if (scienceTree.endTime < nowSeconds()) {
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let developConsume = getArmyDevelopConsumeById(scienceTree.id);
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@@ -67,7 +76,11 @@ export class GuildRefineHandler {
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let goods = await addItems(roleId, roleName, sid, [{id: pid, count: 1}]);
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return resResult(STATUS.SUCCESS, { goods });
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}
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/**
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* 点亮科技树
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* @param msg
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* @param session
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*/
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async lightUpTree(msg: {id: number}, session: BackendSession) {
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let { id } = msg;
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const roleId: string = session.get('roleId');
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@@ -87,23 +100,25 @@ export class GuildRefineHandler {
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let guildRefine = await GuildRefineModel.getRefine(code);
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let nowTime = nowSeconds();
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for (let scienceTree of guildRefine.scienceTrees) {
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if (scienceTree.id == id) {
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if (scienceTree.id == id) {//检查是否点亮过
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res.releaseCallback();
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return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
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}
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if (scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);
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return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);//检查是否有在进行的科技研发,若在研发,不允许研发其他科技树
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}
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}
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for (let prePosition of developConsume.prePositions) {
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let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition});
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if (!scienceTree||scienceTree.endTime > nowTime) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
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return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
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}
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}
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//点亮消耗
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const costResult = await GuildModel.costFund(code, developConsume.fundConsume);
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if(!costResult) {
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res.releaseCallback();
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@@ -114,7 +129,11 @@ export class GuildRefineHandler {
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res.releaseCallback();
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return resResult(STATUS.SUCCESS, { scienceTrees });
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}
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/**
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* 协助点亮科技树
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* @param msg
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* @param session
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*/
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async assistRefine(msg: {id: number}, session: BackendSession) {
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let { id } = msg;
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const roleId: string = session.get('roleId');
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@@ -137,11 +156,11 @@ export class GuildRefineHandler {
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let scienceTree = guildRefine.scienceTrees[index];
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if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE);
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return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过
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}
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if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
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res.releaseCallback();
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return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT);
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return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大
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}
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let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST}]);
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if (!result) {
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