分解装备 穿戴或卸载装备 装备打孔 宝石镶嵌 宝石合成 宝石卸下

This commit is contained in:
mamengke01
2020-12-17 21:43:12 +08:00
parent d2097a4264
commit 1005b14abc
11 changed files with 266 additions and 107 deletions

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@@ -1,14 +1,17 @@
import { Application, BackendSession } from "pinus";
import { resResult } from "../../../pubUtils/util";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE } from "../../../consts";
import { addItems, handleCost } from "../../../services/rewardService";
import { gameData } from "../../../pubUtils/data";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseReward } from "../../../pubUtils/util";
import { addItems, handleCost } from "../../../services/rewardService";
import { EquipModel } from "../../../db/Equip";
import { GOOD_TYPE } from "../../../consts/consts";
import { HeroModel, EPlace } from "../../../db/Hero";
import Role from "../../../db/Role";
import { calPlayerCeAndSave } from "../../../services/playerCeService";
import { getGoodById, gameData } from "../../../pubUtils/data";
import { EQUIP } from "../../../pubUtils/dicParam";
import { ITID } from "../../../consts/constModules/itemConst";
import { SSL_OP_SSLEAY_080_CLIENT_DH_BUG } from "constants";
const _ = require('underscore');
export default function(app: Application) {
return new EquipHandler(app);
@@ -35,7 +38,7 @@ export class EquipHandler {
cost.concat(targetGood.composeMaterial);
let specialMaterial = targetGood.specialMaterial;
let costCount = 0;
let equips = await EquipModel.getEquips(roleId, originalEquip);
let equips = await EquipModel.getEquips(originalEquip);
for(let {id, seqId} of equips) {
if(specialMaterial.ids.includes(id)) {
costCount++;
@@ -138,34 +141,147 @@ export class EquipHandler {
public async reStrengthen(msg: { }, session: BackendSession) {
}
//===================================================================
//TODO 分解装备
public async decomposeEquips(msg: { }, session: BackendSession) {
//分解装备
public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
let { originalEquip } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let equips = await EquipModel.getEquips(originalEquip);
if (equips.length < originalEquip.length)
return resResult(STATUS.EQUIP_NOT_FIND);
let goods:Array<{id:number, count:number}> = [];
for (let equip of equips) {
if (!!equip.hid)
return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
let goodInfo = getGoodById(equip.id);
if (!goodInfo)
return resResult(STATUS.EQUIP_NOT_FIND);
goods.concat(goodInfo.decomposeItem);
}
let uids = [{uid: roleId, sid}];
await EquipModel.deleteEquips(originalEquip);
this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids);
let result = await addItems(roleId, roleName, sid, goods);
return resResult(STATUS.SUCCESS,{goods:result});
}
//TODO 穿戴装备
public async wearEquips(msg: { }, session: BackendSession) {
//穿戴或卸载装备 1-穿上装备 2-脱下装备
public async putOnOrOff(msg: {eid: number, hid: number, type: number}, session: BackendSession) {
let { eid, hid, type } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let equip = await EquipModel.getEquip(eid);
let returnEquips:Array<{seqId:number, id:number, hid:number, ePlaceId:number}>;
let goodInfo = getGoodById(equip.id);
let obj = ITID.get(goodInfo.itid);
let ePlaceId = obj.type;
if (type == 1) {
if (!!equip.hid)
return resResult(STATUS.EQUIP_IS_EQUIPED);
let hero = await HeroModel.getHeroAndEquip(roleId, hid);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
//修改数据库TODO
} else if (type == 2) {
if (!equip.hid)
return resResult(STATUS.EQUIP_NOT_EQUIPED);
//修改数据库TODO
}
}
//TODO 卸下装备
public async removeEquips(msg: { }, session: BackendSession) {
//装备打孔
public async digHole(msg: {eid: number, id: number}, session: BackendSession) {
let { eid, id } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let equip = await EquipModel.getEquip(eid);
let index = _.indexOf(equip.holes, {id});
if (index > 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_DUG);
let consumes:Array<{id: number, count: number}> = [];
if (id == 1) {
consumes = parseReward(EQUIP.EQUIP_ONE_HOLE);
} else if (id == 2) {
consumes = parseReward(EQUIP.EQUIP_TWO_HOLE);
} else if (id == 3) {
consumes = parseReward(EQUIP.EQUIP_THREE_HOLE);
}
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.JEWEL_IS_NOT_FIND);
equip.holes[index].isOpen = true;
await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}});
}
//TODO 装备打孔
public async unlockEquipHole(msg: { }, session: BackendSession) {
//宝石镶嵌
public async fillHole(msg: {eid: number, id: number, jewel: number}, session: BackendSession) {
let { eid, id, jewel} = msg;
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let consumes:Array<{id: number, count: number}> = [];
let equip = await EquipModel.getEquip(eid);
let index = _.indexOf(equip.holes, {id});
if (index > 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_DUG);
consumes.push({id: jewel, count: 1});
let result = await handleCost(roleId, sid, consumes);
if (!result)
return resResult(STATUS.JEWEL_IS_NOT_FIND);
equip.holes[index].jewel = jewel;
await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}});
}
//TODO 宝石镶嵌
public async setEquipGemstone(msg: { }, session: BackendSession) {
//宝石合成
public async composeJewel(msg: {jewel: number, count: number, consumes: Array<{id:number, count:number}>}, session: BackendSession) {
let { count, consumes, jewel} = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let goodInfo = getGoodById(jewel);
let {type} = ITID.get(goodInfo.itid);
if (type != CONSUME_TYPE.JEWEL)
return resResult(STATUS.WRONG_PARMS);
if (!goodInfo.composeMaterial)
return resResult(STATUS.WRONG_PARMS);
//检查宝石消耗是否合法TODO
for (let {id, count} of goodInfo.composeMaterial) {
}
let res = await handleCost(roleId, sid, consumes);
if (!res)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, [{id: jewel, count: count}]);
return resResult(STATUS.SUCCESS,{goods:result});
}
//TODO 宝石合成
public async composeGemstone(msg: { }, session: BackendSession) {
//宝石卸下
public async putOffHole(msg: {eid: number, id: number}, session: BackendSession) {
let { eid, id} = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let goods:Array<{id: number, count: number}> = [];
let equip = await EquipModel.getEquip(eid);
let index = _.indexOf(equip.holes, {id});
if (index > 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_DUG);
goods.push({id: equip.holes[index].jewel, count: 1});
equip.holes[index].jewel = 0;
await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
let result = await addItems(roleId, roleName, sid, goods);
return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes, goods: result}});
}
}

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@@ -21,14 +21,14 @@ export class HeroHandler {
private channelService: ChannelService = this.app.get('channelService');
public async test(msg: { id: number, count: number, seqId:number}, session: BackendSession) {
public async test(msg: { id: number, count: number, seqId:number, type:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {id, count, seqId} = msg;
let {id, count, seqId, type} = msg;
let result = await handleCost(roleId, sid, [{id, count, seqId}] );
let result = await handleCost(roleId, sid, [{id, count, seqId, type}] );
//let result = await addItems(roleId, roleName, sid, [{id, count}] );
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);

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@@ -145,7 +145,7 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
}
//检查装备是否存在
if (!!equips.length) {
let resEquips = await EquipModel.getEquips(roleId, equips);
let resEquips = await EquipModel.getEquips(equips);
if (resEquips.length < equips.length)
return false;
}
@@ -158,7 +158,7 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
//删除装备
if (!!equips.length) {
await EquipModel.deleteEquips(roleId, equips);
await EquipModel.deleteEquips(equips);
pinus.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, {equips}), uids);
}

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@@ -1,5 +1,6 @@
export const IT_TYPE = {
BLUEPRT: 28
BLUEPRT: 28,
JEWEL: 40
}
@@ -19,7 +20,8 @@ export const CONSUME_TYPE = {
EXP: 5, // 经验书
FAVOUR: 6, // 好感度道具
SKIN: 7, // 时装
PIECE: 8 // 装备碎片
PIECE: 8, // 装备碎片
JEWEL: 9,//宝石
};
export enum EQUIP_TYPE {
@@ -78,7 +80,8 @@ const itid_array = [
{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE },
{ id: 41, name: '宝石', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.JEWEL }
];
export const ITID = new Map<number, {id: number, name: string, goodType: number, type?: number, isCurrency?: boolean}>();

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@@ -59,8 +59,8 @@ export const CONSUME_TYPE = {
EXP: 5, // 经验书
FAVOUR: 6, // 好感度道具
SKIN: 7, // 好感度道具
PIECE: 8 // 装备碎片
PIECE: 8, // 装备碎片
JEWEL: 9,//宝石
};
const itid_array = [
@@ -100,7 +100,7 @@ const itid_array = [
{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP },
{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
{ id: 41, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE }
];
export const ITID = new Map<number, {id: number, name: string, goodType: number, type?: number, isCurrency?: boolean}>();

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@@ -147,6 +147,14 @@ export const STATUS = {
// 装备养成 30400-30499
ROLE_EQUIP_PLACE_NOT_ENOUGH: {code: 30400, simStr: '装备栏未装备或无可强化'},
ROLE_COIN_NOT_ENOUGH: {code: 30401, simStr: '铜币不足'},
EQUIP_NOT_FIND: {code: 30500, simStr: '装备不存在'},
EQUIP_IS_EQUIPED: {code: 30501, simStr: '装备已经穿戴'},
EQUIP_NOT_EQUIPED: {code: 30502, simStr: '装备未穿戴'},
EQUIP_IS_EQUIPED_NOT_DECOMPOSE: {code: 30503, simStr: '装备已穿戴,不能分解'},
EQUIP_HOLE_NOT_FIND: {code: 30504, simStr: '装备孔不存在' },
EQUIP_HOLE_IS_DUG: {code: 30505, simStr: '装备已经打过孔' },
JEWEL_IS_NOT_FIND: {code: 30506, simStr: '宝石不存在' },
// 社交相关状态 40000 - 49999
// 运营模块相关状态 50000 - 59999

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@@ -3,96 +3,115 @@ import { index, getModelForClass, prop, DocumentType, modelOptions } from '@type
import { COUNTER } from '../consts';
import { CounterModel } from './Counter';
export class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
seid: number; // 随机属性池id
@prop({ required: true })
rand: number; // 随机属性内需要随机的值
@prop({ required: true })
locked: boolean; // 洗炼是否锁定
class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
seid: number; // 随机属性池id
@prop({ required: true })
rand: number; // 随机属性内需要随机的值
@prop({ required: true })
locked: boolean; // 洗炼是否锁定
}
export class Holes {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
isOpen: boolean; // 是否开孔
@prop({ required: true })
jewel: number; // 装备的宝石id
class Holes {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
isOpen: boolean; // 是否开孔
@prop({ required: true })
jewel: number; // 装备的宝石id
}
interface equipUpdate {
hid?: number;
quality?: number;
wearLv?: number;
_id?:number;
holes?:Array<Holes>
}
@index({ roleId: 1, hid: 1, id: 1 })
@index({ seqId: 1 })
@modelOptions({schemaOptions: {id: false}})
@modelOptions({ schemaOptions: { id: false } })
export default class Equip extends BaseModel {
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
roleName: string; // 角色名称
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
roleName: string; // 角色名称
@prop({ required: true })
seqId: number; // 装备表自增 id
@prop({ required: true })
id: number; // 装备 id
@prop({ required: true })
name: string; // 装备名称
@prop({ required: false, default: 0 })
hid: number; // 装备此装备的武将 id
@prop({ required: false, default: 0 })
ePlaceId: number; // 武将装备的部位
@prop({ required: false, default: 1 })
count: number; // 装备数量
@prop({ required: true })
seqId: number; // 装备表自增 id
@prop({ required: true })
id: number; // 装备 id
@prop({ required: true })
name: string; // 装备名称
@prop({ required: false })
hid: number; // 装备此装备的武将 id
@prop({ required: false, default: 1 })
count: number; // 装备数量
@prop({ required: true, default: 1 })
quality: number; // 品质
@prop({ required: true, default: 0 })
suitId: number; // 套装id
@prop({ required: true, default: 1 })
quality: number; // 品质
@prop({ required: true, default: 0 })
type: number; // 装备类型
@prop({ required: true, default: 1 })
wearLv: number; // 穿戴等级
@prop({ required: true, default: 0 })
suitId: number; // 套装id
@prop({ required: true, default: 0 })
randRange: number; // 固定属性随机值
@prop({ required: false, type: RandSe, default: [] })
randSe: RandSe[]; // 强化随机属性
@prop({ required: true, type: Holes, default: [] })
holes: Holes[];
@prop({ required: true, default: 0 })
randRange: number; // 固定属性随机值
@prop({ required: false, type: RandSe, default: [] })
randSe: RandSe[]; // 强化随机属性
@prop({ required: true, type: Holes, default: [] })
holes: Holes[];
public static async findbyRole(roleId: string, lean = true) {
const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
return equips;
}
public static async createEquip(equipInfo: {roleId: string, roleName: string, id: number, name: string, quality: number, suitId: number, ePlaceId: number, randSe: RandSe[], randRange: number, holes: Holes[]}, lean = true) {
const seqId = await CounterModel.getNewCounter(COUNTER.EID);
public static async findbyRole(roleId: string, lean = true) {
const equips: EquipType[] = await EquipModel.find({ roleId }).lean(lean);
return equips;
}
const doc = new EquipModel();
const update = Object.assign(doc.toJSON(), seqId, equipInfo);
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId }, update, {upsert: true, new: true}).lean(lean);
return equip;
}
public static async createEquip(equipInfo: { roleId: string, roleName: string, id: number, seqId: number, type: number, name: string, lv?: number }, lean = true) {
const doc = new EquipModel();
const update = Object.assign(doc.toJSON(), equipInfo);
const equip: EquipType = await EquipModel.findOneAndUpdate({ seqId: equipInfo.seqId }, update, { upsert: true, new: true }).lean(lean);
return equip;
}
public static async putOn(hid: number, equipId: string, lean = true) {
const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, {hid}, {new: true}).lean(lean);
return equip;
}
public static async putOn(hid: number, equipId: string, lean = true) {
const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, { hid }, { new: true }).lean(lean);
return equip;
}
public static async deleteAccount(roleId: string) {
let result = await EquipModel.deleteMany({roleId});
return result;
}
public static async deleteEquips(roleId: string, ids:Array<number>) {
let result = await EquipModel.deleteMany({roleId, seqId:{$in: ids}});
public static async deleteAccount(roleId: string) {
let result = await EquipModel.deleteMany({ roleId });
return result;
}
public static async deleteEquips(ids: Array<number>) {
let result = await EquipModel.deleteMany({ seqId: { $in: ids } });
return result;
}
public static async getEquips(roleId: string, ids:Array<number>) {
let result = await EquipModel.find({roleId, seqId:{$in: ids}});
public static async getEquips(ids: Array<number>) {
let result = await EquipModel.find({ seqId: { $in: ids } });
return result;
}
public static async getEquip(seqId: number) {
let equip: EquipType = await EquipModel.findOne({ seqId });
return equip;
}
public static async updateEquipInfo(seqId:number, equipUpdate: equipUpdate, lean = true) {
delete equipUpdate._id;
let result: EquipType = await EquipModel.findOneAndUpdate({seqId}, {$set: equipUpdate}).lean(lean);
return result;
}
}
export const EquipModel = getModelForClass(Equip);
export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip>{
id: number;
export interface EquipType extends Pick<DocumentType<Equip>, keyof Equip> {
id: number;
};

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@@ -207,6 +207,10 @@ export default class Hero extends BaseModel {
return result;
}
public static async getHeroAndEquip(roleId: string, hid:number, lean = true) {
let result: HeroType = await HeroModel.findOne({roleId, hid}).select('ePlact').lean(lean);
return result;
}
}
export const HeroModel = getModelForClass(Hero);

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@@ -173,4 +173,9 @@ export function getJobByGradeAndClass(jobClass: number, grade: number) {
export function getFriendShipById(shipId: number, level: number) {
return gameData.friendShips.get(shipId +'_' + level);
}
}
export function getGoodById(gid:number) {
return gameData.goods.get(gid);
}

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@@ -0,0 +1,5 @@
export const EQUIP = {
EQUIP_ONE_HOLE: '1&1', // 装备孔1号位消耗
EQUIP_TWO_HOLE: '1&2', // 装备孔2号位消耗
EQUIP_THREE_HOLE: '1&4', // 装备孔3号位消耗
};

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@@ -91,12 +91,11 @@ arr.forEach(o => {
o.randomEffect = parseNumberList(o.randomEffect);
dicGoods.set(o.good_id, _.pick(o, Object.keys(DicGoodsKeys)));
if(o.itid == IT_TYPE.BLUEPRT) {
if (o.itid == IT_TYPE.BLUEPRT) {
let arr = blueprt.get(o.quality)||new Array<number>();
arr.push(o.good_id);
blueprt.set(o.quality, arr);
}
});
function parseSpecialAttr(str: string) {