关卡添加消耗品结算,奇遇的坐标改为点id
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@@ -1,5 +1,7 @@
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import { GOOD_TYPE } from './../consts/consts';
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import { EquipModel } from './../db/Equip';
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import { ItemModel } from './../db/Item';
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import { ScriptItemModel } from './../db/ScriptItem';
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import { CounterModel } from './../db/Counter';
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import { decodeStr } from '../pubUtils/util';
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import { getGoodById } from '../pubUtils/gamedata';
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@@ -18,11 +20,20 @@ export async function handleReward(roleId: string, roleName: string, rewards: Ar
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let returnGoods = new Array();
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for(let goods of rewards) {
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let goodInfo = getGoodById(goods.gid);
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let result = new Array<any>()
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if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
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let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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for(let obj of result) {
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returnGoods.push({dropType: goods.type, times: goods.times, ...obj})
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}
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result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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} else if(goodInfo.goodType == GOOD_TYPE.ITEM) { // 消耗品
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result = await rewardItems(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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} else if(goodInfo.goodType == GOOD_TYPE.SCRIPT_ITEM) { // 剧情物品
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result = await rewardScriptItems(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
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} else if (goodInfo.goodType == GOOD_TYPE.HERO_SOUL) { // 武将碎片
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} else { // 货币
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}
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for(let obj of result) {
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returnGoods.push({dropType: goods.type, times: goods.times, ...obj})
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}
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}
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return returnGoods;
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@@ -48,4 +59,62 @@ async function rewardWeapons (roleId: string, roleName: string, dicGood: any, w
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weaponsData.push(equip);
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}
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return weaponsData;
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}
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// 消耗品
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async function rewardItems (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
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let goods = new Array();
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let itemcount = data.cnt;
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let itemid = data.id;
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let item = await ItemModel.findbyItemid(itemid, roleId);
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if(item) {
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let result = await ItemModel.changeItemCount(item.seqId, itemcount);
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goods.push(result);
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} else {
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const seqId = await CounterModel.getNewCounter('itemid')||-1;
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const itemInfo = {
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roleId,
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roleName: roleName,
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itemid,
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itemName: dicGood.name,
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seqId,
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count: itemcount,
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type: dicGood.goodType
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}
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let result = await ItemModel.createItem(itemInfo);
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goods.push(result);
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}
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return goods;
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}
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// 剧情道具
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async function rewardScriptItems (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
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let goods = [];
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let itemcount = data.cnt;
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let itemid = data.id;
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let item = await ScriptItemModel.findbyItemid(itemid, roleId);
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if(item) {
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let result = await ScriptItemModel.changeItemCount(item.seqId, itemcount);
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goods.push(result);
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} else {
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const seqId = await CounterModel.getNewCounter('scriptitemid')||-1;
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const itemInfo = {
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roleId,
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roleName: roleName,
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itemid,
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itemName: dicGood.name,
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seqId,
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count: itemcount,
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type: dicGood.goodType
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}
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let result = await ScriptItemModel.createItem(itemInfo);
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goods.push(result);
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}
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return goods;
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}
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