This commit is contained in:
luying
2020-12-18 09:50:22 +08:00
parent 1005b14abc
commit 329d59b6cc
4 changed files with 105 additions and 20 deletions

View File

@@ -1,16 +1,16 @@
import { Application, BackendSession } from "pinus";
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 { resResult, parseReward, getRandomByLen } from "../../../pubUtils/util";
import { addItems, handleCost } from "../../../services/rewardService";
import { EquipModel } from "../../../db/Equip";
import { EquipModel, RandSe } from "../../../db/Equip";
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) {
@@ -22,7 +22,7 @@ export class EquipHandler {
constructor(private app: Application) {
}
// TODO 合成装备
// 合成装备
public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
@@ -63,7 +63,7 @@ export class EquipHandler {
return resResult(STATUS.SUCCESS, { goods });
}
// TODO 装备栏强化
// 装备栏强化
public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
@@ -133,12 +133,84 @@ export class EquipHandler {
}
// TODO 装备洗炼锁定
public async lockRandSe(msg: { }, session: BackendSession) {
public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {eid, id, lock} = msg;
let equip = await EquipModel.findbySeqId(eid);
if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let {randSe} = equip;
if(!randSe || randSe.length <=0 ) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
}
// let lock = 0;
// let result = await handleCost(roleId, sid, [{id: lock, count: 1}]);
// if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let result = await EquipModel.lock(roleId, eid, id, lock);
if(!result) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
}
return resResult(STATUS.SUCCESS, {curEquip: result});
}
// TODO 装备洗炼
public async reStrengthen(msg: { }, session: BackendSession) {
public async reStrengthen(msg: { eid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {eid } = msg;
let equip = await EquipModel.findbySeqId(eid);
if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let {id, randSe} = equip;
if(!randSe || randSe.length <=0 ) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
}
let dicGoods = gameData.goods.get(id);
if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {randomEffect} = dicGoods;
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
let chosen = randSe.map(cur => cur.seid);
let newRandSe = new Array<RandSe>();
for(let i = 0; i < randSe.length; i++) {
if(!randSe[i].locked) {
pool = pool.filter(cur => !chosen.includes(cur.id));
let random = getRandomByLen(pool);
if(!random) break;
chosen.push(random.id);
let rand = 0;
if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
newRandSe.push({
id: i + 1,
seid: random.id,
rand,
locked: false
});
} else {
newRandSe.push({
id: i + 1,
seid: randSe[i].seid,
rand: randSe[i].rand,
locked: randSe[i].locked
});
}
}
let cost = [];
let result = await handleCost(roleId, sid, cost);
if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let curEquip = await EquipModel.updateEquipInfo(eid, {randSe: newRandSe})
return resResult(STATUS.SUCCESS,{curEquip});
}

View File

@@ -147,6 +147,7 @@ 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_HAVE_NO_RANDSE: { code: 30403, simStr: '装备无随机属性' },
EQUIP_NOT_FIND: {code: 30500, simStr: '装备不存在'},
EQUIP_IS_EQUIPED: {code: 30501, simStr: '装备已经穿戴'},

View File

@@ -3,7 +3,7 @@ import { index, getModelForClass, prop, DocumentType, modelOptions } from '@type
import { COUNTER } from '../consts';
import { CounterModel } from './Counter';
class RandSe {
export class RandSe {
@prop({ required: true })
id: number; // 随机属性位置id
@prop({ required: true })
@@ -14,7 +14,7 @@ class RandSe {
locked: boolean; // 洗炼是否锁定
}
class Holes {
export class Holes {
@prop({ required: true })
id: number; // 孔的id
@prop({ required: true })
@@ -28,13 +28,15 @@ interface equipUpdate {
quality?: number;
wearLv?: number;
_id?:number;
holes?:Array<Holes>
holes?:Array<Holes>;
randSe?: Array<RandSe>;
}
@index({ roleId: 1, hid: 1, id: 1 })
@index({ seqId: 1 })
@modelOptions({ schemaOptions: { id: false } })
export default class Equip extends BaseModel {
@prop({ required: true })
roleId: string; // 角色 id
@prop({ required: true })
@@ -48,16 +50,14 @@ export default class Equip extends BaseModel {
name: string; // 装备名称
@prop({ required: false })
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, 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 })
@@ -72,12 +72,19 @@ export default class Equip extends BaseModel {
return equips;
}
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 findbySeqId(seqId: number, lean = true) {
const equip: EquipType = await EquipModel.findOne({ seqId }).lean(lean);
return equip;
}
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);
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 putOn(hid: number, equipId: string, lean = true) {
const equip: EquipType = await EquipModel.findOneAndUpdate({ _id: equipId }, { hid }, { new: true }).lean(lean);
@@ -108,6 +115,11 @@ export default class Equip extends BaseModel {
let result: EquipType = await EquipModel.findOneAndUpdate({seqId}, {$set: equipUpdate}).lean(lean);
return result;
}
public static async lock(roleId: string, seqId: number, id: number, lock: boolean) {
let result: EquipType = await EquipModel.findOneAndUpdate({roleId, seqId, 'randSe.id': id}, {$set: {'randSe.$.locked': lock}}, {new: true, upsert: false}).select('seqId id randSe').lean();
return result;
}
}
export const EquipModel = getModelForClass(Equip);

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@@ -33,7 +33,7 @@ export async function addBags(roleId: string, roleName: string, data: BagInter)
export async function addEquips(roleId: string, roleName: string, weapon: EquipInter) {
let { id, name, quality, suitId, hole, randomEffect, itid } = weapon;
let {type} = ITID.get(itid);
console.log(itid, type)
let randomNum = RANDOM_SE_COUNT.get(quality);
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
let chosen = new Array<number>();