From 329d59b6cc88202613fca6b02817b9eeb837b754 Mon Sep 17 00:00:00 2001 From: luying Date: Fri, 18 Dec 2020 09:50:22 +0800 Subject: [PATCH] =?UTF-8?q?=E6=B4=97=E7=82=BC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../app/servers/role/handler/equipHandler.ts | 86 +++++++++++++++++-- shared/consts/statusCode.ts | 1 + shared/db/Equip.ts | 36 +++++--- shared/pubUtils/itemUtils.ts | 2 +- 4 files changed, 105 insertions(+), 20 deletions(-) diff --git a/game-server/app/servers/role/handler/equipHandler.ts b/game-server/app/servers/role/handler/equipHandler.ts index 4290fe4c0..57adc6b50 100644 --- a/game-server/app/servers/role/handler/equipHandler.ts +++ b/game-server/app/servers/role/handler/equipHandler.ts @@ -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(); + 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}); } diff --git a/shared/consts/statusCode.ts b/shared/consts/statusCode.ts index a49d07e18..3a5dd4215 100644 --- a/shared/consts/statusCode.ts +++ b/shared/consts/statusCode.ts @@ -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'}, diff --git a/shared/db/Equip.ts b/shared/db/Equip.ts index 790f5aa60..25e39e715 100644 --- a/shared/db/Equip.ts +++ b/shared/db/Equip.ts @@ -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?:Array; + randSe?: Array; } @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); diff --git a/shared/pubUtils/itemUtils.ts b/shared/pubUtils/itemUtils.ts index 5dc0b1f37..62f449660 100644 --- a/shared/pubUtils/itemUtils.ts +++ b/shared/pubUtils/itemUtils.ts @@ -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();