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
@@ -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});
}