洗炼
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@@ -1,16 +1,16 @@
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import { Application, BackendSession } from "pinus";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseReward } from "../../../pubUtils/util";
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import { resResult, parseReward, getRandomByLen } from "../../../pubUtils/util";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { EquipModel } from "../../../db/Equip";
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import { EquipModel, RandSe } from "../../../db/Equip";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID } from "../../../consts/constModules/itemConst";
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import { SSL_OP_SSLEAY_080_CLIENT_DH_BUG } from "constants";
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const _ = require('underscore');
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export default function(app: Application) {
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@@ -22,7 +22,7 @@ export class EquipHandler {
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constructor(private app: Application) {
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}
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// TODO 合成装备
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// 合成装备
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public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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@@ -63,7 +63,7 @@ export class EquipHandler {
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return resResult(STATUS.SUCCESS, { goods });
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}
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// TODO 装备栏强化
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// 装备栏强化
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public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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@@ -133,12 +133,84 @@ export class EquipHandler {
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}
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// TODO 装备洗炼锁定
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public async lockRandSe(msg: { }, session: BackendSession) {
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public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {eid, id, lock} = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {randSe} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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// let lock = 0;
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// let result = await handleCost(roleId, sid, [{id: lock, count: 1}]);
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// if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let result = await EquipModel.lock(roleId, eid, id, lock);
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if(!result) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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return resResult(STATUS.SUCCESS, {curEquip: result});
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}
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// TODO 装备洗炼
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public async reStrengthen(msg: { }, session: BackendSession) {
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public async reStrengthen(msg: { eid: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {eid } = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {id, randSe} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {randomEffect} = dicGoods;
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid);
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let newRandSe = new Array<RandSe>();
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for(let i = 0; i < randSe.length; i++) {
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if(!randSe[i].locked) {
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pool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(pool);
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if(!random) break;
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chosen.push(random.id);
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let rand = 0;
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if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
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newRandSe.push({
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id: i + 1,
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seid: random.id,
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rand,
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locked: false
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});
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} else {
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newRandSe.push({
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id: i + 1,
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seid: randSe[i].seid,
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rand: randSe[i].rand,
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locked: randSe[i].locked
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});
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}
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}
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let cost = [];
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let curEquip = await EquipModel.updateEquipInfo(eid, {randSe: newRandSe})
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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