结算获取消耗品和金币

This commit is contained in:
luying
2020-10-21 16:48:54 +08:00
parent aa0b2ba9ee
commit 3d031088b7
12 changed files with 3678 additions and 1497 deletions
@@ -107,7 +107,7 @@ export class EventBattleHandler {
eventCode: result.eventCode,
eventId: result.eventId,
status: result.status,
goods
...goods
});
}
}
@@ -232,7 +232,7 @@ export class ExpeditionBattleHandler {
expeditionCode, expeditionId,
battleCode, battleId,
battleStatus: expeditionWarRecord.battleStatus,
goods: reward,
...reward,
apJson,
expeditionPoint
});
@@ -273,7 +273,7 @@ export class ExpeditionBattleHandler {
return resResult(STATUS.SUCCESS, {
expeditionCode, expeditionId,
battleId, battleCode, battleStatus, received,
goods
...goods
});
}
@@ -315,7 +315,7 @@ export class ExpeditionBattleHandler {
return resResult(STATUS.SUCCESS, {
pointRewards,
goods
...goods
})
}
@@ -200,7 +200,7 @@ export class NormalBattleHandler {
// towerBonus: 天梯每隔几层的额外宝箱
return resResult(STATUS.SUCCESS, {
battleCode, battleId, status, towerStatus,
goods: reward, towerBonus, towerReward,
...reward, towerBonus, towerReward,
apJson,
dailyNum,
heroes: curHeroes,
@@ -262,7 +262,7 @@ export class NormalBattleHandler {
return resResult(STATUS.SUCCESS, {
battleId, count,
goods: result,
...result,
apJson,
dailyNum,
...actordata
@@ -85,7 +85,7 @@ export class TowerBattleHandler {
}
const goods = await handleFixedReward(roleId, roleName, timeReward, multi);
const newRec = await HangUpRecordModel.updateRec(roleId, roleName, endLv, endTime);
return resResult(STATUS.SUCCESS, { endTime, goods, hangUpRec: newRec });
return resResult(STATUS.SUCCESS, { endTime, ...goods, hangUpRec: newRec });
}
async hangUpSpeedUp(msg: {speedUpCnt: number}, session: BackendSession) {
@@ -106,7 +106,7 @@ export class TowerBattleHandler {
}
const spdUpRec = await HangUpSpdUpRecModel.updateRec(roleId, roleName, multi, endLv);
const goods = await handleFixedReward(roleId, roleName, timeReward, multi);
return resResult(STATUS.SUCCESS, { goods, rewardLv: endLv, spdUpRec });
return resResult(STATUS.SUCCESS, { ...goods, rewardLv: endLv, spdUpRec });
}
async getTasks(msg: {}, session: BackendSession) {
@@ -186,11 +186,11 @@ export class TowerBattleHandler {
if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
compTasks.push(task.taskCode);
const rewardGoods = await handleFixedReward(roleId, roleName, reward, 1);
goods = goods.concat(rewardGoods);
goods = goods.concat(rewardGoods.goods);
if(bonusCondition) {
const res = checkTaskConditions(roleId, task.heroes, bonusCondition);
const bonusGoods = await handleFixedReward(roleId, roleName, bonus, 1);
goods = goods.concat(bonusGoods);
goods = goods.concat(bonusGoods.goods);
}
}
}
+6 -5
View File
@@ -6,9 +6,8 @@ import { BattleRecordModel } from './../db/BattleRecord';
import { TowerRecordModel } from './../db/TowerRecord';
import { RoleModel } from './../db/Role';
import { getHeroInfoById, getJobInfoById, getTowerDataByLv, getLvByExp, getExpByLv } from "../pubUtils/gamedata"
import { decodeArrayStr, shouldRefresh } from '../pubUtils/util';
import { decodeArrayStr, shouldRefresh, resResult } from '../pubUtils/util';
import { handleFixedReward } from './rewardService';
import { resResult } from '../pubUtils/util';
import { STATUS } from '../consts/statusCode';
export async function checkTowerWar(roleId: string, battleId: number, heroes: Array<number>) {
@@ -75,10 +74,12 @@ export async function towerBattleEnd(channelService: ChannelService, sid: string
}
const { bonus, fixReward } = getTowerDataByLv(towerLv);
if (bonus) {
bonusReward = await handleFixedReward(roleId, roleName, bonus, 1);
let result = await handleFixedReward(roleId, roleName, bonus, 1);
bonusReward = result.goods;
}
if (fixReward) {
towerReward = await handleFixedReward(roleId, roleName, fixReward, 1);
let result = await handleFixedReward(roleId, roleName, fixReward, 1);
towerReward = result.goods;
}
if (towerLv + 1 >= HANG_UP_CONSTS.ENABLE_LV) {
await startHangUp(roleId, roleName);
@@ -200,5 +201,5 @@ export async function roleLevelup(roleId: string, kingExp: number) {
mostExp : cur
})
}
return {actordata, lv, exp};
return {actordata, lv, exp, kingExp};
}
+61 -94
View File
@@ -1,11 +1,10 @@
import { GOOD_TYPE } from './../consts/consts';
import { GOOD_TYPE, ITID, CURRENCY, CURRENCY_TYPE } from './../consts/consts';
import { EquipModel } from './../db/Equip';
import { ItemModel } from './../db/Item';
import { ScriptItemModel } from './../db/ScriptItem';
import { HeroSoulModel } from './../db/HeroSoul';
import { CounterModel } from './../db/Counter';
import { decodeStr } from '../pubUtils/util';
import { getGoodById, getHeroInfoById } from '../pubUtils/gamedata';
import { getGoodById } from '../pubUtils/gamedata';
import { RoleModel } from '../db/Role';
import { setAp } from './actionPointService';
export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
let reward = decodeStr('fixReward', rewardStr);
@@ -18,26 +17,40 @@ export async function handleFixedReward(roleId: string, roleName: string, reward
export async function handleReward(roleId: string, roleName: string, rewards: Array<{type: number, gid: number, count: number, times: number}>) {
let returnGoods = new Array();
let returnGoods = new Array(), getGold = 0, getCoin = 0, getAp = 0;
for(let goods of rewards) {
let goodInfo = getGoodById(goods.gid);
let result = new Array<any>()
if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
} else if(goodInfo.goodType == GOOD_TYPE.ITEM) { // 消耗品
result = await rewardItems(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
} else if(goodInfo.goodType == GOOD_TYPE.SCRIPT_ITEM) { // 剧情物品
result = await rewardScriptItems(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
} else if (goodInfo.goodType == GOOD_TYPE.HERO_SOUL) { // 武将碎片
result = await rewardHeroSouls(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
} else { // 货币
} else if(goodInfo.goodType == GOOD_TYPE.CONSUMES|| goodInfo.goodType == GOOD_TYPE.SCRIPT) { // 消耗品
let {field, isCurrency} = ITID.get(goodInfo.itid);
if(isCurrency) { // 货币
result = await rewardCurrency(roleId, goodInfo, {id: goods.gid, cnt: goods.count });
} else {
result = await rewardItems(roleId, goodInfo, field, {id: goods.gid, cnt: goods.count });
}
}
for(let obj of result) {
returnGoods.push({dropType: goods.type, times: goods.times, ...obj})
returnGoods.push({dropType: goods.type, times: goods.times, ...obj});
if(obj.isCurrency) {
if(obj.currencyType == CURRENCY_TYPE.GOLD) {
getGold += obj.count;
} else if (obj.currencyType == CURRENCY_TYPE.COIN) {
getCoin += obj.count;
} else if (obj.currencyType == CURRENCY_TYPE.ACTION_POINT) {
getAp += obj.count;
}
}
}
}
return returnGoods;
return {
goods: returnGoods,
getGold,
getCoin,
getAp
};
}
async function rewardWeapons (roleId: string, roleName: string, dicGood: any, weapon: {id:number,cnt:number }) {
@@ -63,91 +76,45 @@ async function rewardWeapons (roleId: string, roleName: string, dicGood: any, w
}
// 消耗品
async function rewardItems (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
async function rewardItems (roleId: string, dicGood: any, field: string, data: {id:number,cnt:number }) {
let goods = new Array();
let itemcount = data.cnt;
let itemid = data.id;
let item = await ItemModel.findbyItemid(itemid, roleId);
if(item) {
let result = await ItemModel.changeItemCount(item.seqId, itemcount);
goods.push(result);
} else {
const seqId = await CounterModel.getNewCounter('itemid')||-1;
const itemInfo = {
roleId,
roleName: roleName,
itemid,
itemName: dicGood.name,
seqId,
count: itemcount,
type: dicGood.goodType
}
let result = await ItemModel.createItem(itemInfo);
goods.push(result);
}
let {id, cnt} = data;
let result = await RoleModel.addItems(roleId, field, id, cnt);
console.log(result)
goods.push({
id: id,
name: dicGood.name,
count: cnt,
type: dicGood.goodType,
isCurrency: false
});
return goods;
}
// 剧情道具
async function rewardScriptItems (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
// 消耗品
async function rewardCurrency (roleId: string, dicGood: any, data: {id:number,cnt:number }) {
let goods = [];
let itemcount = data.cnt;
let itemid = data.id;
let item = await ScriptItemModel.findbyItemid(itemid, roleId);
if(item) {
let result = await ScriptItemModel.changeItemCount(item.seqId, itemcount);
goods.push(result);
} else {
const seqId = await CounterModel.getNewCounter('scriptitemid')||-1;
const itemInfo = {
roleId,
roleName: roleName,
itemid,
itemName: dicGood.name,
seqId,
count: itemcount,
type: dicGood.goodType
}
let result = await ScriptItemModel.createItem(itemInfo);
goods.push(result);
let goods = new Array();
let {id, cnt} = data;
let dicCurrency = CURRENCY.get(id);
if(dicCurrency.type == CURRENCY_TYPE.GOLD) { // 处理元宝
await RoleModel.addGoldFree(roleId, cnt);
} else if(dicCurrency.type == CURRENCY_TYPE.COIN) { // 处理铜币
await RoleModel.addCoin(roleId, cnt);
} else if(dicCurrency.type == CURRENCY_TYPE.ACTION_POINT) { // 处理体力
await setAp(Date.now(), roleId, cnt);
}
goods.push({
id: id,
name: dicGood.name,
count: cnt,
type: dicGood.goodType,
isCurrency: true,
currencyType: dicCurrency.type
});
return goods;
}
// 剧情道具
async function rewardHeroSouls (roleId: string, roleName: string, dicGood: any, data: {id:number,cnt:number }) {
let goods = [];
let soulcount = data.cnt;
let soulid = data.id;
let item = await HeroSoulModel.findbyItemid(soulid, roleId);
if(item) {
let result = await HeroSoulModel.changeItemCount(item.seqId, soulcount);
goods.push(result);
} else {
const dicHero = getHeroInfoById(dicGood.hid);
const seqId = await CounterModel.getNewCounter('scriptitemid')||-1;
const itemInfo = {
roleId,
roleName: roleName,
soulid,
soulName: dicGood.name,
hid: dicGood.hid,
hName: dicHero.name,
seqId,
count: soulcount,
type: dicGood.goodType
}
let result = await HeroSoulModel.createItem(itemInfo);
goods.push(result);
}
return goods;
}
}