From 53c0835b2b97026300bc6d9c2896f20274189255 Mon Sep 17 00:00:00 2001 From: luying Date: Thu, 4 Mar 2021 16:36:37 +0800 Subject: [PATCH] rollback --- .../app/servers/role/handler/friendHandler.ts | 4 +- .../app/servers/role/handler/heroHandler.ts | 141 ++++++++++-------- 2 files changed, 84 insertions(+), 61 deletions(-) diff --git a/game-server/app/servers/role/handler/friendHandler.ts b/game-server/app/servers/role/handler/friendHandler.ts index 2a9af4043..b7fa27c91 100644 --- a/game-server/app/servers/role/handler/friendHandler.ts +++ b/game-server/app/servers/role/handler/friendHandler.ts @@ -681,12 +681,12 @@ export class FriendHandler { if(heroList.length <= 0) return resResult(STATUS.HERO_NOT_FIND); let list = new Array(); - for(let {roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skins, ceAttr} of heroList) { + for(let {roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skins, attr: heroAttrs} of heroList) { let curSkin = skins.find(cur => cur.enable); let equips = await EquipModel.findListByHidAndRole(hisRoleId, hid, EQUIP_SELECT.HERO_DETAIL); - let attributes = getPlayerMainAttribute(ceAttr, role.globalCeAttr); + let attributes = getPlayerMainAttribute(heroAttrs, role.attr); list.push({ roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, diff --git a/game-server/app/servers/role/handler/heroHandler.ts b/game-server/app/servers/role/handler/heroHandler.ts index 8601a3bcb..c95fa2b8f 100644 --- a/game-server/app/servers/role/handler/heroHandler.ts +++ b/game-server/app/servers/role/handler/heroHandler.ts @@ -1,9 +1,9 @@ import {Application, BackendSession, ChannelService} from 'pinus'; import { handleCost, addItems } from '../../../services/rewardService'; -import { calPlayerCeAndSave } from '../../../services/playerCeService'; -import { resResult, returnHeroCeRatio } from '../../../pubUtils/util'; +import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService'; +import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; -import {HeroModel} from '../../../db/Hero'; +import { HeroModel, Connect } from '../../../db/Hero'; import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ITID, ABI_STAGE, HERO_CE_RATIO} from '../../../consts'; import { RoleModel } from '../../../db/Role'; import { ItemModel } from '../../../db/Item'; @@ -81,8 +81,9 @@ export class HeroHandler { let curHero = await HeroModel.createHero({ roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}] }); - await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.INIT); - return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(curHero)}); + let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, sid, roleId, curHero, {}); + await calAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, sid, roleId, {}, [initialSkin]) + return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(hero)}); } // 武将升级 @@ -138,12 +139,14 @@ export class HeroHandler { let costResult = await handleCost(roleId, sid, material); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - hero.lv = playerLv > newLv?newLv: playerLv; - hero.exp = newExp; + let update = { + lv: playerLv > newLv?newLv: playerLv, + exp: newExp + } - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.LVUP, [hid]); + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update); const curHero = { - hid, lv : heros[0].lv, exp : heros[0].exp + hid, lv : hero.lv, exp : hero.exp } return resResult(STATUS.SUCCESS, { curHero }); @@ -178,16 +181,20 @@ export class HeroHandler { if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let isUpStar = oldStarStage + 1 == ABI_STAGE.END; - hero.star = isUpStar? oldStar + 1: oldStar; - hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1; - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, [hid, isUpStar?1:0]); + let update = { + star: isUpStar? oldStar + 1: oldStar, + starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1 + } + + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update); + if(isUpStar) await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成 const curHero = { hid, - star : heros[0].star, - starStage : heros[0].starStage, - colorStar: heros[0].colorStar, - colorStarStage: heros[0].colorStarStage + star : hero.star, + starStage : hero.starStage, + colorStar: hero.colorStar, + colorStarStage: hero.colorStarStage } return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } @@ -224,11 +231,14 @@ export class HeroHandler { let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - hero.quality ++; - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.QUALITY, [hid]); + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, { + quality: hero.quality + 1 + }); + await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成 + const curHero = { hid, - quality : heros[0].quality + quality : hero.quality } return resResult(STATUS.SUCCESS, {curHero}); } @@ -270,16 +280,21 @@ export class HeroHandler { let isWakeUp = oldColorStar == 0; let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END; - hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar; - hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1; - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.COLORSTAR, [hid, isUpStar?1:0, isWakeUp?1:0]); + let update = { + colorStar: isUpStar? oldColorStar + 1: oldColorStar, + colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1 + } + + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update); + if(isUpStar) await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成 + const curHero = { hid, - star : heros[0].star, - starStage : heros[0].starStage, - colorStar: heros[0].colorStar, - colorStarStage: heros[0].colorStarStage + star : hero.star, + starStage : hero.starStage, + colorStar: hero.colorStar, + colorStarStage: hero.colorStarStage } return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } @@ -290,26 +305,30 @@ export class HeroHandler { let sid: string = session.get('sid'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); - if (!hero) - return resResult(STATUS.HERO_NOT_FIND); - let heroJob = gameData.job.get(hero.job); - if (hero.jobStage >= 6) + if (!hero) return resResult(STATUS.HERO_NOT_FIND); + + let dicJob = gameData.job.get(hero.job); + if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); + + if (hero.jobStage >= ABI_STAGE.END) return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE); - if (hero.job >= getMaxGradeByjobClass(heroJob.job_class)) + if (hero.job >= getMaxGradeByjobClass(dicJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let consume = new Array(); - if(heroJob.trainingConsume[hero.jobStage]) { - consume.push(heroJob.trainingConsume[hero.jobStage]); + if(dicJob.trainingConsume[hero.jobStage]) { + consume.push(dicJob.trainingConsume[hero.jobStage]); } let result = await handleCost(roleId, sid, consume); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } - hero.jobStage = hero.jobStage +1; + //重算战力并下发 - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.TRAIN); - return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, job : heros[0].job, jobStage: heros[0].jobStage}}); + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, { + jobStage: hero.jobStage + 1 + }); + return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}}); } //进阶 @@ -331,27 +350,30 @@ export class HeroHandler { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); - hero.job = nextHeroJob.jobid; - hero.jobStage = 0; + //重算战力并下发 - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAGEUP, [curJob]); - return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage}}); + let update = { + job: nextHeroJob.jobid, + jobStage: 0 + } + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update); + return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage : hero.jobStage}}); } //激活羁绊 - async heroConectionActivate(msg: {shipId: number}, session: BackendSession) { + async heroConectionActivate(msg: { shipId: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { shipId } = msg; let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId); - if (!shipHidAndLevel) - return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT); + if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT); let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId); - if (!hero) - return resResult(STATUS.HERO_NOT_FIND); + if (!hero) return resResult(STATUS.HERO_NOT_FIND); + + let heroConnections: Connect[] = deepCopy(hero.connections); let flag = true; let level = 1; - for (let conection of hero.connections) { + for (let conection of heroConnections) { if (conection.shipId == shipId ) { if (conection.level >= shipHidAndLevel.level) { return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL); @@ -363,7 +385,7 @@ export class HeroHandler { } } if (!!flag) { - hero.connections.push({shipId, level}); + heroConnections.push({shipId, level}); } let friendShip = getFriendShipById(shipId, level); if (hero.star < friendShip.level) @@ -383,8 +405,8 @@ export class HeroHandler { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 - let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.CONNECT, [shipId, level]); - return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, connections : heros[0].connections}}); + hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]); + return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, connections : hero.connections}}); } //赠送(包括一键赠送) @@ -442,8 +464,6 @@ export class HeroHandler { } let newLv = getFavourLvByExp(newExp); - hero.favour = newExp; - hero.favourLv = newLv; let result = await handleCost(roleId, sid, material); if(!result) { @@ -451,11 +471,13 @@ export class HeroHandler { } //重算战力并下发 if (oldLv != hero.favourLv) { - await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.FAVOUR, [oldLv]); + await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, { + favour: newExp, favourLv: newLv + }, [oldLv]); } else { await HeroModel.updateHeroInfo(roleId, hero.hid, hero); } - return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, favour : hero.favour, favourLv : hero.favourLv}}); + return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv } }); } //穿带时装 @@ -464,14 +486,15 @@ export class HeroHandler { let sid: string = session.get('sid'); let { id } = msg; let skinInfo = gameData.fashion.get(id); - if (!skinInfo) - return resResult(STATUS.HERO_SKIN_NOT_FIND); + if (!skinInfo) return resResult(STATUS.HERO_SKIN_NOT_FIND); let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId); - if (!hero) - return resResult(STATUS.HERO_NOT_FIND); + if (!hero) return resResult(STATUS.HERO_NOT_FIND); + + let heroSkins = deepCopy(hero.skins); + let result = false; let lastSkinId: number; - for (let skin of hero.skins) { + for (let skin of heroSkins) { if (skin.id == id) { if (!!skin.enable) { return resResult(STATUS.HERO_SKIN_IS_EQUIPED); @@ -488,7 +511,7 @@ export class HeroHandler { if (!result) { return resResult(STATUS.HERO_SKIN_NOT_FIND); } - await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.SKIN, [id, lastSkinId]); + await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: heroSkins }, [id, lastSkinId]); return resResult(STATUS.SUCCESS, {curHero: {hid : hero.hid, skins : hero.skins} }); } }