Merge branch 'feature/hero' of gitlab.trgame.cn:zyztech/zyz_server

Conflicts:
	shared/consts/consts.ts
	shared/db/Role.ts
	web-server/app/service/Auth.ts
This commit is contained in:
luying
2020-12-14 11:17:02 +08:00
57 changed files with 18170 additions and 10511 deletions

View File

@@ -655,7 +655,7 @@ export class ComBattleHandler {
// 战斗胜利队长扣减藏宝图
if (result && teamStatus.capId != 'robot') {
let res = await ItemModel.decreaseItems(teamStatus.capId, [{id: teamStatus.blueprtId, count: 1}]);
if (!res) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
if (res.hasError) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
}
channel.pushMessage('onTeamComplete', {teamCode, result});
this.teamMap.delete(teamCode);
@@ -819,7 +819,7 @@ export class ComBattleHandler {
});
// 消耗藏宝图和寻宝币
const rec = await ItemModel.decreaseItems(roleId, original);
if(!rec) {
if(rec.hasError) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}

View File

@@ -1,7 +1,6 @@
import {Application, BackendSession} from 'pinus';
import { HeroModel } from '../../../db/Hero';
import Actor from '../../../pubUtils/actor';
import { updateCe } from '../../../pubUtils/util';
export default function(app: Application) {
return new ChatHandler(app);
@@ -11,14 +10,6 @@ export class ChatHandler {
constructor(private app: Application) {
}
async test(msg: {}, session: BackendSession) {
let roleId = session.get('roleId')
let hero = await HeroModel.find().limit(1000);
for(let h of hero) {
await updateCe(h.roleId, h);
}
return 'success'
}
/**
* Send messages to users
*

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@@ -0,0 +1,435 @@
import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
import { handleCost } from '../../../services/rewardService';
import { calPlayerCeAndSave, getAllAttrStage } from '../../../services/playerCeService';
import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById, getHeroLvByExp} from '../../../pubUtils/gamedata';
import { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role';
const _ = require('underscore');
export default function(app: Application) {
return new HeroHandler(app);
}
export class HeroHandler {
constructor(private app: Application) {
}
private channelService: ChannelService = this.app.get('channelService');
public async test(msg: { id: number, count: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {id, count} = msg;
let result = await handleCost(roleId, sid, [{id, count}] );
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
return resResult(STATUS.SUCCESS);
}
// 武将碎片合成
public async compose(msg: { hid: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let {hid} = msg;
// 检查是否存在武将
let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero;
// 碎片数量是否足够
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
let curHero = await HeroModel.createHero({
roleId, serverId, roleName, hid, hName, star, quality, job
}, false);
await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将升级
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, type, material } = msg;
let addLv = 0;
if(type == 1) {
addLv = 1;
} else if(type == 5) {
addLv = 5;
} else {
return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
}
// 计算得材料可转换的经验
let allExp = 0;
for(let {id, count} of material) {
let dicGoods = getGoodById(id);
if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let dicItid = ITID.get(dicGoods.itid);
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
return resResult(STATUS.ROLE_METERIAL_ERROR);
}
allExp += count * dicGoods.value;
}
// 计算武将可以升的级数
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
let {lv: oldLv, exp: oldExp} = hero;
if(oldLv + addLv > playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
oldExp += allExp;
let newExp = oldExp + allExp; // 加上经验书可以达到的经验
let newLv = getHeroLvByExp(newExp);
if(newLv < oldLv + addLv) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
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 heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
const curHero = {
hid, lv : heros[0].lv, exp : heros[0].exp
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 武将升星
public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, star, starStage} = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {star: oldStar, starStage: oldStarStage, quality} = hero;
if(oldStar != star || oldStarStage != starStage) {
return resResult(STATUS.WRONG_PARMS);
}
if(oldStar == HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_STAR_REACH_MAX);
}
// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
const dicHeroStar = getGamedata('dic_zyz_hero_star');
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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, [isUpStar? ABI_STAGE.END: hero.starStage]);
const curHero = {
hid,
star : heros[0].star,
starStage : heros[0].starStage,
colorStar: heros[0].colorStar,
colorStarStage: heros[0].colorStarStage
}
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
}
// 武将升品
public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, quality} = msg;
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
// 根据dic_hero 获得 碎片id
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {quality: oldQuality, star} = hero;
if(quality != oldQuality) {
return resResult(STATUS.WRONG_PARMS);
}
if(oldQuality == HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
}
if(star != HERO_GROW_MAX.STAR ) {
return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
}
// 根据dic_zyz_hero_quality_up 获得需要的材料
let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {fragmentNum} = curDicHeroQualityUp;
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.STAR, getAllAttrStage());
const curHero = {
hid,
quality : heros[0].quality
}
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将觉醒
public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let {hid, colorStar, colorStarStage} = msg;
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId} = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
return resResult(STATUS.WRONG_PARMS);
}
if(star != HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
}
if(quality != HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
}
// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
const dicHeroStar = getGamedata('dic_zyz_hero_wake');
const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {fragmentNum, consume} = curDicHeroStar;
let consumeArr = decodeStr('cost', consume);
// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
let args = new Array<number>();
if(oldColorStarStage + 1 == ABI_STAGE.END) {
args = getAllAttrStage();
} else {
args.push(isUpStar? ABI_STAGE.END: hero.colorStarStage)
}
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, args);
const curHero = {
hid,
star : heros[0].star,
starStage : heros[0].starStage,
colorStar: heros[0].colorStar,
colorStarStage: heros[0].colorStarStage
}
return resResult(STATUS.SUCCESS, {isUpStar, curHero});
}
//训练
async heroJobTrain (msg: {hid:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let heroJob = getJobInfoById(hero.job);
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
if (nextHeroJob.unlockLevel > hero.lv)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
if (hero.jobStage >= 6)
return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let cousumeGoods = getItems(heroJob.trainingConsume);
let result = await handleCost(roleId, sid, cousumeGoods);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.jobStage = hero.jobStage ++;
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage});
}
//进阶
async heroJobStageUp(msg: {hid:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let heroJob = getJobInfoById(hero.job);
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
if (nextHeroJob.unlockLevel > hero.lv)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let cousumeGoods = getItems(heroJob.upGradeConsume);
let result = await handleCost(roleId, sid, cousumeGoods);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.job = nextHeroJob.jobid;
hero.jobStage = 0;
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage});
}
//激活羁绊
async heroConectionActivate(msg: {shipId: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { shipId } = msg;
let shipHidAndLevel = getHidAndLevelByShipId(shipId);
if (!shipHidAndLevel)
return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let flag = true;
let level = 1;
for (let conection of hero.conections) {
if (conection.shipId == shipId ) {
if (conection.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
} else {
flag = false;
conection.level++;
level = conection.level;
}
}
}
if (!!flag) {
hero.conections.push({shipId,level});
}
let friendShip = getFriendShipById(shipId, level);
if (hero.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let hids = friendShip.hids;
for (let hid of hids) {
if (hid == shipHidAndLevel.actorId)
continue;
let member = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!member)
return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
if (member.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
}
let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count:5000}]);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, conections : heros[0].conections});
}
//赠送(包括一键赠送)
async heroGiveFavor(msg: {hid:number, items:Array<{id : number,count : number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, items } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let friendShipLevels = getFriendShipLevels();
if (friendShipLevels[friendShipLevels.length - 1].level <= hero.favourLv)
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
//计算消耗物品转化的经验
let exp:number = 0;
for (let item of items) {
let itemInfo = getGoodById(item.id);
if (itemInfo.itid == CONSUME_TYPE.FAVOUR) {
exp += itemInfo.value;
} else {
return resResult(STATUS.WRONG_PARMS);
}
}
hero.favour += exp;
for (let friendShipLevel of friendShipLevels) {
if (friendShipLevel.level < hero.favourLv)
continue;
if (friendShipLevel.exp > hero.favour)
break;
hero.favour -= friendShipLevel.exp;
hero.favourLv++;
}
let result = await handleCost(roleId, sid, items);
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, favour : heros[0].favour, favourLv : heros[0].favourLv});
}
//穿带时装
async heroWearSkin(msg: {id:number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { id } = msg;
let skinInfo = getFashionsById(id);
if (!skinInfo)
return resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let result = false;
for (let skin of hero.skins) {
if (skin.id == id) {
skin.enable = true;
result = true;
} else {
skin.enable = false;
}
}
if (!result) {
return resResult(STATUS.HERO_SKIN_NOT_FIND);
}
await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : hero.hid, skins : hero.skins});
}
}

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@@ -30,17 +30,16 @@ export class RoleHandler {
}
async initHeros(roleId: string, roleName: string) {
const seqId = await CounterModel.getNewCounter(COUNTER.HID);
let ce = calculateCE({hid: 1, lv: 1});
const heroInfo = {
roleId,
roleName,
hid: 1,
hName: '曹操',
seqId,
quality: 1,
job: 1,
star: 0,
ce
serverId: 1
}
await HeroModel.createHero(heroInfo);
}

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@@ -204,8 +204,8 @@ async function checkCond(roleId: string, heroes, type: number, param: number, cn
switch (type) {
case 1:
for(let seqId of heroes) {
const {star, fire} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
if (star + fire >= param) {
const {star, colorStar} = await HeroModel.findBySeqIdAndRole(seqId, roleId);
if (star + colorStar >= param) {
heroCnt++;
}
}

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@@ -5,7 +5,8 @@ import { PvpDefenseModel } from '../db/PvpDefense';
import { getWarJsons, getGamedata, getExpeditionById } from '../pubUtils/gamedata';
import { decodeStr, resResult, setLocalHours, shouldRefresh } from '../pubUtils/util';
import { WAR_JSON_ATTRIBUTE_TYPE, EXPEDITION_CONST } from '../consts/consts';
import { EXPEDITION_CONST } from '../consts/consts';
import { getAtrrNameById} from '../consts/abilityConst';
import Actor from '../pubUtils/actor';
import { ExpeditionWarRecordModel } from '../db/ExpeditionWarRecord';
@@ -143,7 +144,7 @@ export function decodeWarJsonAttribute(attribute: string) {
let obj = {hp: 0, atk: 0, matk: 0, def: 0, mdef: 0, speed: 0, agi: 0, luk: 0, hit: 0, cri: 0, flee: 0, antCri: 0, damageIncrease: 0, damageDecrease: 0, defIngnore: 0, bloodSuck: 0}
for(let {id, value} of arr) {
let field = WAR_JSON_ATTRIBUTE_TYPE[id];
let field = getAtrrNameById(id);
if(field) {
obj[field] = value;
}

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@@ -0,0 +1,219 @@
/**
* 体力系统
*/
import { HERO_SYSTEM_TYPE } from '../consts/consts';
import { pinus } from 'pinus';
import { STATUS } from '../consts/statusCode';
import { resResult } from '../pubUtils/util';
import Hero from '../db/Hero';
import { RoleModel } from '../db/Role';
import { CeAttrData, CeAttr } from '../db/BaseModel';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById, getHeroStar, getHeroWake, getFiendShipLevel, getFriendShipById, getHeroSkillById, getSeidById } from '../pubUtils/gamedata';
import { getAttrNameByJobStage, getAttrCeRatio, getAtrrNameById, ABI_TYPE_TO_STAGE, ABI_STAGE, SEID_TYPE, HERO_ATTR} from '../consts/abilityConst';
const HERO_CE_RATIO = 100;
//战力计算TODO
export function calPlayerCe(hero: any, type: number, args: Array<number>) {
let incCe = 0;
let incArr = {};
let reIncAttr = {}; // {"hp": {"base": number, "fixUp": number, "ratioUp": number}}
let addSeidList = new Array<number>();
let removeSeidList = new Array<number>();
if (type == HERO_SYSTEM_TYPE.STAR) {
reIncAttr = calHeroStarIncAttr(hero, args, addSeidList, removeSeidList); // args: 升的星盘
} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero);
}
addSeidEffect(reIncAttr, addSeidList, removeSeidList); // 处理加值
if(!hero.ceAttr) hero.ceAttr = new CeAttr();
for (let attrName in reIncAttr) {
let originalAttrData: CeAttrData = hero.ceAttr[attrName]||new CeAttrData();
let oldCe = originalAttrData.fixUp * HERO_CE_RATIO + originalAttrData.base *(HERO_CE_RATIO + originalAttrData.ratioUp)
if(!hero.ceAttr[attrName]) hero.ceAttr[attrName] = new CeAttrData();
for (let attrKey in reIncAttr[attrName]) {
hero.ceAttr[attrName][attrKey] = parseInt(reIncAttr[attrName][attrKey]);
}
incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp) - oldCe; //计算属性
incCe += incArr[attrName] * getAttrCeRatio(attrName);
}
hero.ce += incCe;
return incCe;
}
//修改并下发战力
export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<any>, type?: number, args?: Array<number>) {
let incPlayerCe = 0;
let pushHeros = [];
for (let hero of heros) {
let incHeroCe = calPlayerCe(hero, type, args);
incPlayerCe += incHeroCe;
await hero.save();
pushHeros.push({
hid: hero.hid,
ce: hero.ce,
incHeroCe : incHeroCe,
});
}
let role = await RoleModel.findByRoleId(roleId);
role.ce += incPlayerCe;
await RoleModel.updateRoleInfo(roleId, role);
//下发战力
let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topFiveCe: 0 }), uids);
return heros;
}
export function calHeroStarIncAttr (hero: Hero, args: Array<number>, addSeidList: Array<number>, removeSeidList: Array<number>) {
let {star, starStage, quality, colorStar, colorStarStage, ceAttr} = hero;
let res = {};
const dicHero = getHeroInfoById(hero.hid);
const isWake = colorStar > 0; // 是否觉醒,只要激活了觉醒,彩星就会 > 1
if(isWake) {
if(colorStarStage == ABI_STAGE.START) colorStar = colorStar -1;
} else {
if(starStage == ABI_STAGE.START) star = star -1;
}
const dicStar = isWake? getHeroWake(quality, colorStar): getHeroStar(quality, star); // 星级表
for(let stage of args) {
let targetAttrId = getFieldByStage(stage, hero.job); // 转换为17维的属性id
let heroAttr = dicHero.baseAbilityArr[targetAttrId]; // 武将表hp等
let heroUpAttr = dicHero.baseAbilityUpArr[targetAttrId]; // 武将表hp_up等
let starUp = dicStar.ceAttr.get(stage);
let newBase = heroAttr + hero.lv * (heroUpAttr + starUp);
let field = getAtrrNameById(targetAttrId);
let ceAttrData: CeAttrData = ceAttr[field]||new CeAttrData(); // 存表中的属性下的basefixupratioup
let {ratioUp = 0, fixUp = 0} = ceAttrData;
res[field] = { base: newBase, ratioUp, fixUp}; // base变动增量为△base * ratio + 0
}
// 解锁技能
if(dicHero.skill){
let {starSeidArr, colorStarSeidArr} = getHeroSkillById(dicHero.skill);
if(isWake) {
for(let {star, value} of starSeidArr){
if(hero.star == star){
addSeidList.push(value);
}
}
} else {
for(let {star, value} of colorStarSeidArr){
if(hero.colorStar == star){
addSeidList.push(value);
}
}
}
}
return res;//属性增量可以是多个
}
export function getAllAttrStage () {
let attrs = new Array<number>(); // 有升级的属性 1-hp 2-atk 3-def 4-mdef 5-agi 6-luk
for(let stage = ABI_STAGE.START + 1; stage <= ABI_STAGE.END; stage++) {
attrs.push(stage)
};
return attrs;
}
export function calHeroTrainIncAttr(hero: any) {
let res = {};
let attrName: string = getAttrNameByJobStage(hero.jobStage);
res[attrName] = {fixUp: hero.CeAttr[attrName].fixUp, base: hero.CeAttr[attrName].base, ratioUp: hero.CeAttr[attrName].ratioUp};
let currentJob = getJobInfoById(hero.job);
if (currentJob.grade > 1) {
let jobGradeAndClass = getJobByGradeAndClass(currentJob.job_class, currentJob.grade - 1);
let lastJob = getJobInfoById(jobGradeAndClass.jobid);
res[attrName].fixUp += (currentJob[attrName] - lastJob[attrName]) * HERO_CE_RATIO;
} else {
res[attrName].fixUp += currentJob[attrName] * HERO_CE_RATIO;
}
return res;
}
export function calHeroJobStageUpIncAttr(hero: any) {
let res = {};
return res;
}
export function calWaerHeroSkinIncAttr(hero: any) {
let res = {};
let friendShipLevel = getFiendShipLevel(hero.favourLv);
hero.conections.forEach(element => {
let reFriendShip = getFriendShipById(element.shipId, element.level);
if (reFriendShip)
getAtrrNameById(reFriendShip);
});
if (hero.favourLv > 1) {
} else {
}
return res;
}
// 根据存在升星表等的stage字段的id对应17维id
function getFieldByStage(stage: number, jobid: number) {
let targetAttrId = ABI_TYPE_TO_STAGE.get(stage);
if(typeof targetAttrId === 'number') {
return targetAttrId
} else {
const dicJob = getJobInfoById(jobid);
return targetAttrId(dicJob.type);
}
}
// 添加技能增加的被动属性
function addSeidEffect(reIncAttr: CeAttr, addSeidList: Array<number>, removeSeidList: Array<number>) {
let otiginalSeidList = [
{list: addSeidList, multi: 1},
{list: removeSeidList, multi: -1}
];
for(let {list, multi} of otiginalSeidList) {
let effectList = new Array<any>(); // any: dic_zyz_se表内容
for(let seid of list) {
let dicSeid = getSeidById(seid);
if(dicSeid && dicSeid.id > 0){
addSeid(effectList, dicSeid.id, dicSeid.gainValueArr)
}
}
for(let {type, gainValueArr: [ability, value]} of effectList) {
if(!reIncAttr[HERO_ATTR[ability]]) {
reIncAttr[HERO_ATTR[ability]] = new CeAttrData();
}
if(type == SEID_TYPE.TYPE101) { // 加值
reIncAttr[HERO_ATTR[ability]].ratioUp += value * multi;
} else if (type == SEID_TYPE.TYPE102) { // 加百分比
reIncAttr[HERO_ATTR[ability]].fixUp += value * multi;
}
}
}
}
// 获取dic_zyz_se内容
function addSeid(effectList: Array<any>, seidId:number, seidValue = new Array<number>()){
// console.log('addSeidEffect', seidId, seidValue)
let curSeid = getSeidById(seidId);
if(!curSeid) {console.log("seidId not found:"+seidId);return;}
if(!seidValue) seidValue = curSeid.gainValueArr;
if(curSeid.type === 999){
for(let i = 0;i < seidValue.length;i++){
addSeid(effectList, seidValue[i]);
}
return;
}
effectList.push(curSeid);
}

View File

@@ -1,11 +1,13 @@
import { GOOD_TYPE, ITID, CURRENCY, CURRENCY_TYPE, COUNTER } from './../consts/consts';
import { EquipModel } from './../db/Equip';
import { CounterModel } from './../db/Counter';
import { decodeStr } from '../pubUtils/util';
import { decodeStr, resResult } from '../pubUtils/util';
import { getGoodById } from '../pubUtils/gamedata';
import { RoleModel } from '../db/Role';
import { setAp } from './actionPointService';
import { ItemModel } from '../db/Item';
import { STATUS } from '../consts/statusCode';
import { pinus } from 'pinus';
export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
let reward = decodeStr('fixReward', rewardStr);
@@ -119,4 +121,58 @@ async function rewardCurrency (roleId: string, dicGood: any, data: {id:number,cn
currencyType: dicCurrency.type
});
return goods;
}
export async function handleCost(roleId: string, sid: string, goods: Array<{id: number, count: number}>) {
// 检查道具数量
let role, costGold = 0, costCoin = 0, items = new Array<{id: number, count: number}>(), ids = new Array<number>() ;
for(let {id, count} of goods) {
let goodInfo = getGoodById(id);
if(goodInfo.goodType == GOOD_TYPE.CONSUMES|| goodInfo.goodType == GOOD_TYPE.SCRIPT) { // 消耗品
let {isCurrency} = ITID.get(goodInfo.itid);
if(isCurrency) { // 货币
if(!role) role = await RoleModel.findByRoleId(roleId);
let dicCurrency = CURRENCY.get(id);
if(dicCurrency.type == CURRENCY_TYPE.GOLD) { // 处理元宝
if(role.gold < count + costGold) return false;
costGold += count;
} else if(dicCurrency.type == CURRENCY_TYPE.COIN) { // 处理铜币
if(role.coin < count + costCoin) return false;
costCoin += count;
}
} else {
let findItem = items.find(cur => cur.id == id);
if(findItem) {
findItem.count += count;
} else {
items.push({id, count}); ids.push(id);
}
}
}
}
for(let {id, count} of items) {
let item = await ItemModel.findbyRoleAndGidAndCount(roleId, id, count);
if(!item) return false
}
// 推送参数
let gold = 0, coin = 0, resultGoods = [];
if(costGold > 0) {
role = await RoleModel.costGold(roleId, costGold);
if(role) gold = role.gold;
}
if(costCoin > 0) {
role = await RoleModel.costCoin(roleId, costCoin);
if(role) coin = role.coin;
}
if(items.length > 0) {
let {hasError, result} = await ItemModel.decreaseItems(roleId, items);
if(hasError) return;
resultGoods = result;
}
let uids = [{uid: roleId, sid}];
pinus.app.get('channelService').pushMessageByUids('onItemUpdate', resResult(STATUS.SUCCESS, {goods: resultGoods, gold, coin} ), uids);
return true
}