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:
@@ -655,7 +655,7 @@ export class ComBattleHandler {
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// 战斗胜利队长扣减藏宝图
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if (result && teamStatus.capId != 'robot') {
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let res = await ItemModel.decreaseItems(teamStatus.capId, [{id: teamStatus.blueprtId, count: 1}]);
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if (!res) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
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if (res.hasError) return resResult(STATUS.COM_BATTLE_BLUEPRT_NOT_ENOUGH);
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}
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channel.pushMessage('onTeamComplete', {teamCode, result});
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this.teamMap.delete(teamCode);
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@@ -819,7 +819,7 @@ export class ComBattleHandler {
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});
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// 消耗藏宝图和寻宝币
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const rec = await ItemModel.decreaseItems(roleId, original);
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if(!rec) {
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if(rec.hasError) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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@@ -1,7 +1,6 @@
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import {Application, BackendSession} from 'pinus';
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import { HeroModel } from '../../../db/Hero';
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import Actor from '../../../pubUtils/actor';
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import { updateCe } from '../../../pubUtils/util';
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export default function(app: Application) {
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return new ChatHandler(app);
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@@ -11,14 +10,6 @@ export class ChatHandler {
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constructor(private app: Application) {
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}
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async test(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId')
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let hero = await HeroModel.find().limit(1000);
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for(let h of hero) {
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await updateCe(h.roleId, h);
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}
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return 'success'
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}
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/**
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* Send messages to users
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*
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435
game-server/app/servers/role/handler/heroHandler.ts
Normal file
435
game-server/app/servers/role/handler/heroHandler.ts
Normal file
@@ -0,0 +1,435 @@
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import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
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import { handleCost } from '../../../services/rewardService';
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import { calPlayerCeAndSave, getAllAttrStage } from '../../../services/playerCeService';
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import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import {HeroModel} from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE} from '../../../consts/consts';
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import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById, getHeroLvByExp} from '../../../pubUtils/gamedata';
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import { ABI_STAGE } from '../../../consts/abilityConst';
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import { RoleModel } from '../../../db/Role';
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const _ = require('underscore');
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export default function(app: Application) {
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return new HeroHandler(app);
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}
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export class HeroHandler {
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constructor(private app: Application) {
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}
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private channelService: ChannelService = this.app.get('channelService');
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public async test(msg: { id: number, count: 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 {id, count} = msg;
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let result = await handleCost(roleId, sid, [{id, count}] );
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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return resResult(STATUS.SUCCESS);
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}
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// 武将碎片合成
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public async compose(msg: { hid: 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 serverId: number = session.get('serverId');
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let {hid} = msg;
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// 检查是否存在武将
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let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
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if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
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// 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
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero;
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// 碎片数量是否足够
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// createHero
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let curHero = await HeroModel.createHero({
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roleId, serverId, roleName, hid, hName, star, quality, job
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}, false);
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await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将升级
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public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid, type, material } = msg;
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let addLv = 0;
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if(type == 1) {
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addLv = 1;
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} else if(type == 5) {
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addLv = 5;
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} else {
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return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
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}
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// 计算得材料可转换的经验
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let allExp = 0;
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for(let {id, count} of material) {
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let dicGoods = getGoodById(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let dicItid = ITID.get(dicGoods.itid);
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if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
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return resResult(STATUS.ROLE_METERIAL_ERROR);
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}
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allExp += count * dicGoods.value;
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}
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// 计算武将可以升的级数
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
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let {lv: oldLv, exp: oldExp} = hero;
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if(oldLv + addLv > playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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oldExp += allExp;
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let newExp = oldExp + allExp; // 加上经验书可以达到的经验
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let newLv = getHeroLvByExp(newExp);
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if(newLv < oldLv + addLv) {
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return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
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}
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let costResult = await handleCost(roleId, sid, material);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.lv = playerLv > newLv?newLv: playerLv;
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hero.exp = newExp;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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const curHero = {
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hid, lv : heros[0].lv, exp : heros[0].exp
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 武将升星
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public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, star, starStage} = msg;
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// 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
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {star: oldStar, starStage: oldStarStage, quality} = hero;
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if(oldStar != star || oldStarStage != starStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldStar == HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_STAR_REACH_MAX);
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const dicHeroStar = getGamedata('dic_zyz_hero_star');
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const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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hero.star = isUpStar? oldStar + 1: oldStar;
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hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, [isUpStar? ABI_STAGE.END: hero.starStage]);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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// 武将升品
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public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, quality} = msg;
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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// 根据dic_hero 获得 碎片id
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {quality: oldQuality, star} = hero;
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if(quality != oldQuality) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldQuality == HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
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}
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if(star != HERO_GROW_MAX.STAR ) {
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return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_quality_up 获得需要的材料
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let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
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const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum} = curDicHeroQualityUp;
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.quality ++;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, getAllAttrStage());
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const curHero = {
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hid,
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quality : heros[0].quality
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}
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, colorStar, colorStarStage} = msg;
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// 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
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
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if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(star != HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
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}
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if(quality != HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const dicHeroStar = getGamedata('dic_zyz_hero_wake');
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const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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let consumeArr = decodeStr('cost', consume);
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// console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
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hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
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hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
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let args = new Array<number>();
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if(oldColorStarStage + 1 == ABI_STAGE.END) {
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args = getAllAttrStage();
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} else {
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args.push(isUpStar? ABI_STAGE.END: hero.colorStarStage)
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}
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, args);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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//训练
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async heroJobTrain (msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let heroJob = getJobInfoById(hero.job);
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let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
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if (nextHeroJob.unlockLevel > hero.lv)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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if (hero.jobStage >= 6)
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return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
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if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let cousumeGoods = getItems(heroJob.trainingConsume);
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let result = await handleCost(roleId, sid, cousumeGoods);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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hero.jobStage = hero.jobStage ++;
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage});
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}
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//进阶
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async heroJobStageUp(msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let heroJob = getJobInfoById(hero.job);
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let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
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if (nextHeroJob.unlockLevel > hero.lv)
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return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
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if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let cousumeGoods = getItems(heroJob.upGradeConsume);
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let result = await handleCost(roleId, sid, cousumeGoods);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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hero.job = nextHeroJob.jobid;
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hero.jobStage = 0;
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage});
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||||
}
|
||||
|
||||
//激活羁绊
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||||
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)
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||||
return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
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||||
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});
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
219
game-server/app/services/playerCeService.ts
Normal file
219
game-server/app/services/playerCeService.ts
Normal file
@@ -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base,fixup,ratioup
|
||||
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);
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
Reference in New Issue
Block a user