diff --git a/game-server/app/servers/role/handler/heroHandler.ts b/game-server/app/servers/role/handler/heroHandler.ts index 3700a9fd9..d21ee1244 100644 --- a/game-server/app/servers/role/handler/heroHandler.ts +++ b/game-server/app/servers/role/handler/heroHandler.ts @@ -1,10 +1,10 @@ -import {Application, BackendSession, ChannelService} from 'pinus'; +import { Application, BackendSession, ChannelService } from 'pinus'; import { handleCost, addItems, unlockFigure, createHero } from '../../../services/rewardService'; import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService'; import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import { HeroModel, Connect } from '../../../db/Hero'; -import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE} from '../../../consts'; +import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE } from '../../../consts'; import { RoleModel } from '../../../db/Role'; import { ItemModel } from '../../../db/Item'; import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data'; @@ -18,7 +18,7 @@ import { nowSeconds } from '../../../pubUtils/timeUtil'; import { Rank } from '../../../services/rankService'; import { checkTaskWithHero, checkTask } from '../../../services/taskService'; -export default function(app: Application) { +export default function (app: Application) { return new HeroHandler(app); } @@ -28,9 +28,9 @@ export class HeroHandler { private channelService: ChannelService = this.app.get('channelService'); - public async test(msg: { }, session: BackendSession) { + public async test(msg: {}, session: BackendSession) { let roles = await RoleModel.find({}).lean(); - for(let role of roles) { + for (let role of roles) { let { roleId, attr: roleAttr, topLineup } = role; let heros = await HeroModel.findByRole(roleId); let sumCe = 0; @@ -38,7 +38,7 @@ export class HeroHandler { let pvpdefense = await PvpDefenseModel.findByRoleId(roleId); let { heroes: defHeroes } = pvpdefense; - for(let hero of heros) { + for (let hero of heros) { let { hid, attr: heroAttr } = hero; let attr = new Attribute(); attr.setByDbData(roleAttr, heroAttr); @@ -46,10 +46,10 @@ export class HeroHandler { await HeroModel.updateHeroInfo(roleId, hid, { ce, historyCe: ce }); sumCe += ce; let curHero = topLineup.find(cur => cur.hid == hid); - if(curHero) curHero.ce = ce; + if (curHero) curHero.ce = ce; let curDefHero = defHeroes.find(cur => cur.actorId == hid); - if(curDefHero) curDefHero.ce = ce; + if (curDefHero) curDefHero.ce = ce; console.log(roleId, hid, ce, sumCe) } let topLineupCe = topLineup.reduce((pre, cur) => { @@ -65,7 +65,7 @@ export class HeroHandler { } // ! 测试接口,用来测试前清理并初始化某个武将;代码抄自:gm-server/app/service/users.ts deleteHero - public async testCleanUp(msg: {magicWord: string, hid: number}, session: BackendSession) { + public async testCleanUp(msg: { magicWord: string, hid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); @@ -79,7 +79,7 @@ export class HeroHandler { if (!dicHero) return resResult(STATUS.HERO_NOT_FIND); await addItems(roleId, roleName, sid, [{ id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END - }] ); + }]); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); @@ -92,15 +92,15 @@ export class HeroHandler { return resResult(STATUS.SUCCESS); } - public async addItem(msg: { id: number, count: number}, session: BackendSession) { + public async addItem(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 { id, count } = msg; //let result = await handleCost(roleId, sid, [{id, count}] ); - let items = [{id, count}]; + let items = [{ id, count }]; let role = await RoleModel.findByRoleId(roleId); if (id == 999999) { items = getDropItems(); @@ -110,44 +110,44 @@ export class HeroHandler { role.exp = roleLvInfo.sum; await RoleModel.updateRoleInfo(roleId, role); } - } - let result = await addItems(roleId, roleName, sid, items ); - if(!result) { + } + let result = await addItems(roleId, roleName, sid, items); + if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } - return resResult(STATUS.SUCCESS,{goods: result, lv: role.lv, exp: role.exp}); + return resResult(STATUS.SUCCESS, { goods: result, lv: role.lv, exp: role.exp }); } // 武将碎片合成 - public async compose(msg: { hid: number}, session: BackendSession) { + 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 funcs: number[] = session.get('funcs'); - let {hid} = msg; + 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); + 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 = gameData.hero.get(hid); - if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let {pieceId, quality, pieceCount} = dicHero; + if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); + let { pieceId, quality, pieceCount } = 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); + let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: pieceCount }]); + if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); // createHero - let { heroes } = await createHero(roleId, roleName, sid, serverId, funcs, { hid }); + let { heroes } = await createHero(roleId, roleName, sid, serverId, funcs, { hid, count: 1 }); pushComposeOrangeHero(roleId, roleName, serverId, heroes[0]); - return resResult(STATUS.SUCCESS, {curHero: heroes[0]}); + return resResult(STATUS.SUCCESS, { curHero: heroes[0] }); } // 武将升级 - public async lvUp(msg: { hid: number, type: number}, session: BackendSession) { + public async lvUp(msg: { hid: number, type: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let funcs: number[] = session.get('funcs'); @@ -155,20 +155,20 @@ export class HeroHandler { let { hid, type } = msg; let addLv = 0; - if(type == 1) { + if (type == 1) { addLv = 1; - } else if(type == 5) { + } else if (type == 5) { addLv = 5; } else { return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR); } // 计算武将可以升的级数 let hero = await HeroModel.findByHidAndRole(hid, roleId); - if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); - let {lv: playerLv} = await RoleModel.findByRoleId(roleId); - let {lv: oldLv, exp: oldExp} = hero; - if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER); - if(oldLv + addLv > playerLv ) addLv = playerLv - oldLv; + if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + let { lv: playerLv } = await RoleModel.findByRoleId(roleId); + let { lv: oldLv, exp: oldExp } = hero; + if (oldLv >= playerLv) return resResult(STATUS.ROLE_HERO_LV_OVER); + if (oldLv + addLv > playerLv) addLv = playerLv - oldLv; let nextExp = getHeroExpByLv(oldLv + addLv - 1); let needExp = nextExp - oldExp; @@ -177,16 +177,16 @@ export class HeroHandler { // 计算得材料可转换的经验 let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP); let material = new Array(); - for(let {id, count} of originalConsumes) { + for (let { id, count } of originalConsumes) { let dicGoods = gameData.goods.get(id); - if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let _count = Math.ceil(needExp/dicGoods.value); - if(_count < count) { - material.push({id, count: _count}); - newExp += dicGoods.value * _count; + if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); + let _count = Math.ceil(needExp / dicGoods.value); + if (_count < count) { + material.push({ id, count: _count }); + newExp += dicGoods.value * _count; break; } else { - material.push({id, count}); + material.push({ id, count }); newExp += dicGoods.value * count; } } @@ -196,12 +196,12 @@ export class HeroHandler { } let newLv = getHeroLvByExp(newExp); - + let costResult = await handleCost(roleId, sid, material); - if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let update = { - lv: playerLv > newLv?newLv: playerLv, + lv: playerLv > newLv ? newLv : playerLv, exp: newExp } @@ -210,65 +210,65 @@ export class HeroHandler { // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_LV, hero, [oldLv]); - const curHero = { - hid, lv : hero.lv, exp : hero.exp + const curHero = { + hid, lv: hero.lv, exp: hero.exp } return resResult(STATUS.SUCCESS, { curHero }); } // 武将升星 - public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) { + 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 funcs: number[] = session.get('funcs'); - let {hid, star, starStage} = msg; + 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 = gameData.hero.get(hid); - if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let {pieceId} = dicHero; - - let hero = await HeroModel.findByHidAndRole(hid, roleId); - if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); + let { pieceId } = dicHero; - let {star: oldStar, starStage: oldStarStage, quality} = hero; - if(oldStar != star || oldStarStage != starStage) { + let hero = await HeroModel.findByHidAndRole(hid, roleId); + 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) { + 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 curDicHeroStar = getHeroStarByQuality(quality, oldStar); - if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); + if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); + + let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]); + if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - 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; let update = { - star: isUpStar? oldStar + 1: oldStar, - starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1 + 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 + 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 // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_STAR_UP, hero); } - - const curHero = { - hid, - star : hero.star, - starStage : hero.starStage, - colorStar: hero.colorStar, + + const curHero = { + hid, + star: hero.star, + starStage: hero.starStage, + colorStar: hero.colorStar, colorStarStage: hero.colorStarStage } - return resResult(STATUS.SUCCESS, {isUpStar, curHero}); + return resResult(STATUS.SUCCESS, { isUpStar, curHero }); } // 武将升品 @@ -279,33 +279,33 @@ export class HeroHandler { let serverId: string = session.get('serverId'); let funcs: number[] = session.get('funcs'); - let {hid, quality} = msg; + let { hid, quality } = msg; let dicHero = gameData.hero.get(hid); - if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); + if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 根据dic_hero 获得 碎片id - let {pieceId} = dicHero; - + let { pieceId } = dicHero; + let hero = await HeroModel.findByHidAndRole(hid, roleId); - if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); - let {quality: oldQuality, star} = hero; - if(quality != oldQuality) { + 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) { + if (oldQuality == HERO_GROW_MAX.QUALITY) { return resResult(STATUS.ROLE_QUALITY_REACH_MAX); } - if(star != HERO_GROW_MAX.STAR ) { + 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 const curDicHeroQualityUp = gameData.heroQualityUp.get(quality); - if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let {fragmentNum} = curDicHeroQualityUp; + if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND); + let { fragmentNum } = curDicHeroQualityUp; + + let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }]); + if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]); - if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, { quality: hero.quality + 1 }); @@ -314,16 +314,16 @@ export class HeroHandler { // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_UP, hero); - const curHero = { - hid, - quality : hero.quality + const curHero = { + hid, + quality: hero.quality } pushHeroQualityUpMsg(roleId, roleName, serverId, hero); - return resResult(STATUS.SUCCESS, {curHero}); + return resResult(STATUS.SUCCESS, { curHero }); } // 武将觉醒 - public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) { + public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); @@ -331,66 +331,66 @@ export class HeroHandler { let serverId: string = session.get('serverId'); let funcs: number[] = session.get('funcs'); - let {hid, colorStar, colorStarStage} = msg; + 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 = gameData.hero.get(hid); - if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let {pieceId} = dicHero; - - let hero = await HeroModel.findByHidAndRole(hid, roleId); - if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); + let { pieceId } = dicHero; - let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero; - if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) { + let hero = await HeroModel.findByHidAndRole(hid, roleId); + 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) { + if (star != HERO_GROW_MAX.STAR) { return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH); } - if(quality != HERO_GROW_MAX.QUALITY) { + 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 curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar) - if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); + if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let {fragmentNum, consume} = curDicHeroStar; + let { fragmentNum, consume } = curDicHeroStar; // console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr])) - let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consume]); - if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - + let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }, ...consume]); + if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + let isWakeUp = oldColorStar == 0; let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END; let update = { - colorStar: isUpStar? oldColorStar + 1: oldColorStar, - colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1 + 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 + 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 ; // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero); await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_WAKE_UP, 1, true, {}); } - const curHero = { - hid, - star : hero.star, - starStage : hero.starStage, - colorStar: hero.colorStar, + const curHero = { + hid, + star: hero.star, + starStage: hero.starStage, + colorStar: hero.colorStar, colorStarStage: hero.colorStarStage } - if(isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, hero); // 第一次觉醒 + if (isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, hero); // 第一次觉醒 pushHeroStarMax(roleId, roleName, serverId, hero); - return resResult(STATUS.SUCCESS, {isUpStar, curHero}); + return resResult(STATUS.SUCCESS, { isUpStar, curHero }); } //训练 - async heroJobTrain (msg: {hid:number}, session: BackendSession) { - let roleId: string = session.get('roleId'); + async heroJobTrain(msg: { hid: number }, session: BackendSession) { + let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let funcs: number[] = session.get('funcs'); let { hid } = msg; @@ -398,19 +398,19 @@ export class HeroHandler { 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 (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); - if (hero.jobStage >= ABI_STAGE.END) + if (hero.jobStage >= ABI_STAGE.END) return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE); if (hero.job >= getMaxGradeByjobClass(dicJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); - + let consume = new Array(); - if(dicJob.trainingConsume[hero.jobStage]) { + if (dicJob.trainingConsume[hero.jobStage]) { consume.push(dicJob.trainingConsume[hero.jobStage]); } let result = await handleCost(roleId, sid, consume); - if(!result) { + if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } @@ -422,31 +422,31 @@ export class HeroHandler { await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN, hero); await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN_SUM, 1, true, {}); - return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}}); - } + return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } }); + } //进阶 - async heroJobStageUp(msg: {hid:number}, session: BackendSession) { + async heroJobStageUp(msg: { hid: number }, session: BackendSession) { console.log(JSON.stringify([...gameData.jobClassMaxGrades])) let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let funcs: number[] = session.get('funcs'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); - if (!hero) + if (!hero) return resResult(STATUS.HERO_NOT_FIND); let curJob = hero.job; let heroJob = gameData.job.get(curJob); - if (heroJob.unlockLevel > hero.lv) + if (heroJob.unlockLevel > hero.lv) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); if (curJob >= getMaxGradeByjobClass(heroJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let result = await handleCost(roleId, sid, heroJob.upGradeConsume); - if(!result) { + if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); - if(!nextHeroJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); + if (!nextHeroJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); //重算战力并下发 let update = { @@ -457,7 +457,7 @@ export class HeroHandler { // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAGE_UP, hero); - return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage : hero.jobStage}}); + return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } }); } //激活羁绊 @@ -474,17 +474,17 @@ export class HeroHandler { let heroConnections: Connect[] = deepCopy(hero.connections); let curConnect = heroConnections.find(cur => cur.shipId == shipId); - if(!curConnect) { - curConnect = {shipId, level: 0}; + if (!curConnect) { + curConnect = { shipId, level: 0 }; heroConnections.push(curConnect); } if (curConnect.level >= shipHidAndLevel.level) { return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL); - } + } curConnect.level++; let level = curConnect.level; - + let friendShip = getFriendShipById(shipId, level); if (hero.star < friendShip.level) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); @@ -498,27 +498,27 @@ export class HeroHandler { 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: friendShip.costCoin}]); - if(!result) { + let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin }]); + if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]); - + // 任务 await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level }) - return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, connections : hero.connections}}); + return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, connections: hero.connections } }); } //赠送(包括一键赠送) - async heroGiveFavor(msg: {hid:number, type: number}, session: BackendSession) { + async heroGiveFavor(msg: { hid: number, type: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let funcs: number[] = session.get('funcs'); let { hid, type } = msg; let addLv = 0; - if(type == 1) { + if (type == 1) { addLv = 1; } else if (type == 5) { addLv = 5; @@ -532,14 +532,14 @@ export class HeroHandler { let { favourLv: oldLv, favour: oldExp } = hero; let maxLv = gameData.maxFriendShipLv; // 好感度最大等级 - if ( maxLv <= oldLv) + if (maxLv <= oldLv) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); // 计算武将可以升的级数 - if(oldLv + addLv > maxLv ) addLv = maxLv - oldLv; + if (oldLv + addLv > maxLv) addLv = maxLv - oldLv; let nextObj = gameData.friendShipLevelMap.get(oldLv + addLv - 1); - if(!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); + if (!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); let nextExp = nextObj.expSum; let needExp = nextExp - oldExp; let newExp = oldExp; @@ -547,16 +547,16 @@ export class HeroHandler { // 计算得材料可转换的经验 let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR); let material = new Array(); - for(let {id, count} of originalConsumes) { + for (let { id, count } of originalConsumes) { let dicGoods = gameData.goods.get(id); - if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); - let _count = Math.ceil(needExp/dicGoods.value); - if(_count < count) { - material.push({id, count: _count}); - newExp += dicGoods.value * _count; + if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); + let _count = Math.ceil(needExp / dicGoods.value); + if (_count < count) { + material.push({ id, count: _count }); + newExp += dicGoods.value * _count; break; } else { - material.push({id, count}); + material.push({ id, count }); newExp += dicGoods.value * count; } } @@ -566,15 +566,15 @@ export class HeroHandler { } let newLv = getFavourLvByExp(newExp); - + let result = await handleCost(roleId, sid, material); - if(!result) { + if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 if (oldLv != newLv) { - await unlockFigure(sid, roleId, [{type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]); + await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]); hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, { favour: newExp, favourLv: newLv }, [oldLv]); @@ -588,7 +588,7 @@ export class HeroHandler { } //穿带时装 - async heroWearSkin(msg: {id:number}, session: BackendSession) { + async heroWearSkin(msg: { id: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { id } = msg; @@ -599,7 +599,7 @@ export class HeroHandler { let heroSkins = deepCopy(hero.skins); - let result = false; + let result = false; let lastSkinId: number; for (let skin of heroSkins) { if (skin.id == id) { @@ -611,7 +611,7 @@ export class HeroHandler { } else { if (!!skin.enable) { lastSkinId = skin.id; - } + } skin.enable = false; } } @@ -619,6 +619,6 @@ export class HeroHandler { return resResult(STATUS.HERO_SKIN_NOT_FIND); } hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: heroSkins }, [id, lastSkinId]); - return resResult(STATUS.SUCCESS, {curHero: {hid : hero.hid, skins : hero.skins} }); + return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, skins: hero.skins } }); } }