活动:奖励英雄数据结构错误
This commit is contained in:
@@ -1,10 +1,10 @@
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import {Application, BackendSession, ChannelService} from 'pinus';
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import { Application, BackendSession, ChannelService } from 'pinus';
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import { handleCost, addItems, unlockFigure, createHero } from '../../../services/rewardService';
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import { HeroModel, Connect } from '../../../db/Hero';
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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';
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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';
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data';
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@@ -18,7 +18,7 @@ import { nowSeconds } from '../../../pubUtils/timeUtil';
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import { Rank } from '../../../services/rankService';
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import { checkTaskWithHero, checkTask } from '../../../services/taskService';
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export default function(app: Application) {
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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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@@ -28,9 +28,9 @@ export class HeroHandler {
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private channelService: ChannelService = this.app.get('channelService');
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public async test(msg: { }, session: BackendSession) {
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public async test(msg: {}, session: BackendSession) {
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let roles = await RoleModel.find({}).lean();
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for(let role of roles) {
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for (let role of roles) {
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let { roleId, attr: roleAttr, topLineup } = role;
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let heros = await HeroModel.findByRole(roleId);
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let sumCe = 0;
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@@ -38,7 +38,7 @@ export class HeroHandler {
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let pvpdefense = await PvpDefenseModel.findByRoleId(roleId);
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let { heroes: defHeroes } = pvpdefense;
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for(let hero of heros) {
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for (let hero of heros) {
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let { hid, attr: heroAttr } = hero;
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let attr = new Attribute();
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attr.setByDbData(roleAttr, heroAttr);
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@@ -46,10 +46,10 @@ export class HeroHandler {
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await HeroModel.updateHeroInfo(roleId, hid, { ce, historyCe: ce });
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sumCe += ce;
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let curHero = topLineup.find(cur => cur.hid == hid);
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if(curHero) curHero.ce = ce;
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if (curHero) curHero.ce = ce;
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let curDefHero = defHeroes.find(cur => cur.actorId == hid);
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if(curDefHero) curDefHero.ce = ce;
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if (curDefHero) curDefHero.ce = ce;
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console.log(roleId, hid, ce, sumCe)
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}
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let topLineupCe = topLineup.reduce((pre, cur) => {
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@@ -65,7 +65,7 @@ export class HeroHandler {
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}
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// ! 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
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public async testCleanUp(msg: {magicWord: string, hid: number}, session: BackendSession) {
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public async testCleanUp(msg: { magicWord: string, 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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@@ -79,7 +79,7 @@ export class HeroHandler {
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if (!dicHero) return resResult(STATUS.HERO_NOT_FIND);
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await addItems(roleId, roleName, sid, [{
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id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END
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}] );
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}]);
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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@@ -92,15 +92,15 @@ export class HeroHandler {
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return resResult(STATUS.SUCCESS);
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}
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public async addItem(msg: { id: number, count: number}, session: BackendSession) {
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public async addItem(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 { id, count } = msg;
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//let result = await handleCost(roleId, sid, [{id, count}] );
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let items = [{id, count}];
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let items = [{ id, count }];
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let role = await RoleModel.findByRoleId(roleId);
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if (id == 999999) {
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items = getDropItems();
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@@ -110,44 +110,44 @@ export class HeroHandler {
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role.exp = roleLvInfo.sum;
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await RoleModel.updateRoleInfo(roleId, role);
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}
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}
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let result = await addItems(roleId, roleName, sid, items );
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if(!result) {
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}
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let result = await addItems(roleId, roleName, sid, items);
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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,{goods: result, lv: role.lv, exp: role.exp});
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return resResult(STATUS.SUCCESS, { goods: result, lv: role.lv, exp: role.exp });
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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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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 funcs: number[] = session.get('funcs');
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let {hid} = msg;
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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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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 = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {pieceId, quality, pieceCount} = dicHero;
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if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { pieceId, quality, pieceCount } = 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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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 { heroes } = await createHero(roleId, roleName, sid, serverId, funcs, { hid });
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let { heroes } = await createHero(roleId, roleName, sid, serverId, funcs, { hid, count: 1 });
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pushComposeOrangeHero(roleId, roleName, serverId, heroes[0]);
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return resResult(STATUS.SUCCESS, {curHero: heroes[0]});
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return resResult(STATUS.SUCCESS, { curHero: heroes[0] });
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}
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// 武将升级
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public async lvUp(msg: { hid: number, type: number}, session: BackendSession) {
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public async lvUp(msg: { hid: number, type: 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 funcs: number[] = session.get('funcs');
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@@ -155,20 +155,20 @@ export class HeroHandler {
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let { hid, type } = msg;
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let addLv = 0;
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if(type == 1) {
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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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} 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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// 计算武将可以升的级数
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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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 >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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if(oldLv + addLv > playerLv ) addLv = playerLv - oldLv;
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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 >= playerLv) return resResult(STATUS.ROLE_HERO_LV_OVER);
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if (oldLv + addLv > playerLv) addLv = playerLv - oldLv;
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let nextExp = getHeroExpByLv(oldLv + addLv - 1);
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let needExp = nextExp - oldExp;
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@@ -177,16 +177,16 @@ export class HeroHandler {
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// 计算得材料可转换的经验
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let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP);
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let material = new Array<RewardInter>();
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for(let {id, count} of originalConsumes) {
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for (let { id, count } of originalConsumes) {
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let _count = Math.ceil(needExp/dicGoods.value);
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if(_count < count) {
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material.push({id, count: _count});
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newExp += dicGoods.value * _count;
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if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let _count = Math.ceil(needExp / dicGoods.value);
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if (_count < count) {
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material.push({ id, count: _count });
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newExp += dicGoods.value * _count;
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break;
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} else {
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material.push({id, count});
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material.push({ id, count });
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newExp += dicGoods.value * count;
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}
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}
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@@ -196,12 +196,12 @@ export class HeroHandler {
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}
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let newLv = getHeroLvByExp(newExp);
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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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if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let update = {
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lv: playerLv > newLv?newLv: playerLv,
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lv: playerLv > newLv ? newLv : playerLv,
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exp: newExp
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}
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@@ -210,65 +210,65 @@ export class HeroHandler {
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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_LV, hero, [oldLv]);
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const curHero = {
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hid, lv : hero.lv, exp : hero.exp
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const curHero = {
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hid, lv: hero.lv, exp: hero.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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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 funcs: number[] = session.get('funcs');
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let {hid, star, starStage} = msg;
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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 = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let { pieceId } = dicHero;
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let {star: oldStar, starStage: oldStarStage, quality} = hero;
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if(oldStar != star || oldStarStage != starStage) {
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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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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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 curDicHeroStar = getHeroStarByQuality(quality, oldStar);
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if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_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 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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let update = {
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star: isUpStar? oldStar + 1: oldStar,
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starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1
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star: isUpStar ? oldStar + 1 : oldStar,
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starStage: isUpStar ? ABI_STAGE.START : oldStarStage + 1
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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if(isUpStar) {
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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
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if (isUpStar) {
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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
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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero);
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_STAR_UP, hero);
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}
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const curHero = {
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hid,
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star : hero.star,
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starStage : hero.starStage,
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colorStar: hero.colorStar,
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const curHero = {
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hid,
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star: hero.star,
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starStage: hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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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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@@ -279,33 +279,33 @@ export class HeroHandler {
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let serverId: string = session.get('serverId');
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let funcs: number[] = session.get('funcs');
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let {hid, quality} = msg;
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let { hid, quality } = msg;
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let dicHero = gameData.hero.get(hid);
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if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (!dicHero) return resResult(STATUS.DIC_DATA_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 { pieceId } = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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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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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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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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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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const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let {fragmentNum} = curDicHeroQualityUp;
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if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_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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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 = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
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quality: hero.quality + 1
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});
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@@ -314,16 +314,16 @@ export class HeroHandler {
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// 任务
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await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_UP, hero);
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const curHero = {
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hid,
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quality : hero.quality
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const curHero = {
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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<RewardInter>();
|
||||
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<RewardInter>();
|
||||
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 } });
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user