活动:奖励英雄数据结构错误

This commit is contained in:
qiaoxin
2021-04-25 18:01:48 +08:00
parent 8cb2ba2a8b
commit 5e43bcfe83

View File

@@ -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<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;
}
}
@@ -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<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 } });
}
}