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
@@ -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 { handleCost, addItems, unlockFigure, createHero } from '../../../services/rewardService';
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService'; import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util'; import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode'; import { STATUS } from '../../../consts/statusCode';
import { HeroModel, Connect } from '../../../db/Hero'; 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 { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item'; import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data'; 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 { Rank } from '../../../services/rankService';
import { checkTaskWithHero, checkTask } from '../../../services/taskService'; import { checkTaskWithHero, checkTask } from '../../../services/taskService';
export default function(app: Application) { export default function (app: Application) {
return new HeroHandler(app); return new HeroHandler(app);
} }
@@ -28,9 +28,9 @@ export class HeroHandler {
private channelService: ChannelService = this.app.get('channelService'); 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(); let roles = await RoleModel.find({}).lean();
for(let role of roles) { for (let role of roles) {
let { roleId, attr: roleAttr, topLineup } = role; let { roleId, attr: roleAttr, topLineup } = role;
let heros = await HeroModel.findByRole(roleId); let heros = await HeroModel.findByRole(roleId);
let sumCe = 0; let sumCe = 0;
@@ -38,7 +38,7 @@ export class HeroHandler {
let pvpdefense = await PvpDefenseModel.findByRoleId(roleId); let pvpdefense = await PvpDefenseModel.findByRoleId(roleId);
let { heroes: defHeroes } = pvpdefense; let { heroes: defHeroes } = pvpdefense;
for(let hero of heros) { for (let hero of heros) {
let { hid, attr: heroAttr } = hero; let { hid, attr: heroAttr } = hero;
let attr = new Attribute(); let attr = new Attribute();
attr.setByDbData(roleAttr, heroAttr); attr.setByDbData(roleAttr, heroAttr);
@@ -46,10 +46,10 @@ export class HeroHandler {
await HeroModel.updateHeroInfo(roleId, hid, { ce, historyCe: ce }); await HeroModel.updateHeroInfo(roleId, hid, { ce, historyCe: ce });
sumCe += ce; sumCe += ce;
let curHero = topLineup.find(cur => cur.hid == hid); 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); let curDefHero = defHeroes.find(cur => cur.actorId == hid);
if(curDefHero) curDefHero.ce = ce; if (curDefHero) curDefHero.ce = ce;
console.log(roleId, hid, ce, sumCe) console.log(roleId, hid, ce, sumCe)
} }
let topLineupCe = topLineup.reduce((pre, cur) => { 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 // ! 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 roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
@@ -79,7 +79,7 @@ export class HeroHandler {
if (!dicHero) return resResult(STATUS.HERO_NOT_FIND); if (!dicHero) return resResult(STATUS.HERO_NOT_FIND);
await addItems(roleId, roleName, sid, [{ await addItems(roleId, roleName, sid, [{
id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END
}] ); }]);
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND); if (!hero) return resResult(STATUS.HERO_NOT_FIND);
@@ -92,15 +92,15 @@ export class HeroHandler {
return resResult(STATUS.SUCCESS); 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 roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let {id, count} = msg; let { id, count } = msg;
//let result = await handleCost(roleId, sid, [{id, count}] ); //let result = await handleCost(roleId, sid, [{id, count}] );
let items = [{id, count}]; let items = [{ id, count }];
let role = await RoleModel.findByRoleId(roleId); let role = await RoleModel.findByRoleId(roleId);
if (id == 999999) { if (id == 999999) {
items = getDropItems(); items = getDropItems();
@@ -111,43 +111,43 @@ export class HeroHandler {
await RoleModel.updateRoleInfo(roleId, role); await RoleModel.updateRoleInfo(roleId, role);
} }
} }
let result = await addItems(roleId, roleName, sid, items ); let result = await addItems(roleId, roleName, sid, items);
if(!result) { if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); 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 // 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 roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let serverId: number = session.get('serverId'); let serverId: number = session.get('serverId');
let funcs: number[] = session.get('funcs'); let funcs: number[] = session.get('funcs');
let {hid} = msg; let { hid } = msg;
// 检查是否存在武将 // 检查是否存在武将
let hasHero = await HeroModel.findByHidAndRole(hid, roleId); 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 // 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); let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {pieceId, quality, pieceCount} = dicHero; let { pieceId, quality, pieceCount } = dicHero;
// 碎片数量是否足够 // 碎片数量是否足够
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]); let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: pieceCount }]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero // 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]); pushComposeOrangeHero(roleId, roleName, serverId, heroes[0]);
return resResult(STATUS.SUCCESS, {curHero: heroes[0]}); return resResult(STATUS.SUCCESS, { curHero: heroes[0] });
} }
// 武将升级 // 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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs'); let funcs: number[] = session.get('funcs');
@@ -155,20 +155,20 @@ export class HeroHandler {
let { hid, type } = msg; let { hid, type } = msg;
let addLv = 0; let addLv = 0;
if(type == 1) { if (type == 1) {
addLv = 1; addLv = 1;
} else if(type == 5) { } else if (type == 5) {
addLv = 5; addLv = 5;
} else { } else {
return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR); return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
} }
// 计算武将可以升的级数 // 计算武将可以升的级数
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {lv: playerLv} = await RoleModel.findByRoleId(roleId); let { lv: playerLv } = await RoleModel.findByRoleId(roleId);
let {lv: oldLv, exp: oldExp} = hero; let { lv: oldLv, exp: oldExp } = hero;
if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER); if (oldLv >= playerLv) return resResult(STATUS.ROLE_HERO_LV_OVER);
if(oldLv + addLv > playerLv ) addLv = playerLv - oldLv; if (oldLv + addLv > playerLv) addLv = playerLv - oldLv;
let nextExp = getHeroExpByLv(oldLv + addLv - 1); let nextExp = getHeroExpByLv(oldLv + addLv - 1);
let needExp = nextExp - oldExp; let needExp = nextExp - oldExp;
@@ -177,16 +177,16 @@ export class HeroHandler {
// 计算得材料可转换的经验 // 计算得材料可转换的经验
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP); let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP);
let material = new Array<RewardInter>(); let material = new Array<RewardInter>();
for(let {id, count} of originalConsumes) { for (let { id, count } of originalConsumes) {
let dicGoods = gameData.goods.get(id); let dicGoods = gameData.goods.get(id);
if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let _count = Math.ceil(needExp/dicGoods.value); let _count = Math.ceil(needExp / dicGoods.value);
if(_count < count) { if (_count < count) {
material.push({id, count: _count}); material.push({ id, count: _count });
newExp += dicGoods.value * _count; newExp += dicGoods.value * _count;
break; break;
} else { } else {
material.push({id, count}); material.push({ id, count });
newExp += dicGoods.value * count; newExp += dicGoods.value * count;
} }
} }
@@ -198,10 +198,10 @@ export class HeroHandler {
let newLv = getHeroLvByExp(newExp); let newLv = getHeroLvByExp(newExp);
let costResult = await handleCost(roleId, sid, material); 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 = { let update = {
lv: playerLv > newLv?newLv: playerLv, lv: playerLv > newLv ? newLv : playerLv,
exp: newExp exp: newExp
} }
@@ -211,51 +211,51 @@ export class HeroHandler {
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_LV, hero, [oldLv]); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_LV, hero, [oldLv]);
const curHero = { const curHero = {
hid, lv : hero.lv, exp : hero.exp hid, lv: hero.lv, exp: hero.exp
} }
return resResult(STATUS.SUCCESS, { curHero }); return resResult(STATUS.SUCCESS, { curHero });
} }
// 武将升星 // 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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs'); 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 // 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); let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {pieceId} = dicHero; let { pieceId } = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {star: oldStar, starStage: oldStarStage, quality} = hero; let { star: oldStar, starStage: oldStarStage, quality } = hero;
if(oldStar != star || oldStarStage != starStage) { if (oldStar != star || oldStarStage != starStage) {
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
} }
if(oldStar == HERO_GROW_MAX.STAR) { if (oldStar == HERO_GROW_MAX.STAR) {
return resResult(STATUS.ROLE_STAR_REACH_MAX); 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 // 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); 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}]); let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpStar = oldStarStage + 1 == ABI_STAGE.END; let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
let update = { let update = {
star: isUpStar? oldStar + 1: oldStar, star: isUpStar ? oldStar + 1 : oldStar,
starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1 starStage: isUpStar ? ABI_STAGE.START : oldStarStage + 1
} }
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update); hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
if(isUpStar) { 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 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 // 任务
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero);
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_STAR_UP, hero); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_STAR_UP, hero);
@@ -263,12 +263,12 @@ export class HeroHandler {
const curHero = { const curHero = {
hid, hid,
star : hero.star, star: hero.star,
starStage : hero.starStage, starStage: hero.starStage,
colorStar: hero.colorStar, colorStar: hero.colorStar,
colorStarStage: hero.colorStarStage colorStarStage: hero.colorStarStage
} }
return resResult(STATUS.SUCCESS, {isUpStar, curHero}); return resResult(STATUS.SUCCESS, { isUpStar, curHero });
} }
// 武将升品 // 武将升品
@@ -279,32 +279,32 @@ export class HeroHandler {
let serverId: string = session.get('serverId'); let serverId: string = session.get('serverId');
let funcs: number[] = session.get('funcs'); let funcs: number[] = session.get('funcs');
let {hid, quality} = msg; let { hid, quality } = msg;
let dicHero = gameData.hero.get(hid); 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 // 根据dic_hero 获得 碎片id
let {pieceId} = dicHero; let { pieceId } = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {quality: oldQuality, star} = hero; let { quality: oldQuality, star } = hero;
if(quality != oldQuality) { if (quality != oldQuality) {
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
} }
if(oldQuality == HERO_GROW_MAX.QUALITY) { if (oldQuality == HERO_GROW_MAX.QUALITY) {
return resResult(STATUS.ROLE_QUALITY_REACH_MAX); 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); return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
} }
// 根据dic_zyz_hero_quality_up 获得需要的材料 // 根据dic_zyz_hero_quality_up 获得需要的材料
const curDicHeroQualityUp = gameData.heroQualityUp.get(quality); const curDicHeroQualityUp = gameData.heroQualityUp.get(quality);
if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {fragmentNum} = curDicHeroQualityUp; let { fragmentNum } = curDicHeroQualityUp;
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]); let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, { hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
quality: hero.quality + 1 quality: hero.quality + 1
@@ -316,14 +316,14 @@ export class HeroHandler {
const curHero = { const curHero = {
hid, hid,
quality : hero.quality quality: hero.quality
} }
pushHeroQualityUpMsg(roleId, roleName, serverId, hero); pushHeroQualityUpMsg(roleId, roleName, serverId, hero);
return resResult(STATUS.SUCCESS, {curHero}); return resResult(STATUS.SUCCESS, { curHero });
} }
// 武将觉醒 // 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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
@@ -331,46 +331,46 @@ export class HeroHandler {
let serverId: string = session.get('serverId'); let serverId: string = session.get('serverId');
let funcs: number[] = session.get('funcs'); 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 // 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); let dicHero = gameData.hero.get(hid);
if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let {pieceId} = dicHero; let { pieceId } = dicHero;
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero; let { colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality } = hero;
if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) { if (colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
return resResult(STATUS.WRONG_PARMS); 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); 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); 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 // 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) 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])) // console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consume]); let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }, ...consume]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isWakeUp = oldColorStar == 0; let isWakeUp = oldColorStar == 0;
let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END; let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END;
let update = { let update = {
colorStar: isUpStar? oldColorStar + 1: oldColorStar, colorStar: isUpStar ? oldColorStar + 1 : oldColorStar,
colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1 colorStarStage: isUpStar ? ABI_STAGE.START : oldColorStarStage + 1
} }
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update); hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
if(isUpStar) { 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 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 // 任务
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero);
@@ -378,19 +378,19 @@ export class HeroHandler {
} }
const curHero = { const curHero = {
hid, hid,
star : hero.star, star: hero.star,
starStage : hero.starStage, starStage: hero.starStage,
colorStar: hero.colorStar, colorStar: hero.colorStar,
colorStarStage: hero.colorStarStage 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); pushHeroStarMax(roleId, roleName, serverId, hero);
return resResult(STATUS.SUCCESS, {isUpStar, curHero}); return resResult(STATUS.SUCCESS, { isUpStar, curHero });
} }
//训练 //训练
async heroJobTrain (msg: {hid:number}, session: BackendSession) { async heroJobTrain(msg: { hid: number }, session: BackendSession) {
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs'); let funcs: number[] = session.get('funcs');
let { hid } = msg; let { hid } = msg;
@@ -398,7 +398,7 @@ export class HeroHandler {
if (!hero) return resResult(STATUS.HERO_NOT_FIND); if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicJob = gameData.job.get(hero.job); 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); return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
@@ -406,11 +406,11 @@ export class HeroHandler {
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let consume = new Array<RewardInter>(); let consume = new Array<RewardInter>();
if(dicJob.trainingConsume[hero.jobStage]) { if (dicJob.trainingConsume[hero.jobStage]) {
consume.push(dicJob.trainingConsume[hero.jobStage]); consume.push(dicJob.trainingConsume[hero.jobStage]);
} }
let result = await handleCost(roleId, sid, consume); let result = await handleCost(roleId, sid, consume);
if(!result) { if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
@@ -422,11 +422,11 @@ export class HeroHandler {
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN, hero); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN, hero);
await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN_SUM, 1, true, {}); 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 //进阶
async heroJobStageUp(msg: {hid:number}, session: BackendSession) { async heroJobStageUp(msg: { hid: number }, session: BackendSession) {
console.log(JSON.stringify([...gameData.jobClassMaxGrades])) console.log(JSON.stringify([...gameData.jobClassMaxGrades]))
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
@@ -442,11 +442,11 @@ export class HeroHandler {
if (curJob >= getMaxGradeByjobClass(heroJob.job_class)) if (curJob >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let result = await handleCost(roleId, sid, heroJob.upGradeConsume); let result = await handleCost(roleId, sid, heroJob.upGradeConsume);
if(!result) { if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); 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 //重算战力并下发
let update = { let update = {
@@ -457,7 +457,7 @@ export class HeroHandler {
// 任务 // 任务
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAGE_UP, hero); 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 //激活羁绊
@@ -474,8 +474,8 @@ export class HeroHandler {
let heroConnections: Connect[] = deepCopy(hero.connections); let heroConnections: Connect[] = deepCopy(hero.connections);
let curConnect = heroConnections.find(cur => cur.shipId == shipId); let curConnect = heroConnections.find(cur => cur.shipId == shipId);
if(!curConnect) { if (!curConnect) {
curConnect = {shipId, level: 0}; curConnect = { shipId, level: 0 };
heroConnections.push(curConnect); heroConnections.push(curConnect);
} }
if (curConnect.level >= shipHidAndLevel.level) { if (curConnect.level >= shipHidAndLevel.level) {
@@ -498,8 +498,8 @@ export class HeroHandler {
if (member.star < friendShip.level) if (member.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_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}]); let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin }]);
if(!result) { if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
//重算战力并下发 //重算战力并下发
@@ -507,18 +507,18 @@ export class HeroHandler {
// 任务 // 任务
await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level }) 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) //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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs'); let funcs: number[] = session.get('funcs');
let { hid, type } = msg; let { hid, type } = msg;
let addLv = 0; let addLv = 0;
if(type == 1) { if (type == 1) {
addLv = 1; addLv = 1;
} else if (type == 5) { } else if (type == 5) {
addLv = 5; addLv = 5;
@@ -532,14 +532,14 @@ export class HeroHandler {
let { favourLv: oldLv, favour: oldExp } = hero; let { favourLv: oldLv, favour: oldExp } = hero;
let maxLv = gameData.maxFriendShipLv; // 好感度最大等级 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); return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
// 计算武将可以升的级数 // 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); 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 nextExp = nextObj.expSum;
let needExp = nextExp - oldExp; let needExp = nextExp - oldExp;
let newExp = oldExp; let newExp = oldExp;
@@ -547,16 +547,16 @@ export class HeroHandler {
// 计算得材料可转换的经验 // 计算得材料可转换的经验
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR); let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR);
let material = new Array<RewardInter>(); let material = new Array<RewardInter>();
for(let {id, count} of originalConsumes) { for (let { id, count } of originalConsumes) {
let dicGoods = gameData.goods.get(id); let dicGoods = gameData.goods.get(id);
if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let _count = Math.ceil(needExp/dicGoods.value); let _count = Math.ceil(needExp / dicGoods.value);
if(_count < count) { if (_count < count) {
material.push({id, count: _count}); material.push({ id, count: _count });
newExp += dicGoods.value * _count; newExp += dicGoods.value * _count;
break; break;
} else { } else {
material.push({id, count}); material.push({ id, count });
newExp += dicGoods.value * count; newExp += dicGoods.value * count;
} }
} }
@@ -568,13 +568,13 @@ export class HeroHandler {
let newLv = getFavourLvByExp(newExp); let newLv = getFavourLvByExp(newExp);
let result = await handleCost(roleId, sid, material); let result = await handleCost(roleId, sid, material);
if(!result) { if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
//重算战力并下发 //重算战力并下发
if (oldLv != newLv) { 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, { hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
favour: newExp, favourLv: newLv favour: newExp, favourLv: newLv
}, [oldLv]); }, [oldLv]);
@@ -588,7 +588,7 @@ export class HeroHandler {
} }
//穿带时装 //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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let { id } = msg; let { id } = msg;
@@ -619,6 +619,6 @@ export class HeroHandler {
return resResult(STATUS.HERO_SKIN_NOT_FIND); return resResult(STATUS.HERO_SKIN_NOT_FIND);
} }
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: heroSkins }, [id, lastSkinId]); 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 } });
} }
} }