addItem goodType修改

This commit is contained in:
luying
2020-12-18 17:13:49 +08:00
parent f2c124a6e4
commit 623e760005
13 changed files with 187 additions and 242 deletions

View File

@@ -13,7 +13,7 @@ import { Application, BackendSession } from 'pinus';
import { resResult, getRandomByLen, calculateNum, getRandValue, ratioReward } from '../../../pubUtils/util';
import { RoleStatus } from '../../../db/ComBattleTeam';
import { ItemModel } from '../../../db/Item';
import { handleFixedReward, handleReward } from '../../../services/rewardService';
import { handleFixedReward, addItems } from '../../../services/rewardService';
import { checkRoleInQueue, getTeamSearchByQuality, rmRoleFromQueue, setTeamSearchReq } from '../../../services/redisService';
import { transBossHpArr } from '../../../services/battleService';
import { getRandBlueprtId, getRandComBtlRobots, checkComBattleResult, clearComBtlTimer, getRealReward, getAssistTimesByQuality, getFrd } from '../../../services/comBattleService';
@@ -692,7 +692,8 @@ export class ComBattleHandler {
*/
async comBattleEnd(msg: {teamCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let { teamCode } = msg;
let team = await ComBattleTeamModel.getTeamByCode(teamCode);
if (!team || team.status !== COM_TEAM_STATUS.WIN) return resResult(STATUS.COM_BATTLE_REWARD_ERR);
@@ -718,10 +719,10 @@ export class ComBattleHandler {
}
await ComBattleTeamModel.updateRewardSt(teamCode, roleId, true);
const goods = await handleFixedReward(roleId, roleName, roleSt.fixReward, 1);
const goods = await handleFixedReward(roleId, roleName, sid, roleSt.fixReward, 1);
let actordata = await roleLevelup(roleId, warInfo.kingExp, this.app, session);// 主公升级经验
return resResult(STATUS.SUCCESS, { ...goods, ...actordata, teamInfo: {status, teamCode, roleStatus, bossHpArr} });
return resResult(STATUS.SUCCESS, { goods, ...actordata, teamInfo: {status, teamCode, roleStatus, bossHpArr} });
}
async getComBtlStatus(msg: {teamCode: string}, session: BackendSession) {
@@ -780,6 +781,8 @@ export class ComBattleHandler {
async composeBlueprt(msg: {original: Array<{id: number, count: number}>}, session: BackendSession) {
const roleId = session.get('roleId');
const roleName = session.get('roleName');
const sid = session.get('sid');
const { original } = msg;
// 原材料检查
@@ -817,9 +820,9 @@ export class ComBattleHandler {
const targetList = getBluePrtByQuality(dicCompose.targetQuality);
const target = getRandomByLen(targetList);
const reward = [{gid: target, count: 1}];
const goods = await handleReward(roleId, roleName, reward);
const goods = await addItems(roleId, roleName, sid, reward);
return resResult(STATUS.SUCCESS, { ...goods, costGold: 0 });
return resResult(STATUS.SUCCESS, { goods, costGold: 0 });
}
}

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@@ -78,6 +78,7 @@ export class EventBattleHandler {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let eventStatus = session.get('eventStatus');
let sid = session.get('sid');
let event = await EventRecordModel.getEventRecordByCode(roleId, eventCode);
if(!event) {
@@ -109,7 +110,7 @@ export class EventBattleHandler {
let result = await EventRecordModel.setStatusByCode(roleId, eventCode, isSuccess?EVENT_RECORD_STATUS.SUCCESS_RECEIVED:EVENT_RECORD_STATUS.FAIL_RECEIVED);
// 保存奖励
let rewardStr = isSuccess?curEvent.winReward:curEvent.loseReward;
let goods = await handleFixedReward(roleId, roleName, rewardStr, 1);
let goods = await handleFixedReward(roleId, roleName, sid, rewardStr, 1);
if(eventStatus == EVENT_STATUS.STARTING) { // 如果是第一次开启的挑战,保存成开启状态
await RoleModel.setEventStatus(roleId, EVENT_STATUS.OPEN);
// 第一场时间挑战完,开始正常刷新事件,所以刷新时间也重置起来
@@ -123,7 +124,7 @@ export class EventBattleHandler {
eventCode: result.eventCode,
eventId: result.eventId,
status: result.status,
...goods
goods
});
}
}

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@@ -210,6 +210,7 @@ export class ExpeditionBattleHandler {
const { expeditionCode, battleCode, battleId, expeditionId, isSuccess, heroes, star, enemies } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let warInfo = getWarById(battleId);
if(!warInfo) {
@@ -259,7 +260,7 @@ export class ExpeditionBattleHandler {
let { expeditionPoint = 0 } = role;
// 关卡奖励
let warReward = new WarReward(roleId, roleName, battleId, isSuccess);
let warReward = new WarReward(roleId, roleName, sid, battleId, isSuccess);
let reward = await warReward.saveReward(1);
let actordata = await roleLevelup(roleId, isSuccess?warInfo.kingExp:0, this.app, session);// 主公升级经验
@@ -272,7 +273,7 @@ export class ExpeditionBattleHandler {
expeditionCode, expeditionId,
battleCode, battleId,
battleStatus: expeditionWarRecord.battleStatus,
...reward,
goods: reward,
apJson,
expeditionPoint,
...actordata
@@ -288,6 +289,7 @@ export class ExpeditionBattleHandler {
const { point } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let role = await RoleModel.findByRoleId(roleId);
let {expeditionPoint} = role;
@@ -325,12 +327,12 @@ export class ExpeditionBattleHandler {
}
let pointRewards = await getPointRewardStatus(roleId);
let goods = await handleFixedReward(roleId, roleName, curDicExpeditionPoint.reward, 1);
let goods = await handleFixedReward(roleId, roleName, sid, curDicExpeditionPoint.reward, 1);
return resResult(STATUS.SUCCESS, {
costPoint: hasReceivedAll?maxPoint: 0,
pointRewards,
...goods
goods
})
}

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@@ -191,7 +191,7 @@ export class NormalBattleHandler {
let channelService = this.app.get('channelService');
let warReward = new WarReward(roleId, roleName, battleId, isSuccess);
let warReward = new WarReward(roleId, roleName, sid, battleId, isSuccess);
let dailyNum = {};
let towerStatus = null;
@@ -254,7 +254,7 @@ export class NormalBattleHandler {
// towerStatus: false-本层未通过, true-本层已通过
return resResult(STATUS.SUCCESS, {
battleCode, battleId, status,
...reward,
goods: reward,
apJson,
towerStatus, dailyNum, dungeonNum,
...actordata
@@ -266,6 +266,7 @@ export class NormalBattleHandler {
const { battleId, count } = msg;
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let warInfo = getWarById(battleId);
if(!warInfo) {
return resResult(STATUS.BATTLE_MISS_INFO);
@@ -305,7 +306,7 @@ export class NormalBattleHandler {
}
// 发奖励
let warReward = new WarReward(roleId, roleName, battleId, true);
let warReward = new WarReward(roleId, roleName, sid, battleId, true);
let result = await warReward.saveReward(count);
let actordata = await roleLevelup(roleId, warInfo.kingExp * count, this.app, session)// 主公升级经验
@@ -322,7 +323,7 @@ export class NormalBattleHandler {
return resResult(STATUS.SUCCESS, {
battleId, count,
...result,
goods: result,
apJson,
dailyNum, dungeonNum,
...actordata

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@@ -9,7 +9,7 @@ import { Application, BackendSession } from 'pinus';
import { getTaskById, getTowerDataByLv } from '../../../pubUtils/gamedata';
import { decodeArrayStr, resResult, shouldRefresh, calculateNum, getRefTime, genCode } from '../../../pubUtils/util';
import { calcuHangUpReward, checkTaskConditions, checkHangUpSpdUpCnt, createCurTasks, treatTask, getRemainTime, getTasksReward, getTaskStatus, getDoingOrWaitingTasks } from '../../../services/battleService';
import { handleFixedReward, handleReward } from '../../../services/rewardService';
import { handleFixedReward, addItems } from '../../../services/rewardService';
import { checkBattleHeroes } from '../../../services/normalBattleService';
import { getRank, setRank, initRank, existsRank } from '../../../services/redisService';
@@ -97,21 +97,23 @@ export class TowerBattleHandler {
async recHangUpRewards(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
const result = await calcuHangUpReward(roleId);
if(result.status == -1) {
return result.resResult
}
let { timeReward, endLv, endTime, deltaTime, needReceiveGoods } = result.data;
const goods = await handleReward(roleId, roleName, timeReward);
const goods = await addItems(roleId, roleName, sid, timeReward);
await HangUpRecordModel.updateRec(roleId, roleName, endLv, endTime, needReceiveGoods);
return resResult(STATUS.SUCCESS, { endTime, hangUpPassTime: Math.floor((deltaTime%HANG_UP_CONSTS.UNIT_TIME)/1000), ...goods });
return resResult(STATUS.SUCCESS, { endTime, hangUpPassTime: Math.floor((deltaTime%HANG_UP_CONSTS.UNIT_TIME)/1000), goods });
}
async hangUpSpeedUp(msg: {speedUpCnt: number}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
if (msg.speedUpCnt <= 0) {
return resResult(STATUS.WRONG_PARMS);
}
@@ -137,12 +139,12 @@ export class TowerBattleHandler {
return resResult(STATUS.TOWER_HANG_UP_FAILED);
}
const spdUpRec = await HangUpSpdUpRecModel.updateRec(roleId, roleName, msg.speedUpCnt, endLv, needReceiveGoods);
const goods = await handleReward(roleId, roleName, timeReward);
const goods = await addItems(roleId, roleName, sid, timeReward);
hangUpSpdUpCnt -= msg.speedUpCnt;
let num = HANG_UP_CONSTS.MAX_SPD_UP_CNT - hangUpSpdUpCnt + 1;
let nextCostGold = calculateNum(GOLD_COST_RATIO.TOWER_HANG_SPDUP, {num}, 50);
return resResult(STATUS.SUCCESS, { ...goods, hangUpSpdUpCnt, nextCostGold, hangUpPassTime: Math.floor(deltaTime/1000), rewardLv: endLv, costGold });
return resResult(STATUS.SUCCESS, { goods, hangUpSpdUpCnt, nextCostGold, hangUpPassTime: Math.floor(deltaTime/1000), rewardLv: endLv, costGold });
}
getHangUpCost(originCnt: number, count: number) {
@@ -267,6 +269,7 @@ export class TowerBattleHandler {
async settleTask(msg: {batchCode: string, taskCode: string}, session: BackendSession) {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let allFlag = !msg.taskCode;
@@ -285,12 +288,12 @@ export class TowerBattleHandler {
let {completeTime, reward, termsForAdd, additionalReward} = getTaskById(task.taskId);
if (task.sendTime && task.sendTime.getTime() + completeTime * 1000 < curTime.getTime()) {
compTasks.push(task.taskCode);
const rewardGoods = await handleFixedReward(roleId, roleName, reward, 1);
goods = goods.concat(rewardGoods.goods);
const rewardGoods = await handleFixedReward(roleId, roleName, sid, reward, 1);
goods = goods.concat(rewardGoods);
if(termsForAdd) {
const result = await checkTaskConditions(roleId, task.heroes, termsForAdd);
const bonusGoods = await handleFixedReward(roleId, roleName, result?additionalReward:'', 1);
goods = goods.concat(bonusGoods.goods);
const bonusGoods = await handleFixedReward(roleId, roleName, sid, result?additionalReward:'', 1);
goods = goods.concat(bonusGoods);
}
}
}

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@@ -22,6 +22,17 @@ export class EquipHandler {
constructor(private app: Application) {
}
// 合成装备
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 goods = await addItems(roleId, roleName, sid, [{id, count}]);
return resResult(STATUS.SUCCESS, { goods });
}
// 合成装备
public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
let roleId: string = session.get('roleId');
@@ -192,7 +203,7 @@ export class EquipHandler {
return resResult(STATUS.SUCCESS, { isSuccess, curHero});
}
// 装备洗炼锁定消耗TODO
// 装备洗炼锁定
public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
@@ -207,10 +218,10 @@ export class EquipHandler {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
}
// TODO 锁
// let lock = 0;
// let result = await handleCost(roleId, sid, [{id: lock, count: 1}]);
// if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if(lock) { // 仅在上锁时消耗
let result = await handleCost(roleId, sid, []);
if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
let result = await EquipModel.lock(roleId, eid, id, lock);
if(!result) {
@@ -241,7 +252,7 @@ export class EquipHandler {
let {randomEffect} = dicGoods;
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
let hasReset = false;
let hasReset = false, lockNum = 0;
for(let i = 0; i < randSe.length; i++) {
if(!randSe[i].locked) {
let newPool = pool.filter(cur => !chosen.includes(cur.id));
@@ -252,6 +263,8 @@ export class EquipHandler {
randSe[i].seid = random.id;
randSe[i].rand = rand;
hasReset = true;
} else {
lockNum ++;
}
}
if(!hasReset) {
@@ -259,7 +272,11 @@ export class EquipHandler {
}
// TODO 消耗
let cost = [];
let cost = new Array<ItemInter>();
if(lockNum == 0) {
}
let result = await handleCost(roleId, sid, cost);
if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);

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@@ -7,7 +7,6 @@ import { TowerRecordModel } from './../db/TowerRecord';
import { RoleModel } from './../db/Role';
import { getHeroInfoById, getJobInfoById, getTowerDataByLv, getTaskById, getGamedata, getRandExpedition, getWarById, getWarJsons } from "../pubUtils/gamedata"
import { decodeArrayStr, shouldRefresh, resResult, decodeStr, cal, getRandomWithWeight, getRefTime, decodeStrSingle, genCode } from '../pubUtils/util';
import { handleFixedReward } from './rewardService';
import { STATUS } from '../consts/statusCode';
import { HangUpSpdUpRecModel } from '../db/HangUpSpdUpRec';
import { TowerTaskRecModel } from '../db/TowerTaskRec';

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@@ -1,6 +1,6 @@
import { GOOD_TYPE, ITID, CURRENCY, CURRENCY_TYPE, CONSUME_TYPE, getCurNameById } from './../consts';
import { ITID, CONSUME_TYPE, getCurNameById, ITEM_TABLE } from './../consts';
import { EquipModel } from './../db/Equip';
import { decodeStr, resResult } from '../pubUtils/util';
import { resResult, parseReward } from '../pubUtils/util';
import { getGoodById } from '../pubUtils/gamedata';
import { RoleModel } from '../db/Role';
import { setAp } from './actionPointService';
@@ -12,120 +12,15 @@ import { EquipInter, ItemInter, BagInter } from '../pubUtils/interface';
import { gameData } from '../pubUtils/data';
const _ = require('underscore');
export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) {
let reward = decodeStr('fixReward', rewardStr);
export async function handleFixedReward(roleId: string, roleName: string, sid: string, rewardStr: string, multi: number) {
let reward = parseReward(rewardStr);
let rewards = [];
for(let obj of reward)
rewards.push({ ...obj, count: Math.ceil(obj.count * multi)});
const result = await handleReward(roleId, roleName, reward);
const result = await addItems(roleId, roleName, sid, reward);
return result;
}
export async function handleReward(roleId: string, roleName: string, rewards: Array<{type?: number, gid: number, count: number, times?: number}>) {
let returnGoods = new Array(), getGold = 0, getCoin = 0, getAp = 0;
for(let goods of rewards) {
let goodInfo = getGoodById(goods.gid);
let result = new Array<any>()
if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
} else if(goodInfo.goodType == GOOD_TYPE.CONSUMES|| goodInfo.goodType == GOOD_TYPE.SCRIPT) { // 消耗品
let {type, isCurrency} = ITID.get(goodInfo.itid);
if(isCurrency) { // 货币
result = await rewardCurrency(roleId, goodInfo, {id: goods.gid, cnt: goods.count });
} else {
result = await rewardItems(roleId, roleName, goodInfo, type, {id: goods.gid, cnt: goods.count });
}
}
for(let obj of result) {
returnGoods.push({dropType: goods.type, times: goods.times, ...obj});
if(obj.isCurrency) {
if(obj.currencyType == CURRENCY_TYPE.GOLD) {
getGold += obj.count;
} else if (obj.currencyType == CURRENCY_TYPE.COIN) {
getCoin += obj.count;
} else if (obj.currencyType == CURRENCY_TYPE.ACTION_POINT) {
getAp += obj.count;
}
}
}
}
return {
goods: returnGoods,
getGold,
getCoin,
getAp
};
}
async function rewardWeapons (roleId: string, roleName: string, dicGood: any, weapon: {id:number,cnt:number }) {
let weaponsData = [];
let cnt = weapon.cnt;
// while (cnt > 0) {
// const seqId = await CounterModel.getNewCounter(COUNTER.EID);
// const equipInfo = {
// roleId,
// roleName,
// id: weapon.id,
// name: dicGood.name,
// seqId,
// quality: dicGood.lv,
// type: dicGood.goodType
// }
// const equip = await EquipModel.createEquip(equipInfo);
// cnt -= 1;
// weaponsData.push(equip);
// }
return weaponsData;
}
// 消耗品
async function rewardItems (roleId: string, roleName: string, dicGood: any, type: number, data: {id:number,cnt:number }) {
let goods = new Array();
let {id, cnt} = data;
let result = await ItemModel.increaseItem(roleId, id, cnt, {roleId, roleName, itemName: dicGood.name, id, type, hid: dicGood.hid||0});
if(result) {
goods.push({
id: id,
name: dicGood.name,
count: cnt,
type: dicGood.goodType,
isCurrency: false
});
}
return goods;
}
// 消耗品
async function rewardCurrency (roleId: string, dicGood: any, data: {id:number,cnt:number }) {
let goods = new Array();
let {id, cnt} = data;
let dicCurrency = CURRENCY.get(id);
if(dicCurrency.type == CURRENCY_TYPE.GOLD) { // 处理元宝
await RoleModel.addGoldFree(roleId, cnt);
} else if(dicCurrency.type == CURRENCY_TYPE.COIN) { // 处理铜币
await RoleModel.addCoin(roleId, cnt);
} else if(dicCurrency.type == CURRENCY_TYPE.ACTION_POINT) { // 处理体力
await setAp(Date.now(), roleId, cnt);
}
goods.push({
id: id,
name: dicGood.name,
count: cnt,
type: dicGood.goodType,
isCurrency: true,
currencyType: dicCurrency.type
});
return goods;
}
export async function handleCost(roleId: string, sid: string, goods: Array<ItemInter>) {
let currencysMap: any = {};
let equips: Array<number> = [];
@@ -173,15 +68,25 @@ export async function handleCost(roleId: string, sid: string, goods: Array<ItemI
function sortConsumes(goods: Array<ItemInter>, bags: Array<ItemInter>, currencysMap: any, equips: Array<number>) {
for (let good of goods) {
if (good.type == GOOD_TYPE.EQUIP) { // 装备
let goodInfo = getGoodById(good.id);
let {type, table } = ITID.get(goodInfo.itid);
if(table == ITEM_TABLE.EQUIP) {
if (!!good.seqId) {
equips.push(good.seqId);
} else {
return false;
}
} else {
let goodInfo = getGoodById(good.id);
let {type} = ITID.get(goodInfo.itid);
} else if (table == ITEM_TABLE.ITEM) {
let index = _.indexOf(bags, {id: good.id});
if (index > 0) {
bags[index].count = bags[index].count + good.count;
} else {
bags.push(good);
}
} else if (table == ITEM_TABLE.HERO) {
return false
} else if (table == ITEM_TABLE.ROLE) {
let curname = getCurNameById(goodInfo.good_id);
if (!!curname) {
if (curname != 'ap') {
@@ -189,15 +94,6 @@ function sortConsumes(goods: Array<ItemInter>, bags: Array<ItemInter>, currencys
} else {
return false;
}
} else if (type != CONSUME_TYPE.SKIN){
let index = _.indexOf(bags, {id: good.id});
if (index > 0) {
bags[index].count = bags[index].count + good.count;
} else {
bags.push(good);
}
} else {
return;
}
}
}
@@ -264,14 +160,31 @@ export async function addItems(roleId: string, roleName: string, sid: string, go
function sortItems (goods: Array<ItemInter>, bags: Array<BagInter>, skins: Array<number>, currencysMap: any, equips: Array<EquipInter>, showItems: Array<ItemInter>) {
for (let good of goods) {
let goodInfo = gameData.goods.get(good.id);
console.log('*****', good.id, goodInfo.goodType)
if (goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
console.log()
console.error('无道具', good.id);
let {type, table, isCurrency} = ITID.get(goodInfo.itid);
if(table == ITEM_TABLE.EQUIP) {
for (let i = 0; i < good.count; i++) {
equips.push({id: good.id, ...goodInfo});
}
} else {
let {type, isCurrency} = ITID.get(goodInfo.itid);
} else if (table == ITEM_TABLE.ITEM) {
let index = _.indexOf(bags, {id: good.id});
if (index > 0) {
bags[index].count = bags[index].count + good.count;
} else {
bags.push({id: good.id, count: good.count, itemName: goodInfo.name, hid: goodInfo.hid||0, type});
}
} else if (table == ITEM_TABLE.HERO) {
if (type == CONSUME_TYPE.SKIN) {
let index = _.indexOf(skins, good.id);
if (index == -1) {
skins.push(good.id);
}
}
} else if (table == ITEM_TABLE.ROLE) {
if (!!isCurrency) {
let curname = getCurNameById(goodInfo.good_id);
if (!!curname) {
@@ -283,18 +196,6 @@ function sortItems (goods: Array<ItemInter>, bags: Array<BagInter>, skins: Array
}
currencysMap[curname] = (currencysMap[curname]||0 )+ good.count;
}
} else if (type == CONSUME_TYPE.SKIN) {
let index = _.indexOf(skins, good.id);
if (index == -1) {
skins.push(good.id);
}
} else {
let index = _.indexOf(bags, {id: good.id});
if (index > 0) {
bags[index].count = bags[index].count + good.count;
} else {
bags.push({id: good.id, count: good.count, itemName: goodInfo.name, hid: goodInfo.hid||0, type});
}
}
}
}

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@@ -7,13 +7,14 @@ import { BattleDropModel } from '../db/BattleDrop';
import { getWarById, getBluePrtByQuality, getGamedata } from '../pubUtils/gamedata';
import { decodeStr, getRefTime, getRandomWithWeight, getRandomByLen } from '../pubUtils/util';
import { BATTLE_REWARD_TYPE, BLUEPRT_CONST } from '../consts';
import { handleReward } from './rewardService';
import { addItems } from './rewardService';
import { BattleBlueprtDropModel } from '../db/BattleBlueprtDrop'
import { RoleModel } from '../db/Role';
export class WarReward {
private roleId: string;
private roleName: string;
private sid: string;
private battleId: number;
private condition: Map<number, boolean>;
private warInfo: any;
@@ -24,9 +25,10 @@ export class WarReward {
private randomReward: string;
private costAp: number;
constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
constructor(roleId: string, roleName: string, sid: string, battleId: number, isSuccess: boolean) {
this.roleId = roleId;
this.roleName = roleName;
this.sid = sid;
this.battleId = battleId;
this.condition = new Map();
this.warInfo = getWarById(battleId);
@@ -196,8 +198,9 @@ export class WarReward {
if(this.costAp > 0) await this.handlerBlueprtReward(num);
}
let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
return returnGoods;
let rewards = this.rewards.sort((a, b) => a.times - b.times)
await addItems(this.roleId, this.roleName, this.sid, rewards);
return rewards;
}
}

View File

@@ -4,11 +4,14 @@ export const IT_TYPE = {
}
// 大类型,区分存到哪张表里
// 背包页签
export const GOOD_TYPE = {
ITEM: 1,
EQUIP: 2,
CONSUMES: 1,
SCRIPT: 3
PIECE: 3,
BLUEPRT: 4,
JEWEL: 5,
PICTURE: 6
};
// 存到消耗品表内显示的类型
@@ -35,56 +38,63 @@ export enum EQUIP_TYPE {
END = 6
}
export const ITEM_TABLE = {
EQUIP: 'equip',
ITEM: 'item',
ROLE: 'role',
HERO: 'hero'
}
const itid_array = [
{ id: 1, name: '短兵(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 2, name: '枪矛(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 3, name: '重兵(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 4, name: '弓弩(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 5, name: '奇门(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 6, name: '羽扇(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 7, name: '法器(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 8, name: '杖(神兵)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 9, name: '头盔(冠冕)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.CAP },
{ id: 10, name: '头巾(冠冕)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.CAP },
{ id: 11, name: '重铠(宝甲)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.CLOTHES },
{ id: 12, name: '皮甲(宝甲)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.CLOTHES },
{ id: 13, name: '布衣(宝甲)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.CLOTHES },
{ id: 14, name: '兵书(典籍)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.BOOK },
{ id: 15, name: '杂记(典籍)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.BOOK },
{ id: 16, name: '经典(典籍)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.BOOK },
{ id: 17, name: '马(行具)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.SHOES },
{ id: 18, name: '鞋(行具)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.SHOES },
{ id: 19, name: '车(行具)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.SHOES },
{ id: 20, name: '佩饰(礼器)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.ACCESSORY },
{ id: 21, name: '钟鼎(礼器)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.ACCESSORY },
{ id: 22, name: '印章(礼器)', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.ACCESSORY },
{ id: 1, name: '短兵(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 2, name: '枪矛(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 3, name: '重兵(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 4, name: '弓弩(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 5, name: '奇门(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 6, name: '羽扇(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 7, name: '法器(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 8, name: '杖(神兵)', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 9, name: '头盔(冠冕)', table: 'equip', type: EQUIP_TYPE.CAP },
{ id: 10, name: '头巾(冠冕)', table: 'equip', type: EQUIP_TYPE.CAP },
{ id: 11, name: '重铠(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 12, name: '皮甲(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 13, name: '布衣(宝甲)', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 14, name: '兵书(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 15, name: '杂记(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 16, name: '经典(典籍)', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 17, name: '马(行具)', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 18, name: '鞋(行具)', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 19, name: '车(行具)', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 20, name: '佩饰(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 21, name: '钟鼎(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 22, name: '印章(礼器)', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 23, name: '消耗品', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 23, name: '消耗品', table: 'item', type: CONSUME_TYPE.CONSUME },
{ id: 37, name: '消耗类物品(图纸类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 35, name: '消耗类物品(经验书)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.EXP },
{ id: 36, name: '消耗类物品(好感道具)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.FAVOUR },
{ id: 38, name: '消耗类物品(材料类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 24, name: '使用类物品(宝箱类)', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.CONSUME },
{ id: 25, name: '武将碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SOUL },
{ id: 37, name: '消耗类物品(图纸类)', table: 'item', type: CONSUME_TYPE.CONSUME },
{ id: 35, name: '消耗类物品(经验书)', table: 'item', type: CONSUME_TYPE.EXP },
{ id: 36, name: '消耗类物品(好感道具)', table: 'item', type: CONSUME_TYPE.FAVOUR },
{ id: 38, name: '消耗类物品(材料类)', table: 'item', type: CONSUME_TYPE.CONSUME },
{ id: 24, name: '使用类物品(宝箱类)', table: 'item', type: CONSUME_TYPE.CONSUME },
{ id: 25, name: '武将碎片', table: 'item', type: CONSUME_TYPE.SOUL },
{ id: 26, name: '剧情物品', goodType: GOOD_TYPE.SCRIPT },
{ id: 26, name: '剧情物品', table: 'item', type: CONSUME_TYPE.CONSUME },
{ id: 27, name: '货币', goodType: GOOD_TYPE.CONSUMES, isCurrency: true },
{ id: 28, name: '藏宝图', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.BLUEPRT },
{ id: 27, name: '货币', table: 'role', isCurrency: true },
{ id: 28, name: '藏宝图', table: 'item', type: CONSUME_TYPE.BLUEPRT },
{ id: 29, name: '礼器', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.ACCESSORY },
{ id: 30, name: '宝甲', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.CLOTHES },
{ id: 31, name: '名驹', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.SHOES },
{ id: 32, name: '典籍', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.BOOK },
{ id: 33, name: '神兵', goodType: GOOD_TYPE.EQUIP, type: EQUIP_TYPE.WEAPON },
{ id: 34, name: '代币', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.POINT },
{ id: 39, name: '时装', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.PIECE },
{ id: 41, name: '宝石', goodType: GOOD_TYPE.CONSUMES, type: CONSUME_TYPE.JEWEL }
{ id: 29, name: '礼器', table: 'equip', type: EQUIP_TYPE.ACCESSORY },
{ id: 30, name: '宝甲', table: 'equip', type: EQUIP_TYPE.CLOTHES },
{ id: 31, name: '名驹', table: 'equip', type: EQUIP_TYPE.SHOES },
{ id: 32, name: '典籍', table: 'equip', type: EQUIP_TYPE.BOOK },
{ id: 33, name: '神兵', table: 'equip', type: EQUIP_TYPE.WEAPON },
{ id: 34, name: '代币', table: 'item', type: CONSUME_TYPE.POINT },
{ id: 39, name: '时装', table: 'hero', type: CONSUME_TYPE.SKIN },
{ id: 40, name: '装备碎片', table: 'item', type: CONSUME_TYPE.PIECE },
{ id: 41, name: '宝石', table: 'item', type: CONSUME_TYPE.JEWEL }
];
export const ITID = new Map<number, {id: number, name: string, goodType: number, type?: number, isCurrency?: boolean}>();
export const ITID = new Map<number, {id: number, name: string, table: string, type?: number, isCurrency?: boolean}>();
for(let obj of itid_array) {
ITID.set(obj.id, obj);
}

View File

@@ -1,9 +1,13 @@
export const EQUIP = {
EQUIP_ONE_HOLE: '1&1', // 装备孔1号位消耗
EQUIP_TWO_HOLE: '1&2', // 装备孔2号位消耗
EQUIP_THREE_HOLE: '1&4', // 装备孔3号位消耗
XILIAN_ZERO_LOCK: '1&1', // 洗炼0个锁
XILIAN_ONE_LOCK: '1&2', // 洗炼1个锁
XILIAN_TWO_LOCK: '1&3', // 洗炼2个锁
XILIAN_THREE_LOCK: '1&4', // 洗炼3个锁
EQUIP_ONE_HOLE: '17038&1', // 装备孔1号位消耗
EQUIP_TWO_HOLE: '17038&2', // 装备孔2号位消耗
EQUIP_THREE_HOLE: '17038&4', // 装备孔3号位消耗
EQUIP_ONE_REFORGED: '17040&1', // 装备位洗练词条第一次消耗
EQUIP_TWO_REFORGED: '17040&2', // 装备位洗练词条第二次消耗
EQUIP_THREE_REFORGED: '17040&4', // 装备位洗练词条第三次消耗
EQUIP_FOUR_REFORGED: '17040&8', // 装备位洗练词条第四次消耗
EQUIP_ONE_LOCKED: '17041&1', // 装备位洗练词条不锁住钥匙消耗
EQUIP_TWO_LOCKED: '17041&2', // 装备位洗练词条锁住一条钥匙消耗
EQUIP_THREE_LOCKED: '17041&4', // 装备位洗练词条锁住二条钥匙消耗
EQUIP_FOUR_LOCKED: '17041&8', // 装备位洗练词条锁住三条钥匙消耗
};

View File

@@ -35,8 +35,9 @@ export interface EquipInter {
randomEffect: Array<number>;
itid: number;
hid?: number;
times?: number;
};
export interface BagInter {id: number, itemName: string, count: number, type: number, hid:number};
export interface BagInter {id: number, itemName: string, count: number, type: number, hid:number, times?: number};
export interface ItemInter {id?: number, count?: number, seqId?: number, type?: number};

View File

@@ -42,21 +42,21 @@ const moment = require('moment');
let result: any;
switch (type) {
case 'fixReward': {
let [gid, count] = arr;
if(isNaN(gid) || isNaN(count)) throw new Error('data table format wrong');
result = { gid: parseInt(gid), count: parseInt(count)};
let [id, count] = arr;
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
result = { id: parseInt(id), count: parseInt(count)};
break;
}
case 'conditionReward': {
let [gid, count, condition] = arr;
if(isNaN(gid) || isNaN(count)) throw new Error('data table format wrong');
result = { gid: parseInt(gid), count: parseInt(count), condition: parseInt(condition) };
let [id, count, condition] = arr;
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
result = { id: parseInt(id), count: parseInt(count), condition: parseInt(condition) };
break;
}
case 'randomReward': {
let [gid, count, frequency] = arr;
if(isNaN(gid) || isNaN(count)) throw new Error('data table format wrong');
result = { gid: parseInt(gid), count: parseInt(count), frequency: parseInt(frequency) };
let [id, count, frequency] = arr;
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
result = { id: parseInt(id), count: parseInt(count), frequency: parseInt(frequency) };
break;
}
case 'suitLevel': {
@@ -91,9 +91,9 @@ const moment = require('moment');
break;
}
case 'decimalReward': {
let [gid, count] = arr;
if(isNaN(gid) || isNaN(count)) throw new Error('data table format wrong');
result = { gid: parseInt(gid), count: parseFloat(count) };
let [id, count] = arr;
if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong');
result = { id: parseInt(id), count: parseFloat(count) };
break;
}
case 'towerTaskCondition': {