Merge branch 'feature/login'
Conflicts: game-server/app/servers/role/handler/heroHandler.ts game-server/app/services/redisService.ts shared/consts/index.ts shared/resource/jsons/dic_zyz_gk_main.json
This commit is contained in:
@@ -138,7 +138,7 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -197,7 +197,7 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -261,7 +261,7 @@ export class EquipHandler {
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let result = await handleCost(roleId, sid, cost);
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if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP_BASE);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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const curHero = {
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hid,
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@@ -381,7 +381,7 @@ export class EquipHandler {
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// 更新战力
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const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.RESTRENGTHEN, [ePlaceId, ...removeSeidList]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
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return resResult(STATUS.SUCCESS,{curEquip});
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@@ -448,7 +448,7 @@ export class EquipHandler {
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} else if (type == 2) {
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if (!equip.hid)
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return resResult(STATUS.EQUIP_NOT_EQUIPED);
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let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, equip.seqId, hero, id)
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let curEquip = await takeOffEquipAndCalPlayerCe(roleId, sid, hero, equip, id)
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curEquips.push(curEquip);
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}
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return resResult(STATUS.SUCCESS, { curEquips: curEquips });
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@@ -513,7 +513,7 @@ export class EquipHandler {
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await addItems(roleId, roleName, sid, goods);
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.JEWEL_ON, [jewel, oldJewel]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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}
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -560,7 +560,7 @@ export class EquipHandler {
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await addItems(roleId, roleName, sid, goods);
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.JEWEL_OFF, [jewel]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
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}
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -651,7 +651,7 @@ export class EquipHandler {
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await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.JEWEL_ON, [jewel, oldJewel]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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}
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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} else {
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@@ -681,12 +681,12 @@ export class FriendHandler {
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if(heroList.length <= 0) return resResult(STATUS.HERO_NOT_FIND);
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let list = new Array();
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for(let {roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skins, ceAttr} of heroList) {
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for(let {roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job, skins, attr: heroAttrs} of heroList) {
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let curSkin = skins.find(cur => cur.enable);
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let equips = await EquipModel.findListByHidAndRole(hisRoleId, hid, EQUIP_SELECT.HERO_DETAIL);
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let attributes = getPlayerMainAttribute(ceAttr, role.globalCeAttr);
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let attributes = getPlayerMainAttribute(heroAttrs, role.attr);
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list.push({
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roleId, roleName, hid, hName, ce, lv, star, colorStar, quality, job,
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@@ -1,9 +1,9 @@
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import {Application, BackendSession, ChannelService} from 'pinus';
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import { handleCost, addItems } from '../../../services/rewardService';
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import { calPlayerCeAndSave } from '../../../services/playerCeService';
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import { resResult, returnHeroCeRatio } from '../../../pubUtils/util';
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import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
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import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import {HeroModel} from '../../../db/Hero';
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import { HeroModel, Connect } from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ITID, ABI_STAGE, HERO_CE_RATIO} from '../../../consts';
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import { RoleModel } from '../../../db/Role';
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import { ItemModel } from '../../../db/Item';
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@@ -12,6 +12,8 @@ import { RewardInter } from '../../../pubUtils/interface';
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import { getDropItems } from '../../../consts/constModules/itemConst'
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import { getRoleOnlineInfo, getAllOnlineRoles } from '../../../services/redisService';
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import { pushHeroQualityUpMsg } from '../../../services/chatService';
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import { CeAttrDataRole, CeAttrData } from '../../../domain/roleField/attribute';
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export default function(app: Application) {
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return new HeroHandler(app);
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}
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@@ -81,8 +83,9 @@ export class HeroHandler {
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let curHero = await HeroModel.createHero({
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roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}]
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});
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await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.INIT);
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return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(curHero)});
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let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, sid, roleId, curHero, {});
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await calAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, sid, roleId, {}, [initialSkin])
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return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(hero)});
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}
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// 武将升级
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@@ -138,12 +141,14 @@ export class HeroHandler {
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let costResult = await handleCost(roleId, sid, material);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.lv = playerLv > newLv?newLv: playerLv;
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hero.exp = newExp;
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let update = {
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lv: playerLv > newLv?newLv: playerLv,
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exp: newExp
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}
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.LVUP, [hid]);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
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const curHero = {
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hid, lv : heros[0].lv, exp : heros[0].exp
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hid, lv : hero.lv, exp : hero.exp
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}
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return resResult(STATUS.SUCCESS, { curHero });
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@@ -178,16 +183,20 @@ export class HeroHandler {
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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hero.star = isUpStar? oldStar + 1: oldStar;
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hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, [hid, isUpStar?1:0]);
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let update = {
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star: isUpStar? oldStar + 1: oldStar,
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starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
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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
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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star : hero.star,
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starStage : hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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@@ -226,11 +235,14 @@ export class HeroHandler {
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.quality ++;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.QUALITY, [hid]);
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
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quality: hero.quality + 1
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});
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await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成
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const curHero = {
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hid,
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quality : heros[0].quality
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quality : hero.quality
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}
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pushHeroQualityUpMsg(roleId, roleName, serverId, hero);
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return resResult(STATUS.SUCCESS, {curHero});
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@@ -273,16 +285,21 @@ export class HeroHandler {
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let isWakeUp = oldColorStar == 0;
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let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END;
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hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
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hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.COLORSTAR, [hid, isUpStar?1:0, isWakeUp?1:0]);
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let update = {
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colorStar: isUpStar? oldColorStar + 1: oldColorStar,
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colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
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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
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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star : hero.star,
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starStage : hero.starStage,
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colorStar: hero.colorStar,
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colorStarStage: hero.colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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@@ -293,26 +310,30 @@ export class HeroHandler {
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let sid: string = session.get('sid');
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let { hid } = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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let heroJob = gameData.job.get(hero.job);
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if (hero.jobStage >= 6)
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let dicJob = gameData.job.get(hero.job);
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if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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if (hero.jobStage >= ABI_STAGE.END)
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return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE);
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if (hero.job >= getMaxGradeByjobClass(heroJob.job_class))
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if (hero.job >= getMaxGradeByjobClass(dicJob.job_class))
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return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
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let consume = new Array<RewardInter>();
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if(heroJob.trainingConsume[hero.jobStage]) {
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consume.push(heroJob.trainingConsume[hero.jobStage]);
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if(dicJob.trainingConsume[hero.jobStage]) {
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consume.push(dicJob.trainingConsume[hero.jobStage]);
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}
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let result = await handleCost(roleId, sid, consume);
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if(!result) {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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hero.jobStage = hero.jobStage +1;
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.TRAIN);
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return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, job : heros[0].job, jobStage: heros[0].jobStage}});
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
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jobStage: hero.jobStage + 1
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});
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return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}});
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}
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//进阶
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@@ -334,27 +355,30 @@ export class HeroHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1);
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hero.job = nextHeroJob.jobid;
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hero.jobStage = 0;
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAGEUP, [curJob]);
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return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage}});
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let update = {
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job: nextHeroJob.jobid,
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jobStage: 0
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}
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
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return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage : hero.jobStage}});
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}
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//激活羁绊
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async heroConectionActivate(msg: {shipId: number}, session: BackendSession) {
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async heroConectionActivate(msg: { shipId: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let { shipId } = msg;
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let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId);
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if (!shipHidAndLevel)
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return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
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if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
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let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let heroConnections: Connect[] = deepCopy(hero.connections);
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let flag = true;
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let level = 1;
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for (let conection of hero.connections) {
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for (let conection of heroConnections) {
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if (conection.shipId == shipId ) {
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if (conection.level >= shipHidAndLevel.level) {
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return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
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@@ -366,7 +390,7 @@ export class HeroHandler {
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}
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}
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if (!!flag) {
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hero.connections.push({shipId, level});
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heroConnections.push({shipId, level});
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}
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let friendShip = getFriendShipById(shipId, level);
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if (hero.star < friendShip.level)
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@@ -386,8 +410,8 @@ export class HeroHandler {
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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}
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//重算战力并下发
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let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.CONNECT, [shipId, level]);
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return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, connections : heros[0].connections}});
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hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]);
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return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, connections : hero.connections}});
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}
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//赠送(包括一键赠送)
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@@ -445,8 +469,6 @@ export class HeroHandler {
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}
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let newLv = getFavourLvByExp(newExp);
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hero.favour = newExp;
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hero.favourLv = newLv;
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let result = await handleCost(roleId, sid, material);
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if(!result) {
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@@ -454,11 +476,13 @@ export class HeroHandler {
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}
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//重算战力并下发
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if (oldLv != hero.favourLv) {
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.FAVOUR, [oldLv]);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
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favour: newExp, favourLv: newLv
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}, [oldLv]);
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} else {
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await HeroModel.updateHeroInfo(roleId, hero.hid, hero);
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}
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return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, favour : hero.favour, favourLv : hero.favourLv}});
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return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv } });
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}
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//穿带时装
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@@ -467,14 +491,15 @@ export class HeroHandler {
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let sid: string = session.get('sid');
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let { id } = msg;
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let skinInfo = gameData.fashion.get(id);
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if (!skinInfo)
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return resResult(STATUS.HERO_SKIN_NOT_FIND);
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if (!skinInfo) return resResult(STATUS.HERO_SKIN_NOT_FIND);
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let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
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if (!hero)
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return resResult(STATUS.HERO_NOT_FIND);
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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|
||||
let heroSkins = deepCopy(hero.skins);
|
||||
|
||||
let result = false;
|
||||
let lastSkinId: number;
|
||||
for (let skin of hero.skins) {
|
||||
for (let skin of heroSkins) {
|
||||
if (skin.id == id) {
|
||||
if (!!skin.enable) {
|
||||
return resResult(STATUS.HERO_SKIN_IS_EQUIPED);
|
||||
@@ -491,7 +516,7 @@ export class HeroHandler {
|
||||
if (!result) {
|
||||
return resResult(STATUS.HERO_SKIN_NOT_FIND);
|
||||
}
|
||||
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.SKIN, [id, lastSkinId]);
|
||||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: heroSkins }, [id, lastSkinId]);
|
||||
return resResult(STATUS.SUCCESS, {curHero: {hid : hero.hid, skins : hero.skins} });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
import { STATUS } from '../../../consts/statusCode';
|
||||
import { RoleModel } from './../../../db/Role';
|
||||
import { HeroModel } from '../../../db/Hero';
|
||||
import { resResult, decodeIdCntArrayStr, parseGoodStr, reduceCe } from '../../../pubUtils/util';
|
||||
import {Application, BackendSession} from 'pinus';
|
||||
import { resResult, decodeIdCntArrayStr, parseGoodStr } from '../../../pubUtils/util';
|
||||
import {Application, BackendSession, pinus} from 'pinus';
|
||||
import { handleCost } from '../../../services/rewardService';
|
||||
import { getTitle, getTeraph, gameData, getScollByStar, getFriendLvByExp } from '../../../pubUtils/data';
|
||||
import { SCHOOL, SCROLL } from '../../../pubUtils/dicParam';
|
||||
import { getTeraphAttr, getAtrrNameById } from '../../../consts/constModules/abilityConst'
|
||||
import { getAtrrNameById } from '../../../consts/constModules/abilityConst'
|
||||
import { findIndex } from 'underscore';
|
||||
import { SclResultInter, SclPosInter } from '../../../pubUtils/interface';
|
||||
import { SchoolModel } from '../../../db/School';
|
||||
@@ -79,11 +79,12 @@ export class RoleHandler {
|
||||
//爵位
|
||||
async roleTitleLevelUp(msg: {}, session: BackendSession){
|
||||
let roleId = session.get('roleId');
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
let oldCe = role.ce;
|
||||
let sid: string = session.get('sid');
|
||||
let title = ++role.title;
|
||||
let titleInfo = getTitle(role.title);
|
||||
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
|
||||
let { title } = role;
|
||||
let titleInfo = getTitle(title + 1);
|
||||
if (!titleInfo)
|
||||
return resResult(STATUS.DIC_DATA_NOT_FOUND)
|
||||
if (titleInfo.lvLimited > role.lv)
|
||||
@@ -92,44 +93,47 @@ export class RoleHandler {
|
||||
let result = await handleCost(roleId, sid, consumes);
|
||||
if (!result)
|
||||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||||
await RoleModel.updateRoleInfo(roleId, { title });
|
||||
let {ce} = await calAllHeroCe( sid, roleId, HERO_SYSTEM_TYPE.TITLE, [title]);
|
||||
return resResult(STATUS.SUCCESS, { roleId, title });
|
||||
|
||||
let update = { title: title + 1 }
|
||||
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
|
||||
return resResult(STATUS.SUCCESS, { roleId, title: role.title });
|
||||
}
|
||||
|
||||
//神像强化
|
||||
async roleTeraphStrengthen(msg: {id: number, count: number}, session: BackendSession){
|
||||
let {id, count} = msg;
|
||||
let roleId = session.get('roleId');
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
let sid: string = session.get('sid');
|
||||
let index = findIndex(role.teraphs, {id});
|
||||
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
let teraphs = role.teraphs;
|
||||
let index = findIndex(teraphs, {id});
|
||||
if (index < 0)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let teraph = role.teraphs[index];
|
||||
let teraphInfo = getTeraph(id, teraph.grade);
|
||||
if (!teraphInfo)
|
||||
return resResult(STATUS.DIC_DATA_NOT_FOUND)
|
||||
let attrs = [];
|
||||
for (let attrName in getTeraphAttr()) {
|
||||
let attrNameMax = attrName+'Max';
|
||||
if (teraph[attrName] < teraphInfo[attrNameMax]) {
|
||||
attrs.push(attrName);
|
||||
let teraph = teraphs[index];
|
||||
let dicTeraph = getTeraph(id, teraph.grade);
|
||||
if (!dicTeraph)
|
||||
return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||||
|
||||
let attrs = new Array<number>(); // 可以强化的属性
|
||||
dicTeraph.mainAttrMax.forEach(( max, id) => {
|
||||
let attrName = getAtrrNameById(id);
|
||||
if (teraph[attrName] < max) {
|
||||
attrs.push(id);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (!attrs.length)
|
||||
return resResult(STATUS.ROLE_TERAPH_NOT_STRENGTHEN);
|
||||
// 随机神像中的一条属性并检查道具是否足够
|
||||
let {attr, consumes} = checkTeraphMaterialEnough(count, attrs, teraphInfo, teraph);
|
||||
for (let key in attr) {
|
||||
teraph[key] += attr[key];
|
||||
role.globalCeAttr[key].fixUp += attr[key];
|
||||
}
|
||||
|
||||
// 随机神像中的一条属性并检查道具是否足够,以及更新teraph
|
||||
let { consumes} = checkTeraphMaterialEnough(count, attrs, dicTeraph, teraph);
|
||||
|
||||
let result = await handleCost(roleId, sid, consumes);
|
||||
if (!result)
|
||||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||||
await RoleModel.updateRoleInfo(roleId, { teraphs: role.teraphs, globalCeAttr: role.globalCeAttr});
|
||||
await calAllHeroCe( sid, roleId);
|
||||
|
||||
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
|
||||
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
|
||||
}
|
||||
|
||||
@@ -137,34 +141,37 @@ export class RoleHandler {
|
||||
async roleTeraphQualityUp(msg: {id: number}, session: BackendSession){
|
||||
let {id} = msg;
|
||||
let roleId = session.get('roleId');
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
let sid: string = session.get('sid');
|
||||
let index = findIndex(role.teraphs, {id});
|
||||
|
||||
let role = await RoleModel.findByRoleId(roleId);
|
||||
let teraphs = role.teraphs;
|
||||
let index = findIndex(teraphs, {id});
|
||||
if (index < 0)
|
||||
return resResult(STATUS.WRONG_PARMS);
|
||||
let teraph = role.teraphs[index];
|
||||
let teraph = teraphs[index];
|
||||
let teraphInfo = getTeraph(id, teraph.grade);
|
||||
if (!teraphInfo)
|
||||
return resResult(STATUS.DIC_DATA_NOT_FOUND)
|
||||
for (let attrName in getTeraphAttr()) {
|
||||
if (teraph[attrName] != teraphInfo[attrName +'Max'])
|
||||
|
||||
for(let [attrId, val] of teraph.attr) {
|
||||
if (val < teraphInfo.mainAttrMax.get(attrId))
|
||||
return resResult(STATUS.ROLE_TERAPH_NOT_QUILITY);
|
||||
teraph[attrName] = 0;
|
||||
|
||||
teraph.attr.set(attrId, 0);
|
||||
}
|
||||
teraph.grade++;
|
||||
teraph.grade ++;
|
||||
|
||||
|
||||
let nextTeraphInfo = getTeraph(id, teraph.grade)
|
||||
if (!nextTeraphInfo)
|
||||
return resResult(STATUS.DIC_DATA_NOT_FOUND)
|
||||
return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||||
|
||||
let consumes = teraphInfo.upGradeMaterial;
|
||||
let result = await handleCost(roleId, sid, consumes);
|
||||
if (!result)
|
||||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||||
for (let {id, number} of nextTeraphInfo.assiAttrValue) {
|
||||
let attrName = getAtrrNameById(id);
|
||||
role.globalCeAttr[attrName].ratioUp += number;
|
||||
}
|
||||
await RoleModel.updateRoleInfo(roleId, { teraphs: role.teraphs, globalCeAttr: role.globalCeAttr});
|
||||
await calAllHeroCe(sid, roleId);
|
||||
|
||||
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH_UP, sid, roleId, { teraphs }, [id]);
|
||||
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
|
||||
}
|
||||
|
||||
@@ -246,7 +253,7 @@ export class RoleHandler {
|
||||
}
|
||||
|
||||
await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { hid, isOpen })
|
||||
await calPlayerCeAndSave(sid, roleId, [], HERO_SYSTEM_TYPE.SCHOOL, [schoolId, hid, preHid]);
|
||||
await calAllHeroCe(HERO_SYSTEM_TYPE.SCHOOL, sid, roleId, {}, [schoolId, hid, preHid]);
|
||||
|
||||
return resResult(STATUS.SUCCESS, {
|
||||
schoolId, positionId, hid, preHid, isOpen
|
||||
@@ -294,7 +301,7 @@ export class RoleHandler {
|
||||
|
||||
let { hid } = msg;
|
||||
|
||||
let curHero = await HeroModel.findByHidAndRole(hid, roleId, 'star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv');
|
||||
let curHero = await HeroModel.findByHidAndRole(hid, roleId, 'hid star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv connections attr ce');
|
||||
if (!curHero) return resResult(STATUS.HERO_NOT_FIND);
|
||||
|
||||
let dicHero = gameData.hero.get(hid);
|
||||
@@ -334,12 +341,67 @@ export class RoleHandler {
|
||||
let dicHeroScroll = getScollByStar(dicHero.quality, update.scrollStar, update.scrollQuality, update.scrollColorStar);
|
||||
update.scrollId = dicHeroScroll?dicHeroScroll.id: 0;
|
||||
|
||||
curHero = await HeroModel.updateHeroInfo(roleId, hid, update, 'hid scrollActive scrollId scrollStar scrollColorStar scrollQuality favour favourLv');
|
||||
await calPlayerCeAndSave(sid, roleId, [], HERO_SYSTEM_TYPE.SCROLL, [hid, favourLv]);
|
||||
let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, curHero, update); // 更新单个武将战力
|
||||
calAllHeroCe(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, {}, [hid]); // 全局增加战力
|
||||
|
||||
return resResult(STATUS.SUCCESS, {
|
||||
curHero
|
||||
curHero: {
|
||||
hid: hero.hid,
|
||||
scrollActive: hero.scrollActive,
|
||||
scrollId: hero.scrollId,
|
||||
scrollStar: hero.scrollStar,
|
||||
scrollColorStar: hero.scrollColorStar,
|
||||
scrollQuality: hero.scrollQuality,
|
||||
favour: hero.favour,
|
||||
favourLv: hero.favourLv,
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
async debugPlayerTime(msg: { type: number }, session: BackendSession) {
|
||||
let { type } = msg;
|
||||
let roleId = session.get('roleId');
|
||||
let sid = session.get('sid');
|
||||
|
||||
if(type == 1) {
|
||||
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
|
||||
isGuest: true,
|
||||
guestTime: 60 * 60, // 游客已体验时间
|
||||
hasAuthenticated: false, // 是否进行过实名认证
|
||||
isAdult: false, // 是否已成年
|
||||
todayPlayTime: 60 * 60, // 今天已游戏时长
|
||||
type: 1
|
||||
} ), [{uid: roleId, sid: sid}]);
|
||||
} else if (type == 2) {
|
||||
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
|
||||
isGuest: false,
|
||||
guestTime: 0, // 游客已体验时间
|
||||
hasAuthenticated: true, // 是否进行过实名认证
|
||||
isAdult: false, // 是否已成年
|
||||
todayPlayTime: 60 * 60, // 今天已游戏时长
|
||||
type: 2
|
||||
} ), [{uid: roleId, sid: sid}]);
|
||||
} else if (type == 3) {
|
||||
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
|
||||
isGuest: false,
|
||||
guestTime: 0, // 游客已体验时间
|
||||
hasAuthenticated: true, // 是否进行过实名认证
|
||||
isAdult: false, // 是否已成年
|
||||
todayPlayTime: 3 * 60 * 60, // 今天已游戏时长
|
||||
type: 3
|
||||
} ), [{uid: roleId, sid: sid}]);
|
||||
} else if (type == 4) {
|
||||
pinus.app.channelService.pushMessageByUids('onPlayTime', resResult(STATUS.SUCCESS, {
|
||||
isGuest: false,
|
||||
guestTime: 0, // 游客已体验时间
|
||||
hasAuthenticated: true, // 是否进行过实名认证
|
||||
isAdult: false, // 是否已成年
|
||||
todayPlayTime: 1.5 * 60 * 60, // 今天已游戏时长
|
||||
type: 4
|
||||
} ), [{uid: roleId, sid: sid}]);
|
||||
}
|
||||
|
||||
return resResult(STATUS.SUCCESS);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user