羁绊:修改武将羁绊格式

This commit is contained in:
luying
2022-07-08 18:29:53 +08:00
parent 4e12c6e389
commit 868bb07977
16 changed files with 119 additions and 226 deletions
@@ -6,15 +6,15 @@ import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace, Talent } from '../../
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, ITEM_CHANGE_REASON } from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp, reloadDicParam, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv } from '../../../pubUtils/data';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getConnectLvByExp, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv, hasCurConnect } from '../../../pubUtils/data';
import { ItemInter, RewardInter } from '../../../pubUtils/interface';
import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst'
import { getDropItems, FIGURE_UNLOCK_CONDITION, ITID } from '../../../consts/constModules/itemConst'
import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService';
import { PvpDefenseModel } from '../../../db/PvpDefense';
import { checkTask, checkTaskInHeroQUalityUp, checkTaskInHeroStarUp, checkTaskInHeroTrain, checkTaskInHeroWakeUp } from '../../../services/task/taskService';
import { isNumber, pick } from 'underscore';
import { updateEplaces } from '../../../services/equipService';
import { addConsumeToHero, checkUnlockTalentCondition, initSkinTalent, updateSkinTalent } from '../../../services/roleService';
import { addConnect, addConsumeToHero, checkUnlockTalentCondition, initSkinTalent, updateSkinTalent } from '../../../services/roleService';
import { JewelModel, jewelUpdate } from '../../../db/Jewel';
import { HERO, REBORN } from '../../../pubUtils/dicParam';
import { createHero, createHeroes } from '../../../services/role/createHero';
@@ -408,136 +408,60 @@ export class HeroHandler {
return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'job', 'jobStage', 'totalTalentPoint']) }});
}
//激活羁绊
async heroConectionActivate(msg: { shipId: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { shipId } = msg;
let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId);
if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let heroConnections: Connect[] = deepCopy(hero.connections);
let curConnect = heroConnections.find(cur => cur.shipId == shipId);
if (!curConnect) {
curConnect = { shipId, level: 0 };
heroConnections.push(curConnect);
}
if (curConnect.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
}
curConnect.level++;
let level = curConnect.level;
let friendShip = getFriendShipById(shipId, level);
if (hero.star + hero.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let hids = friendShip.hids;
for (let hid of hids) {
if (hid == shipHidAndLevel.actorId)
continue;
let member = await HeroModel.findByHidAndRole(hid, roleId);
if (!member)
return resResult(STATUS.ROLE_SHORT_HERO_CONECTION);
if (member.star + member.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
}
let consumes = [getCoinObject(friendShip.costCoin)];
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let update = {
connections: heroConnections,
consumes: addConsumeToHero(hero.consumes, consumes)
}
//重算战力并下发
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, hero.hid, update, { shipId, hero });
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_CONNECT, { connectLv: level })
return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'connections']) });
}
//赠送(包括一键赠送)
async heroGiveFavor(msg: { hid: number, type: number }, session: BackendSession) {
async heroGiveFavor(msg: { hid: number, shipId: number, items: [{id: number, count: number}] }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let { hid, type } = msg;
let addLv = 0;
if (type == 1) {
addLv = 1;
} else if (type == 5) {
addLv = 5;
} else {
return resResult(STATUS.WRONG_PARMS);
}
let { hid, shipId, items } = msg;
if(!hasCurConnect(hid, shipId)) return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
let { favourLv: oldLv, favour: oldExp, lv } = hero;
let maxLv = lv > gameData.maxFriendShipLv.max ? gameData.maxFriendShipLv.max : lv; // 好感度最大等级
if (maxLv <= oldLv)
return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
// 计算武将可以升的级数
if (oldLv + addLv > maxLv) addLv = maxLv - oldLv;
let nextObj = gameData.friendShipLevelMap.get(oldLv + addLv - 1);
if (!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT);
let nextExp = nextObj.expSum;
let needExp = nextExp - oldExp;
let newExp = oldExp;
let { connections } = hero;
let curConnect = connections.find(cur => cur.shipId == shipId);
let { level = 0, exp = 0 } = curConnect||{};
let newLevel = level;
// 计算得材料可转换的经验
let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR);
let material = new Array<RewardInter>();
for (let { id, count } of originalConsumes) {
let check = new CheckMeterial(roleId);
for (let { id, count } of items) {
let dicGoods = gameData.goods.get(id);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let needCount = Math.ceil(needExp / dicGoods.value);
if(needCount <= 0) break;
if(needCount > count) needCount = count;
material.push({ id, count: needCount });
newExp += dicGoods.value * needCount;
needExp -= dicGoods.value * count;
let dicItid = ITID.get(dicGoods.itid);
if (!dicItid) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if(dicItid.type != CONSUME_TYPE.FAVOUR) return resResult(STATUS.ROLE_WRONG_ITEM);
let isEnough = await check.decrease([{ id, count }]);
if(!isEnough) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
exp += dicGoods.value * count;
let { newLv, maxLv } = getConnectLvByExp(hid, shipId, exp);
if(newLevel > maxLv) return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
newLevel = newLv;
}
if (newExp == oldExp) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let newLv = getFavourLvByExp(newExp);
let result = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
let material = check.getConsume();
let result = await handleCost(roleId, sid, items, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let updateConsume = addConsumeToHero(hero.consumes, material);
let update = {
favour: newExp,
favourLv: newLv,
connections: addConnect(connections, { shipId, level: newLevel, exp }),
consumes: updateConsume
}
let isFavourLvUp = oldLv != newLv;
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.FAVOUR, roleId, serverId, sid, hero.hid, update, { isFavourLvUp, hero });
if(isFavourLvUp) {
await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]);
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, { hero: curHero, oldFavourLv: oldLv }); // 任务
let isLv = level != newLevel;
let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, hero.hid, update);
if(isLv) {
// await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]);
await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_CONNECT, { connectLv: newLevel })
}
return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'favour', 'favourLv']), cost: material } });
return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'connections']), shipId } });
}
//穿带时装
@@ -288,16 +288,16 @@ export class RoleHandler {
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId, 'hid lv star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv connections attr ce');
let hero = await HeroModel.findByHidAndRole(hid, roleId, 'hid lv star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality connections attr ce');
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let dicHero = gameData.hero.get(hid);
if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality, favour, favourLv } = hero;
let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality } = hero;
let update = {
scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality, favour, favourLv
scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality
};
if (!scrollActive) { // 初次激活
update.scrollActive = true;
@@ -327,7 +327,7 @@ export class RoleHandler {
await checkTaskInActiveScroll(serverId, roleId, sid, scrollActive, hero);
return resResult(STATUS.SUCCESS, {
curHero: pick(curHero, ['hid', 'scrollActive', 'scrollId', 'scrollStar', 'scrollColorStar', 'scrollQuality', 'favour', 'favourLv'])
curHero: pick(curHero, ['hid', 'scrollActive', 'scrollId', 'scrollStar', 'scrollColorStar', 'scrollQuality'])
});
}