活动:成长活动统计任务,领取奖励接口

This commit is contained in:
qiaoxin
2021-04-23 18:19:19 +08:00
parent eabfd1cdfd
commit 8d769c8efc
23 changed files with 1086 additions and 665 deletions

View File

@@ -2,7 +2,7 @@ import { Application, BackendSession } from "pinus";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
import { addItems, handleCost, decreaseItems } from "../../../services/rewardService";
import { EquipModel, EquipType } from "../../../db/Equip";
import { HeroModel, EPlace } from "../../../db/Hero";
@@ -16,6 +16,7 @@ import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerC
import { indexOf, findIndex } from 'underscore';
import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs } from "../../../services/taskService";
import { accomplishTask } from "../../../pubUtils/taskUtil";
export default function (app: Application) {
return new EquipHandler(app);
@@ -98,6 +99,8 @@ export class EquipHandler {
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let changeData = [];//变化的等级数据
let { ePlace, lv: playerLv } = hero; // 装备栏
let oldLvs = ePlace.map(cur => cur.lv);
let strengthenArr = new Array<EPlace>();
@@ -110,7 +113,13 @@ export class EquipHandler {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
}
let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
for (let { lv } of strengthenArr) {
for (let { lv, id } of strengthenArr) {
changeData.push({
hid: hid,
id: id,
oldLv: lv,
lv: lv,
})
if (lv < minLv) minLv = lv;
}
@@ -129,8 +138,13 @@ export class EquipHandler {
if (!cost) { flag = true; break; }
if (coin < costCoin + cost) { flag = true; break; }
costCoin += cost;
s.lv++;
{//记录等级变化
let index = changeData.findIndex(obj => { return obj && obj.id == s.id })
if (index != -1) {
changeData[index].lv = s.lv;
}
}
}
}
if (flag) break;
@@ -152,8 +166,10 @@ export class EquipHandler {
// 任务
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
//成长任务
await accomplishTask(roleId, TASK_TYPE.EQUIP_STRENGTHEN, 1, changeData)
const curHero = {
const curHero = {
hid,
ePlace: strengthenArr
}
@@ -168,6 +184,7 @@ export class EquipHandler {
let sid: string = session.get('sid');
let funcs: number[] = session.get('funcs');
let changeData = [];//变化的等级数据
let { hid, lv: maxLv } = msg; // lv: 升到哪一级
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
@@ -175,13 +192,20 @@ export class EquipHandler {
let { ePlace, lv: playerLv } = hero; // 装备栏
let oldLvs = ePlace.map(cur => cur.lv);
let strengthenArr = ePlace.filter(cur => cur.equip);
if (strengthenArr.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
}
let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
for (let { lv } of strengthenArr) {
for (let { lv, id } of strengthenArr) {
changeData.push({
hid: hid,
id: id,
oldLv: lv,
lv: lv,
})
if (lv < minLv) minLv = lv;
}
let { coin } = await Role.findByRoleId(roleId);
@@ -197,11 +221,17 @@ export class EquipHandler {
costCoin += cost;
s.lv++;
{//记录等级变化
let index = changeData.findIndex(obj => { return obj && obj.id == s.id })
if (index != -1) {
changeData[index].lv = s.lv;
}
}
}
}
}
if (costCoin > coin) {
if (costCoin > coin) {
return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
}
@@ -217,8 +247,10 @@ export class EquipHandler {
// 任务
await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
//成长任务
await accomplishTask(roleId, TASK_TYPE.EQUIP_STRENGTHEN, 1, changeData)
const curHero = {
const curHero = {
hid,
ePlace: strengthenArr
}
@@ -292,7 +324,7 @@ export class EquipHandler {
if (isSuccess) {
let curEquip = <EquipType>equip;
pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip?curEquip.quality: 0);
pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip ? curEquip.quality : 0);
await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_REFINE, 1, true, {});
}
return resResult(STATUS.SUCCESS, { isSuccess, curHero });
@@ -313,7 +345,7 @@ export class EquipHandler {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
let curSe = randSe.find(cur => cur.id == id);
if(!curSe || lock == curSe.locked) {
if (!curSe || lock == curSe.locked) {
return resResult(STATUS.ROLE_EQUIP_DUPLICATE_LOCK);
}
@@ -352,8 +384,8 @@ export class EquipHandler {
let equip = await EquipModel.findbySeqId(eid);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let {id, randSe, hid, ePlaceId } = equip;
if(!randSe || randSe.length <= 0 ) {
let { id, randSe, hid, ePlaceId } = equip;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
}
@@ -366,13 +398,13 @@ export class EquipHandler {
let lockNum = 0;
let removeSeidList = new Array<number>(); // 原装备上的seid [seid, rand, ...]
for(let i = 0; i < randSe.length; i++) {
for (let i = 0; i < randSe.length; i++) {
removeSeidList.push(randSe[i].seid, randSe[i].rand);
if(!randSe[i].locked) {
if (!randSe[i].locked) {
let random = gameData.randomEffectPool.get(randomResult[i]);
if (!random) break ;
if (!random) break;
let rand = 0;
if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
randSe[i].seid = random.id;
@@ -381,7 +413,7 @@ export class EquipHandler {
lockNum++;
}
}
if (lockNum >= randSe.length) {
return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
}
@@ -413,7 +445,7 @@ export class EquipHandler {
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
return resResult(STATUS.SUCCESS,{curEquip});
return resResult(STATUS.SUCCESS, { curEquip });
}
@@ -433,11 +465,11 @@ export class EquipHandler {
let goodInfo = getGoodById(equip.id);
if (!goodInfo)
return resResult(STATUS.EQUIP_NOT_FIND);
goods = goods.concat(goodInfo.decomposeItem);
goods = goods.concat(goodInfo.decomposeItem);
}
let uids = [{ uid: roleId, sid }];
await EquipModel.deleteEquips(originalEquip);
this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, {equips:originalEquip}), uids);
this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, { equips: originalEquip }), uids);
let result = await addItems(roleId, roleName, sid, goods);
return resResult(STATUS.SUCCESS, { goods: result });
}
@@ -452,7 +484,7 @@ export class EquipHandler {
let goodInfo = getGoodById(equip.id);
let obj = ITID.get(goodInfo.itid);
let id = obj.type;
let curEquips: Array<{ seqId: number, hid: number}> = [];
let curEquips: Array<{ seqId: number, hid: number }> = [];
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
@@ -471,10 +503,10 @@ export class EquipHandler {
return resResult(STATUS.WRONG_PARMS);
let equipOffInfo = <EquipType>hero.ePlace[index].equip;
let curEquip = await changeEquip(roleId, sid, equipOffInfo, equip.hid, id, equip, funcs);
if (!!curEquip)
if (!!curEquip)
curEquips.push(curEquip);
curEquip = await dressEquip(roleId, sid, hero, equip, funcs);
if (!!curEquip)
if (!!curEquip)
curEquips.push(curEquip);
} else if (type == 2) {
if (!equip.hid)
@@ -524,9 +556,9 @@ export class EquipHandler {
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let { itid } = getGoodById(equip.id);
let {equipJewel} = ITID.get(itid);
let { equipJewel } = ITID.get(itid);
let jewelInfo = getGoodById(jewel);
if (jewelInfo.itid != equipJewel)
if (jewelInfo.itid != equipJewel)
return resResult(STATUS.EQUIP_NOT_MATCH_JEWEL);
let index = findIndex(equip.holes, { id });
if (index < 0)
@@ -535,7 +567,7 @@ export class EquipHandler {
return resResult(STATUS.EQUIP_HOLE_IS_NOT_DUG);
let oldJewel = equip.holes[index].jewel;
if (!!oldJewel)
goods.push({id: oldJewel, count:1});
goods.push({ id: oldJewel, count: 1 });
consumes.push({ id: jewel, count: 1 });
let result = await handleCost(roleId, sid, consumes);
if (!result)
@@ -554,13 +586,15 @@ export class EquipHandler {
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
//成长任务
await accomplishTask(roleId, TASK_TYPE.EQUIP_JEWEL_SUM, 1)
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
}
//宝石合成(一键放入type:1, 合成type:2)
public async composeJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, type: number }, session: BackendSession) {
let { count, consumes, jewel, type } = msg;
let { count, consumes, jewel, type } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let serverId: number = session.get('serverId');
@@ -570,19 +604,19 @@ export class EquipHandler {
if (good.type != CONSUME_TYPE.JEWEL)
return resResult(STATUS.WRONG_PARMS);
let needConsumes = checkMaterialEnough(consumes, jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
if (!needConsumes)
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let res = await handleCost(roleId, sid, needConsumes);
if (!res)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
}
if (type == 1)
if (type == 1)
return resResult(STATUS.SUCCESS, { goods: result });
return resResult(STATUS.SUCCESS);
}
@@ -619,7 +653,7 @@ export class EquipHandler {
}
//宝石购买并合成
public async composeAndPurchaseJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, purchaseGoods: Array<{ id: number, count: number }>}, session: BackendSession) {
public async composeAndPurchaseJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, purchaseGoods: Array<{ id: number, count: number }> }, session: BackendSession) {
let { count, consumes, jewel, purchaseGoods } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
@@ -634,12 +668,12 @@ export class EquipHandler {
if (!consumes)
consumes = [];
let needConsumes = checkMaterialEnough(consumes.concat(purchaseGoods), jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let items:Array<{id: number, count: number, ratio?:number}> = [];
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let items: Array<{ id: number, count: number, ratio?: number }> = [];
for (let item of purchaseGoods) {
items.push({id: item.id, count: item.count, ratio: 1})//加上购买的数量
}
items.push({ id: item.id, count: item.count, ratio: 1 })//加上购买的数量
}
items = items.concat(needConsumes);
let hasError = await decreaseItems(roleId, sid, items);//合并消耗是否足够
if (!!hasError)
@@ -655,13 +689,13 @@ export class EquipHandler {
* @param msg
* @param session
*/
public async purchaseGoods(msg: { purchaseGoods: Array<{ id: number, count: number }>}, session: BackendSession) {
public async purchaseGoods(msg: { purchaseGoods: Array<{ id: number, count: number }> }, session: BackendSession) {
let { purchaseGoods } = msg;
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let result = await addItems(roleId, roleName, sid, purchaseGoods );
if(!result) {
let result = await addItems(roleId, roleName, sid, purchaseGoods);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
return resResult(STATUS.SUCCESS);
@@ -682,26 +716,26 @@ export class EquipHandler {
let good = ITID.get(goodInfo.itid);
let needUpdate = false;
let oldJewel: number;
let consumes: Array<{id: number, count: number, ratio?: number}> = [];
let consumes: Array<{ id: number, count: number, ratio?: number }> = [];
if (good.type != CONSUME_TYPE.JEWEL || !eid || eid < 0)
return resResult(STATUS.WRONG_PARMS);
let equip = await EquipModel.getEquip(eid);
if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let index = findIndex(equip.holes,{id});
let index = findIndex(equip.holes, { id });
//装备上该位置有穿戴该宝石,且在合成的材料中
if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
oldJewel = equip.holes[index].jewel;
equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
needUpdate = true;
consumes.push({id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1});//ratio1表示可以释放掉一颗宝石
consumes.push({ id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1 });//ratio1表示可以释放掉一颗宝石
}
consumes = consumes.concat(goodInfo.composeMaterial);
if (goodInfo.specialMaterial.count) {
consumes.push({id: goodInfo.specialMaterial.ids[0], count: goodInfo.specialMaterial.count})
consumes.push({ id: goodInfo.specialMaterial.ids[0], count: goodInfo.specialMaterial.count })
}
let hasError = await decreaseItems(roleId, sid, consumes);//检查是消耗是否足够
if (!!hasError)
@@ -724,11 +758,13 @@ export class EquipHandler {
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
//成长任务
await accomplishTask(roleId, TASK_TYPE.EQUIP_JEWEL_SUM, 1)
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
} else {
result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
return resResult(STATUS.SUCCESS, { goods: [{id: jewel, count}] });
return resResult(STATUS.SUCCESS, { goods: [{ id: jewel, count }] });
}
}
}