🎈 perf(活动): 神州探秘购买添加次数参数
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@@ -80,8 +80,8 @@ export class TreasureHuntHandler {
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* @param {BackendSession} session
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* @memberof TreasureHuntHandler
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*/
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async buyGoods(msg: { activityId: number, cellIndex: number }, session: BackendSession) {
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const { activityId, cellIndex } = msg;
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async buyGoods(msg: { activityId: number, cellIndex: number, count: number }, session: BackendSession) {
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const { activityId, cellIndex, count = 1 } = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const sid = session.get('sid');
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@@ -96,22 +96,22 @@ export class TreasureHuntHandler {
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if (item.price > 0) {
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return resResult(STATUS.ACTIVITY_NEED_PAY, {});
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}
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if (item.buyCount >= item.countMax) {
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if (item.buyCount + count > item.countMax) {
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return resResult(STATUS.ACTIVITY_MAX_COUNT, {});
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}
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let consumeStr = item.getConsume();
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let consume = stringToConsumeParam(consumeStr)
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let consumeStr = item.getConsume(count);
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let consume = stringToConsumeParam(...consumeStr);
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let resourceResult = await handleCost(roleId, sid, consume, ITEM_CHANGE_REASON.TREASURE_HUNT_SHOP_BUY);
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if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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//添加购买记录
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await ActivityTreasureHuntShopModel.buyShopRecord(activityId, roleId, playerData.roundIndex, playerData.todayIndex, cellIndex);
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await ActivityTreasureHuntShopModel.buyShopRecord(activityId, roleId, playerData.roundIndex, playerData.todayIndex, cellIndex, count);
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let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward);
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let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward).map(cur => ({...cur, count: cur.count * count }));
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let result = await addReward(roleId, roleName, sid, serverId, rewardParamArr, ITEM_CHANGE_REASON.TREASURE_HUNT_SHOP_BUY)
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item.buyCount += 1;
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item.buyCount += count;
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return resResult(STATUS.SUCCESS, Object.assign(result, {
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param: { activityId, cellIndex },
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item: item,
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@@ -195,8 +195,8 @@ export class TreasureHuntHandler {
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* @param {BackendSession} session
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* @memberof TreasureHuntHandler
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*/
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async buyTreasureShopGoods(msg: { activityId: number, cellIndex: number }, session: BackendSession) {
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const { activityId, cellIndex } = msg;
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async buyTreasureShopGoods(msg: { activityId: number, cellIndex: number, count: number }, session: BackendSession) {
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const { activityId, cellIndex, count = 1 } = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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const sid = session.get('sid');
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@@ -208,22 +208,22 @@ export class TreasureHuntHandler {
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if (!item) {
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return resResult(STATUS.ACTIVITY_MISSING, {});
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}
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if (item.buyCount >= item.countMax) {
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if (item.buyCount + count > item.countMax) {
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return resResult(STATUS.ACTIVITY_MAX_COUNT, {});
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}
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let consumeStr = item.consume;
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let consume = stringToConsumeParam(consumeStr)
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let consumeStrs = new Array<string>(count).fill(item.consume);
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let consume = stringToConsumeParam(...consumeStrs);
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let resourceResult = await handleCost(roleId, sid, consume, ITEM_CHANGE_REASON.TREASURE_HUNT_SP_SHOP_BUY);
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if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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//添加购买记录
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await ActivityTreasureHuntTreasureShopModel.addRecord(activityId, roleId, playerData.roundIndex, cellIndex);
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await ActivityTreasureHuntTreasureShopModel.addRecord(activityId, roleId, playerData.roundIndex, cellIndex, count);
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let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward);
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let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward).map(cur => ({...cur, count: cur.count * count}));
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let result = await addReward(roleId, roleName, sid, serverId, rewardParamArr, ITEM_CHANGE_REASON.TREASURE_HUNT_SP_SHOP_BUY)
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item.buyCount += 1;
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item.buyCount += count;
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return resResult(STATUS.SUCCESS, Object.assign(result, {
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param: { activityId, cellIndex },
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item: item,
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