diff --git a/game-server/app/servers/role/handler/heroHandler.ts b/game-server/app/servers/role/handler/heroHandler.ts index f50a84e87..8d97a34ff 100644 --- a/game-server/app/servers/role/handler/heroHandler.ts +++ b/game-server/app/servers/role/handler/heroHandler.ts @@ -1,12 +1,13 @@ import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus'; import { handleCost } from '../../../services/rewardService'; import { calPlayerCeAndSave } from '../../../services/playerCeService'; -import { resResult, getItems } from '../../../pubUtils/util'; +import { resResult, getItems, decodeStr } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import {HeroModel} from '../../../db/Hero'; -import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE} from '../../../consts/const'; -import {getJobInfoById, getMaxGradeByjobClass , getJobByGradeAndClass, getFriendShipById, getHeroInfoById, getFriendShipLevels, getGoodById} from '../../../pubUtils/gamedata'; -import { ITID, CONSUME_TYPE } from '../../../consts/consts'; +import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts'; +import {getJobInfoById, getMaxGradeByjobClass ,getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels} from '../../../pubUtils/gamedata'; +import { ABI_STAGE } from '../../../consts/abilityConst'; +import { RoleModel } from '../../../db/Role'; const _ = require('underscore'); @@ -36,7 +37,7 @@ export class HeroHandler { } // 武将碎片合成 - public async combine(msg: { hid: number}, session: BackendSession) { + public async compose(msg: { hid: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); @@ -64,12 +65,20 @@ export class HeroHandler { // 武将升级 public async lvUp(msg: { hid: number, type: number, material: Array<{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 { hid, type, material } = msg; - // 根据dic_goods 计算得材料可转换的经验 + let addLv = 0; + if(type == 1) { + addLv = 1; + } else if(type == 5) { + addLv = 5; + } else { + return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR); + } + + // 计算得材料可转换的经验 let allExp = 0; for(let {id, count} of material) { let dicGoods = getGoodById(id); @@ -78,42 +87,196 @@ export class HeroHandler { if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) { return resResult(STATUS.ROLE_METERIAL_ERROR); } + allExp += count * dicGoods.value; } - // 根据dic_zyz_charexp 计算武将可以升的级数 - // 检查材料是否满足升级需求 - // 检查是否超出主公等级 - // 进行升级,溢出经验保留 - // handleCost + // 计算武将可以升的级数 + let hero = await HeroModel.findByHidAndRole(hid, roleId); + if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + let {lv: playerLv} = await RoleModel.findByRoleId(roleId); + let {lv: oldLv, exp: oldExp} = hero; + if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER); + oldExp += allExp; + let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验 + let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级 + let curExp = newExp; // 考虑到主公等级,还剩多少经验 + for(;;) { + let exp = getHeroExpByLv(newLv); + console.log(exp, newExp) + if(exp < newExp) { + newExp -= exp; + if(newLv < playerLv) curExp -= exp; + newLv ++; + } else { + break; + } + } + + if(oldLv + addLv > newLv) { + return resResult(STATUS.ROLE_EXP_NOT_ENOUGH); + } + + let costResult = await handleCost(roleId, sid, material); + if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + + hero.lv = playerLv > newLv?newLv: playerLv; + hero.exp = curExp; + + let heros = await calPlayerCeAndSave(sid, roleId, [hero]); + const curHero = { + hid, lv : heros[0].lv, exp : heros[0].exp + } + return resResult(STATUS.SUCCESS, { curHero }); + } // 武将升星 public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) { - // 根据dic_hero 获得 碎片id - // 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量 - // 检查当前星级和星阶和客户端传参是否符合 - // 升星阶,满6自动升星。最高6星 - // handleCost - } + let roleId: string = session.get('roleId'); + let sid: string = session.get('sid'); - // 武将觉醒 - public async wakeUp(msg: { hid: number, colorStar: number, fireStage: number}, session: BackendSession) { - // 根据dic_hero 获得 碎片id - // 根据dic_zyz_hero_wake 获得需要花费的碎片和材料 - // 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, fireStage = 0,花费的材料取的0星的 - // 检查品质是否是橙色 - // 升星阶,满6自动升星 - // handleCost + let {hid, star, starStage} = msg; + // 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质 + let dicHero = getHeroInfoById(hid); + if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + let {pieceId} = dicHero; + + let hero = await HeroModel.findByHidAndRole(hid, roleId); + if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + + let {star: oldStar, starStage: oldStarStage, quality} = hero; + if(oldStar != star || oldStarStage != starStage) { + return resResult(STATUS.WRONG_PARMS); + } + if(oldStar == HERO_GROW_MAX.STAR) { + return resResult(STATUS.ROLE_STAR_REACH_MAX); + } + // 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量 + const dicHeroStar = getGamedata('dic_zyz_hero_star'); + const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar); + if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + + let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]); + if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + + let isUpStar = oldStarStage + 1 == ABI_STAGE.END; + hero.star = isUpStar? oldStar + 1: oldStar; + hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1; + + let heros = await calPlayerCeAndSave(sid, roleId, [hero]); + const curHero = { + hid, + star : heros[0].star, + starStage : heros[0].starStage, + colorStar: heros[0].colorStar, + colorStarStage: heros[0].colorStarStage + } + return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } // 武将升品 public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) { + let roleId: string = session.get('roleId'); + let sid: string = session.get('sid'); + + let {hid, quality} = msg; + let dicHero = getHeroInfoById(hid); + if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND); // 根据dic_hero 获得 碎片id + let {pieceId} = dicHero; + + let hero = await HeroModel.findByHidAndRole(hid, roleId); + if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + let {quality: oldQuality, star} = hero; + if(quality != oldQuality) { + return resResult(STATUS.WRONG_PARMS); + } + if(oldQuality == HERO_GROW_MAX.QUALITY) { + return resResult(STATUS.ROLE_QUALITY_REACH_MAX); + } + if(star != HERO_GROW_MAX.STAR ) { + return resResult(STATUS.ROLE_STAR_NOT_ENOUGH); + } + // 根据dic_zyz_hero_quality_up 获得需要的材料 - // 检查是否达到6星 - // 升品,满品3级 - // handleCost + let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up'); + const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality); + if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + let {fragmentNum, consume} = curDicHeroQualityUp; + let consumeArr = decodeStr('cost', consume); + + let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]); + if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + + hero.quality ++; + let heros = await calPlayerCeAndSave(sid, roleId, [hero]); + const curHero = { + hid, + quality : heros[0].quality + } + return resResult(STATUS.SUCCESS, {curHero}); } + + // 武将觉醒 + public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) { + // 根据dic_hero 获得 碎片id + // 根据dic_zyz_hero_wake 获得需要花费的碎片和材料 + // 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, colorStarStage = 0,花费的材料取的0星的 + // 检查品质是否是橙色 + // 升星阶,满6自动升星 + // handleCost + + let roleId: string = session.get('roleId'); + let sid: string = session.get('sid'); + + let {hid, colorStar, colorStarStage} = msg; + // 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质 + let dicHero = getHeroInfoById(hid); + if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + let {pieceId} = dicHero; + + let hero = await HeroModel.findByHidAndRole(hid, roleId); + if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); + + let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero; + if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) { + return resResult(STATUS.WRONG_PARMS); + } + if(star != HERO_GROW_MAX.STAR) { + return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH); + } + if(quality != HERO_GROW_MAX.QUALITY) { + return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH); + } + // 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量 + const dicHeroStar = getGamedata('dic_zyz_hero_wake'); + const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar); + if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + + let {fragmentNum, consume} = curDicHeroStar; + let consumeArr = decodeStr('cost', consume); + + console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr])) + let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]); + + if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + + let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END; + hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar; + hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1; + + let heros = await calPlayerCeAndSave(sid, roleId, [hero]); + const curHero = { + hid, + star : heros[0].star, + starStage : heros[0].starStage, + colorStar: heros[0].colorStar, + colorStarStage: heros[0].colorStarStage + } + return resResult(STATUS.SUCCESS, {isUpStar, curHero}); + } + //训练 + async heroJobTrain (msg: {hid:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); diff --git a/shared/consts/abilityConst.ts b/shared/consts/abilityConst.ts index 7aaf44fbf..410acefef 100644 --- a/shared/consts/abilityConst.ts +++ b/shared/consts/abilityConst.ts @@ -53,10 +53,12 @@ export enum ABI_TYPE{ } export enum ABI_STAGE { + START = 0, HP = 1, ATK = 2, DEF = 3, MDEF = 4, AGI = 5, - LUK = 6 + LUK = 6, + END = 6 } \ No newline at end of file diff --git a/shared/consts/consts.ts b/shared/consts/consts.ts index 2718a65a6..380c8ddd7 100644 --- a/shared/consts/consts.ts +++ b/shared/consts/consts.ts @@ -326,4 +326,12 @@ export const FRIEND_DROP_TYPE = { // 每日情谊点上限 export const FRIEND_DROP_MAX = { COM_BTL: 150 +} + + +// 武将上限 +export const HERO_GROW_MAX = { + STAR: 6, + COLORSTAR: 6, + QUALITY: 3 } \ No newline at end of file diff --git a/shared/consts/statusCode.ts b/shared/consts/statusCode.ts index 4b737bd33..19cc2a798 100644 --- a/shared/consts/statusCode.ts +++ b/shared/consts/statusCode.ts @@ -121,6 +121,17 @@ export const STATUS = { // 武将合成,升级,升星,升品相关 30200 - 30299 ROLE_HERO_EXISTS: {code: 30200, simStr: '已存在武将不可合成' }, ROLE_METERIAL_ERROR: {code: 30201, simStr: '材料错误' }, + ROLE_HERO_NOT_EXISTS: {code: 30202, simStr: '未找到该武将' }, + ROLE_HERO_LV_OVER: {code: 30203, simStr: '武将等级不可超过主公等级' }, + ROLE_HERO_LV_TYPE_ERROR: {code: 30204, simStr: '只可选择升1级或升5级' }, + ROLE_EXP_NOT_ENOUGH: {code: 30205, simStr: '材料经验不足' }, + ROLE_STAR_STAGE_NOT_ENOUGH: {code: 30206, simStr: '请先点亮前面的星盘' }, + ROLE_STAR_REACH_MAX: {code: 30207, simStr: '已升满星,请先觉醒' }, + ROLE_STAR_NOT_ENOUGH: {code: 30208, simStr: '未升满星,不可升品' }, + ROLE_QUALITY_REACH_MAX: {code: 30209, simStr: '品质已升满' }, + ROLE_WAKE_STAR_NOT_ENOUGH: {code: 30210, simStr: '未升满星,不可觉醒' }, + ROLE_QUALITY_NOT_ENOUGH: {code: 30211, simStr: '品质未升满,不可觉醒' }, + // 武将训练,好感度,羁绊,时装相关 30300 - 30399 // 社交相关状态 40000 - 49999 diff --git a/shared/db/Hero.ts b/shared/db/Hero.ts index 9ae0c267c..4c1c23120 100644 --- a/shared/db/Hero.ts +++ b/shared/db/Hero.ts @@ -1,6 +1,8 @@ import BaseModel from './BaseModel'; import { index, getModelForClass, prop, Ref, mongoose } from '@typegoose/typegoose'; import Equip from './Equip'; +import { CounterModel } from './Counter'; +import { COUNTER } from '../consts/consts'; /** * 英雄表 @@ -12,7 +14,7 @@ interface heroUpdate { star?: number; starStage?: number; colorStar?: number; - fireStage?: number; + colorStarStage?: number; quality?: number; job?:number; jobStage?:number; @@ -63,7 +65,7 @@ export default class Hero extends BaseModel { @prop({ required: true, default: 0 }) colorStar: number; // 觉醒, 彩星 @prop({ required: true, default: 0 }) - fireStage: number; // 觉醒六维阶段 + colorStarStage: number; // 觉醒六维阶段 @prop({ required: true, default: 0 }) quality: number; // 品质 @@ -120,9 +122,10 @@ export default class Hero extends BaseModel { public static async createHero(heroInfo: {roleId: string, roleName: string, hid: number, hName: string, star: number, quality: number, job: number, lv?: number }, lean = true) { const doc = new HeroModel(); - const update = Object.assign(doc.toJSON(), heroInfo); + const seqId = await CounterModel.getNewCounter(COUNTER.HID)||-1; + const update = Object.assign(doc.toJSON(), heroInfo, {seqId}); delete update._id; - const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar fireStage quality job jobStage connections favour favourLv skins equips').lean(lean); + const hero = await HeroModel.findOneAndUpdate({roleId: heroInfo.roleId, hid: heroInfo.hid}, update, {upsert: true, new: true}).select('hid hName lv exp star starStage colorStar colorStarStage quality job jobStage connections favour favourLv skins equips').lean(lean); return hero; } diff --git a/shared/pubUtils/gamedata.ts b/shared/pubUtils/gamedata.ts index 7aaa1e8d6..9288e80f7 100644 --- a/shared/pubUtils/gamedata.ts +++ b/shared/pubUtils/gamedata.ts @@ -13,6 +13,7 @@ const heroInfos = new Map(); const jobInfos = new Map(); const jobClassMaxGrades = new Map(); const levelInfos = new Map(); +const heroLevelInfo = new Map(); const starRatioInfo = new Map(); const heroSkillInfo = new Map() const seidInfo = new Map(); @@ -118,6 +119,16 @@ function parseLevelInfo() { }); } +function parseHeroLevelInfo() { + const jobFile = 'dic_zyz_charexp'; + const levelData = gamedata['jsons'][jobFile] || []; + levelData.forEach(elem => { + if (elem && elem.level) { + heroLevelInfo.set(elem.level, elem.exp); + } + }); +} + function parseStarRatio() { const file = 'dic_star_ratio'; const data = gamedata['jsons'][file] || []; @@ -256,6 +267,7 @@ function parseData() { parseHeroData(); parseJobData(); parseLevelInfo(); + parseHeroLevelInfo(); parseStarRatio(); parseHeroSkill(); parseSeidList(); @@ -336,6 +348,10 @@ export function getExpByLv(lv: number) { return levelInfos.get(lv); } +export function getHeroExpByLv(lv: number) { + return heroLevelInfo.get(lv); +} + export function getStarRatio(star: number) { return starRatioInfo.get(star); } diff --git a/shared/pubUtils/util.ts b/shared/pubUtils/util.ts index 7ebd4ffef..298304b03 100644 --- a/shared/pubUtils/util.ts +++ b/shared/pubUtils/util.ts @@ -104,6 +104,12 @@ const moment = require('moment'); result = { id: parseInt(id), weight: parseInt(weight) }; break; } + case 'cost': { + let [id, count] = arr; + if(isNaN(id) || isNaN(count)) throw new Error('data table format wrong'); + result = { id: parseInt(id), count: parseInt(count)}; + break; + } } return result; }; diff --git a/shared/resource/jsons/dic_zyz_hero_quality_up.json b/shared/resource/jsons/dic_zyz_hero_quality_up.json index c7e663f83..c0d8f7246 100644 --- a/shared/resource/jsons/dic_zyz_hero_quality_up.json +++ b/shared/resource/jsons/dic_zyz_hero_quality_up.json @@ -3,18 +3,18 @@ "id": 1, "quality": 1, "fragmentNum": 100, - "consume": "100&100&100" + "consume": "&" }, { "id": 2, "quality": 2, "fragmentNum": 200, - "consume": "100&100&100" + "consume": "&" }, { "id": 3, "quality": 3, "fragmentNum": 300, - "consume": "100&100&100" + "consume": "&" } ] \ No newline at end of file diff --git a/shared/resource/jsons/dic_zyz_hero_wake.json b/shared/resource/jsons/dic_zyz_hero_wake.json index c84510aec..66593811c 100644 --- a/shared/resource/jsons/dic_zyz_hero_wake.json +++ b/shared/resource/jsons/dic_zyz_hero_wake.json @@ -4,7 +4,7 @@ "quality": 1, "star": 0, "fragmentNum": 240, - "consume": "20000&100|20001&100", + "consume": "&", "hp_up": 21, "atk_up": 22, "def_up": 23, diff --git a/web-server/app/service/Auth.ts b/web-server/app/service/Auth.ts index 887312612..f3f6793fa 100644 --- a/web-server/app/service/Auth.ts +++ b/web-server/app/service/Auth.ts @@ -145,7 +145,7 @@ export default class Auth extends Service { let {quality, initialStars: star, jobid: job, name: hName} = dicHero; hero = await HeroModel.createHero({ - roleId, roleName: role.roleName, hid, hName, star, lv: 30, quality, job + roleId, roleName: role.roleName, hid, hName, star, quality, job }); }