升级,升星,升品,升彩星

This commit is contained in:
luying
2020-12-09 21:16:27 +08:00
parent bcb8f135a3
commit 92b5bf90bc
10 changed files with 248 additions and 39 deletions

View File

@@ -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');