升级,升星,升品,升彩星
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@@ -1,12 +1,13 @@
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import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus';
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import { handleCost } from '../../../services/rewardService';
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import { calPlayerCeAndSave } from '../../../services/playerCeService';
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import { resResult, getItems } from '../../../pubUtils/util';
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import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
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import { STATUS } from '../../../consts/statusCode';
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import {HeroModel} from '../../../db/Hero';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE} from '../../../consts/const';
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import {getJobInfoById, getMaxGradeByjobClass , getJobByGradeAndClass, getFriendShipById, getHeroInfoById, getFriendShipLevels, getGoodById} from '../../../pubUtils/gamedata';
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import { ITID, CONSUME_TYPE } from '../../../consts/consts';
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import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
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import {getJobInfoById, getMaxGradeByjobClass ,getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels} from '../../../pubUtils/gamedata';
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import { ABI_STAGE } from '../../../consts/abilityConst';
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import { RoleModel } from '../../../db/Role';
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const _ = require('underscore');
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@@ -36,7 +37,7 @@ export class HeroHandler {
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}
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// 武将碎片合成
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public async combine(msg: { hid: number}, session: BackendSession) {
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public async compose(msg: { hid: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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@@ -64,12 +65,20 @@ export class HeroHandler {
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// 武将升级
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public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let { hid, type, material } = msg;
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// 根据dic_goods 计算得材料可转换的经验
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let addLv = 0;
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if(type == 1) {
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addLv = 1;
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} else if(type == 5) {
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addLv = 5;
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} else {
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return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR);
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}
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// 计算得材料可转换的经验
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let allExp = 0;
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for(let {id, count} of material) {
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let dicGoods = getGoodById(id);
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@@ -78,42 +87,196 @@ export class HeroHandler {
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if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
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return resResult(STATUS.ROLE_METERIAL_ERROR);
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}
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allExp += count * dicGoods.value;
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}
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// 根据dic_zyz_charexp 计算武将可以升的级数
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// 检查材料是否满足升级需求
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// 检查是否超出主公等级
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// 进行升级,溢出经验保留
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// handleCost
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// 计算武将可以升的级数
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {lv: playerLv} = await RoleModel.findByRoleId(roleId);
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let {lv: oldLv, exp: oldExp} = hero;
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if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER);
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oldExp += allExp;
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let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验
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let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级
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let curExp = newExp; // 考虑到主公等级,还剩多少经验
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for(;;) {
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let exp = getHeroExpByLv(newLv);
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console.log(exp, newExp)
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if(exp < newExp) {
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newExp -= exp;
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if(newLv < playerLv) curExp -= exp;
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newLv ++;
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} else {
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break;
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}
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}
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if(oldLv + addLv > newLv) {
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return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
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}
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let costResult = await handleCost(roleId, sid, material);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.lv = playerLv > newLv?newLv: playerLv;
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hero.exp = curExp;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid, lv : heros[0].lv, exp : heros[0].exp
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}
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return resResult(STATUS.SUCCESS, { curHero });
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}
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// 武将升星
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public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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// 检查当前星级和星阶和客户端传参是否符合
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// 升星阶,满6自动升星。最高6星
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// handleCost
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}
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, fireStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
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// 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
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// 检查品质是否是橙色
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// 升星阶,满6自动升星
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// handleCost
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let {hid, star, starStage} = msg;
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// 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
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {star: oldStar, starStage: oldStarStage, quality} = hero;
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if(oldStar != star || oldStarStage != starStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldStar == HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_STAR_REACH_MAX);
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}
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// 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量
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const dicHeroStar = getGamedata('dic_zyz_hero_star');
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const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldStarStage + 1 == ABI_STAGE.END;
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hero.star = isUpStar? oldStar + 1: oldStar;
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hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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// 武将升品
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public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, quality} = msg;
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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// 根据dic_hero 获得 碎片id
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {quality: oldQuality, star} = hero;
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if(quality != oldQuality) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(oldQuality == HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_REACH_MAX);
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}
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if(star != HERO_GROW_MAX.STAR ) {
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return resResult(STATUS.ROLE_STAR_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_quality_up 获得需要的材料
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// 检查是否达到6星
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// 升品,满品3级
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// handleCost
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let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up');
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const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality);
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if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroQualityUp;
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let consumeArr = decodeStr('cost', consume);
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.quality ++;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid,
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quality : heros[0].quality
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}
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// 武将觉醒
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public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) {
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// 根据dic_hero 获得 碎片id
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// 根据dic_zyz_hero_wake 获得需要花费的碎片和材料
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// 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
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// 检查品质是否是橙色
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// 升星阶,满6自动升星
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// handleCost
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let {hid, colorStar, colorStarStage} = msg;
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// 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
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let dicHero = getHeroInfoById(hid);
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if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {pieceId} = dicHero;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS);
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let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero;
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if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) {
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return resResult(STATUS.WRONG_PARMS);
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}
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if(star != HERO_GROW_MAX.STAR) {
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return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH);
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}
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if(quality != HERO_GROW_MAX.QUALITY) {
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return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH);
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}
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// 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量
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const dicHeroStar = getGamedata('dic_zyz_hero_wake');
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const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar);
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if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {fragmentNum, consume} = curDicHeroStar;
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let consumeArr = decodeStr('cost', consume);
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console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr]))
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let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END;
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hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
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hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
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let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
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const curHero = {
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hid,
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star : heros[0].star,
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starStage : heros[0].starStage,
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colorStar: heros[0].colorStar,
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colorStarStage: heros[0].colorStarStage
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}
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return resResult(STATUS.SUCCESS, {isUpStar, curHero});
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}
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//训练
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async heroJobTrain (msg: {hid:number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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