任务:提取创建武将方法

This commit is contained in:
luying
2021-04-14 10:55:15 +08:00
parent d37d7cbb58
commit 93309f84f0
12 changed files with 117 additions and 91 deletions
@@ -1,5 +1,5 @@
import {Application, BackendSession, ChannelService} from 'pinus';
import { handleCost, addItems, unlockFigure } from '../../../services/rewardService';
import { handleCost, addItems, unlockFigure, createHero } from '../../../services/rewardService';
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
@@ -138,16 +138,10 @@ export class HeroHandler {
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
let curHero = await HeroModel.createHero({
let hero = await createHero(roleId, sid, serverId, {
roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}]
});
let role = await RoleModel.incRoleInfo(roleId, { heroNum: 1 }, { heroNumUpdatedAt: nowSeconds() });
let r = new Rank(REDIS_KEY.HERO_NUM_RANK, { serverId });
await r.setRankWithRoleInfo(roleId, role.heroNum, role.heroNumUpdatedAt, role);
await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.GET_HERO, paramHid: hid }]); // 解锁头像
let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.INIT, sid, roleId, curHero, {});
await calAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, sid, roleId, {}, [initialSkin])
pushComposeOrangeHero(roleId, roleName, serverId, hero);
return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(hero)});
}
+36 -12
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@@ -7,18 +7,33 @@ import { STATUS } from '../consts/statusCode';
import { resResult, reduceCe } from '../pubUtils/util';
import { calPlayerCeAndSave as pubCalPlayerCeAndSave, reCalAllHeroCe } from '../pubUtils/playerCe';
import Hero, { HeroType, HeroUpdate } from '../db/Hero';
import { HeroType, HeroUpdate } from '../db/Hero';
import { defaultHeroes } from './pvpService';
import { RoleUpdate, RoleType } from '../db/Role';
import { Rank } from './rankService';
import { REDIS_KEY } from '../consts';
import { updateUserInfo } from './redisService';
import { GuildType } from '../db/Guild';
interface calPlayerReturn {
serverId: number;
role: RoleType;
guild?: GuildType;
hero?: HeroType;
pushHeros: {hid: number, ce: number, incHeroCe: number}[];
topLineupCe: number
}
//修改并下发战力
export async function calPlayerCeAndSave(type: number, sid: string, roleId: string, originHero: HeroType, update: HeroUpdate, args?: Array<number>) {
let {role, pushHeros, topLineupCe, hero, guild, serverId} = await pubCalPlayerCeAndSave(type, roleId, originHero, update, args);
let result = await pubCalPlayerCeAndSave(type, roleId, originHero, update, args);
return await pushCalPlayerCe(roleId, sid, result);
}
// 修改后战力的推送
export async function pushCalPlayerCe(roleId: string, sid: string, calResult: calPlayerReturn) {
let {role, pushHeros, topLineupCe, hero, guild, serverId} = calResult;
// console.log(JSON.stringify(pushHeros))
//下发战力
let uids = [{ uid: roleId, sid }];
@@ -32,18 +47,27 @@ export async function calPlayerCeAndSave(type: number, sid: string, roleId: stri
return hero;
}
// 修改全局战力并下发
export async function calAllHeroCe(type:number, sid: string, roleId: string, update: RoleUpdate, args?:Array<number>) {
let {role, ce, pushHeros, topLineupCe, guild, serverId } = await reCalAllHeroCe(type, roleId, update, args);
if(pushHeros.length > 0) {
let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(ce), heros: pushHeros, topLineupCe: reduceCe(topLineupCe) }), uids);
if(guild) {
await updateUserInfo(REDIS_KEY.GUILD_INFO, guild.code, [{ field: 'guildCe', value: guild.guildCe }]);
}
updateRank(roleId, serverId, topLineupCe, role, pushHeros);
let result = await reCalAllHeroCe(type, roleId, update, args);
if(result.pushHeros.length > 0) {
return await pushCalAllHeroCe(roleId, sid, result);
} else {
return result.role;
}
}
// 修改全局战力的推送
export async function pushCalAllHeroCe(roleId: string, sid: string, calResult: calPlayerReturn) {
let {role, pushHeros, topLineupCe, guild, serverId } = calResult;
let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: reduceCe(role.ce), heros: pushHeros, topLineupCe: reduceCe(topLineupCe) }), uids);
if(guild) {
await updateUserInfo(REDIS_KEY.GUILD_INFO, guild.code, [{ field: 'guildCe', value: guild.guildCe }]);
}
updateRank(roleId, serverId, topLineupCe, role, pushHeros);
return role;
}
+22 -3
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@@ -1,18 +1,20 @@
import { ITID, CONSUME_TYPE, getCurNameById, ITEM_TABLE, HERO_SYSTEM_TYPE, CURRENCY_BY_TYPE, FIGURE_UNLOCK_CONDITION } from './../consts';
import { ITID, CONSUME_TYPE, getCurNameById, ITEM_TABLE, HERO_SYSTEM_TYPE, CURRENCY_BY_TYPE, FIGURE_UNLOCK_CONDITION, REDIS_KEY } from './../consts';
import { EquipModel } from './../db/Equip';
import { resResult, parseGoodStr } from '../pubUtils/util';
import { getGoodById } from '../pubUtils/gamedata';
import { RoleModel, RoleType } from '../db/Role';
import { setAp } from './actionPointService';
import { calAllHeroCe } from './playerCeService';
import { calAllHeroCe, pushCalPlayerCe, pushCalAllHeroCe } from './playerCeService';
import { ItemModel } from '../db/Item';
import { STATUS } from '../consts/statusCode';
import { pinus } from 'pinus';
import { addEquips, addBags, addSkins, addFigure, unlockFigure as pubUnlockFigure } from '../pubUtils/itemUtils';
import { addEquips, addBags, addSkins, addFigure, unlockFigure as pubUnlockFigure, createHero as pubCreateHero } from '../pubUtils/itemUtils';
import { EquipInter, ItemInter, BagInter } from '../pubUtils/interface';
import { gameData } from '../pubUtils/data';
import { uniq, indexOf, findIndex } from 'underscore';
import { HeroModel } from '../db/Hero';
import { Figure } from '../domain/dbGeneral';
import { Rank } from './rankService';
export async function handleFixedReward(roleId: string, roleName: string, sid: string, rewardStr: string, multi: number) {
let reward = parseGoodStr(rewardStr);
@@ -288,9 +290,26 @@ export async function checkGoods(roleId: string, goodIds: Array<number>) {
export async function unlockFigure(sid: string, roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number }[], role?: RoleType) {
let figureInfo = await pubUnlockFigure(roleId, conditions, role);
await pushFigureUpdate(roleId, sid, figureInfo);
}
export async function pushFigureUpdate(roleId: string, sid: string, figureInfo: { heads: Figure[], frames: Figure[], spines: Figure[] }) {
if (!!figureInfo && (figureInfo.heads.length > 0 || figureInfo.frames.length > 0 || figureInfo.spines.length > 0)) {
let uids = [{uid: roleId, sid}];
pinus.app.get('channelService').pushMessageByUids('onHeadChange', resResult(STATUS.SUCCESS, { ...figureInfo }), uids);
}
}
export async function createHero(roleId: string, sid: string, serverId: number, heroInfo) {
let { hero, role, figureInfo, calHeroResult, calAllHeroResult } = await pubCreateHero(roleId, heroInfo);
let r = new Rank(REDIS_KEY.HERO_NUM_RANK, { serverId });
await r.setRankWithRoleInfo(roleId, role.heroNum, role.heroNumUpdatedAt, role);
await pushFigureUpdate(roleId, sid, figureInfo);
hero = await pushCalPlayerCe(roleId, sid, calHeroResult);
await pushCalAllHeroCe(roleId, sid, calAllHeroResult);
return hero;
}
+2 -5
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@@ -4,11 +4,8 @@ import { getRandNum, getRandomArr } from '../pubUtils/util';
import { TERAPH_RANDOM } from "../consts/consts";
import { indexOf } from 'underscore';
import { DicTeraph } from '../pubUtils/dictionary/DicTeraph';
import { Teraph, RoleType, RoleModel } from '../db/Role';
import { ROLE_SELECT, FIGURE_UNLOCK_CONDITION, ITID, CONSUME_TYPE } from '../consts';
import { gameData } from '../pubUtils/data';
import { Figure } from '../domain/dbGeneral';
import { getBeforeDaySeconds } from '../pubUtils/timeUtil';
import { Teraph, RoleModel } from '../db/Role';
import { ROLE_SELECT } from '../consts';
const TERAPH_STRENGTHEN = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
/**
* 计算强化次数和消耗