添加处理seid方法

This commit is contained in:
luying
2020-12-12 17:06:28 +08:00
parent b9a213f344
commit 93d0beef31
6 changed files with 81 additions and 72 deletions

View File

@@ -4,8 +4,8 @@ import { calPlayerCeAndSave } from '../../../services/playerCeService';
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, HERO_GROW_MAX} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById, getHeroLvByExp} from '../../../pubUtils/gamedata';
import { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role';
@@ -59,7 +59,7 @@ export class HeroHandler {
let curHero = await HeroModel.createHero({
roleId, serverId, roleName, hid, hName, star, quality, job
}, false);
await calPlayerCeAndSave(sid, roleId, [curHero]);
await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.STAR);
return resResult(STATUS.SUCCESS, {curHero});
}
@@ -97,22 +97,10 @@ export class HeroHandler {
let {lv: oldLv, exp: oldExp} = hero;
if(oldLv + addLv > 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);
let newExp = oldExp + allExp; // 加上经验书可以达到的经验
let newLv = getHeroLvByExp(newExp);
if(exp < newExp) {
newExp -= exp;
if(newLv < playerLv) curExp -= exp;
newLv ++;
} else {
break;
}
}
if(oldLv + addLv > newLv) {
if(newLv < oldLv + addLv) {
return resResult(STATUS.ROLE_EXP_NOT_ENOUGH);
}
@@ -120,9 +108,9 @@ export class HeroHandler {
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.lv = playerLv > newLv?newLv: playerLv;
hero.exp = curExp;
hero.exp = newExp;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid, lv : heros[0].lv, exp : heros[0].exp
}
@@ -163,7 +151,7 @@ export class HeroHandler {
hero.star = isUpStar? oldStar + 1: oldStar;
hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid,
star : heros[0].star,
@@ -208,7 +196,7 @@ export class HeroHandler {
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.quality ++;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid,
quality : heros[0].quality
@@ -218,12 +206,6 @@ export class HeroHandler {
// 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');
@@ -264,7 +246,7 @@ export class HeroHandler {
hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar;
hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1;
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR);
const curHero = {
hid,
star : heros[0].star,