🎈 perf(clear): 格式化

This commit is contained in:
luying
2023-07-14 13:38:07 +08:00
parent 1d02e0f62e
commit 9c10f33401
6 changed files with 1086 additions and 1086 deletions

View File

@@ -34,21 +34,21 @@ export class EquipHandler {
let serverId: number = session.get('serverId');
let { hid, ePlaceId } = msg;
if(!isNumber(ePlaceId) || ePlaceId > 4 || ePlaceId < 1) return resResult(STATUS.WRONG_PARMS);
if (!isNumber(ePlaceId) || ePlaceId > 4 || ePlaceId < 1) return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let curEquip = oldEplace.find(equip => equip.id == ePlaceId );
if(curEquip) return resResult(STATUS.EQUIP_HAS_COMPOSE);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(equip => equip.id == ePlaceId);
if (curEquip) return resResult(STATUS.EQUIP_HAS_COMPOSE);
let dicHero = gameData.hero.get(hero.skinId);
let dicEquip = getEquipByJobClassAndEPlace(dicHero?.jobClass, ePlaceId);
if(!dicEquip) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (!dicEquip) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let consumeResult = await handleCost(roleId, sid, dicEquip.composeMaterial, ITEM_CHANGE_REASON.EQUIP_COMPOSE);
if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newEquip = new EPlace(ePlaceId, dicEquip.id);
let newEplace = [...oldEplace, newEquip];
@@ -67,34 +67,34 @@ export class EquipHandler {
}
return resResult(STATUS.SUCCESS, { curHero });
}
// 装备栏强化
public async strengthen(msg: { hid: number, ePlaceId: number, isOneClick: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid, ePlaceId, isOneClick } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if(curEquip.lv >= hero.lv) return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
if (!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if (curEquip.lv >= hero.lv) return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
let fromLv = curEquip.lv;
let toLv = isOneClick? hero.lv: fromLv + 1;
let toLv = isOneClick ? hero.lv : fromLv + 1;
let newLv = fromLv;
let check = new CheckMeterial(roleId);
for (let lv = fromLv + 1; lv <= toLv; lv++) {
let dicCost = gameData.equipStrengthenCost.get(lv);
let isEnough = await check.decrease(dicCost.consume);
if(!isEnough) break; // 消耗不足
if (!isEnough) break; // 消耗不足
newLv = lv;
}
if(newLv == fromLv) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (newLv == fromLv) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_STRENTHEN);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
@@ -128,24 +128,24 @@ export class EquipHandler {
let { ePlace, lv: playerLv } = hero; // 装备栏
let fromLv = Math.min(...ePlace.map(cur => cur.lv)); // 最小的等级
let toLv = lv < playerLv? lv: playerLv;
let toLv = lv < playerLv ? lv : playerLv;
let eplaceIds = new Map<number, { lv: number }>(); // 更新了的装备栏id
let check = new CheckMeterial(roleId);
for(let lv = fromLv + 1; lv <= toLv; lv++) {
for (let lv = fromLv + 1; lv <= toLv; lv++) {
let isBreak = false;
for(let equip of ePlace) {
if(equip.lv >= lv) continue;
for (let equip of ePlace) {
if (equip.lv >= lv) continue;
let dicCost = gameData.equipStrengthenCost.get(lv);
let isEnough = await check.decrease(dicCost.consume);
if(!isEnough) { isBreak = true; break; } // 消耗不足
if (!isEnough) { isBreak = true; break; } // 消耗不足
eplaceIds.set(equip.id, { lv });
}
if(isBreak) break;
if (isBreak) break;
}
if(eplaceIds.size <= 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (eplaceIds.size <= 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_STRENTHEN);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
@@ -174,17 +174,17 @@ export class EquipHandler {
let roleName: string = session.get('roleName');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid, ePlaceId, isOneClick } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if (!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
let nextEquipQuality = getNextEquipQuality(curEquip.equipId, curEquip.quality, curEquip.qualityStage);
if(!nextEquipQuality) return resResult(STATUS.EQUIP_QUALITY_MAX);
if (!nextEquipQuality) return resResult(STATUS.EQUIP_QUALITY_MAX);
let equipUpdate = {
quality: curEquip.quality,
@@ -192,26 +192,26 @@ export class EquipHandler {
}
let check = new CheckMeterial(roleId);
let count = 0;
if(isOneClick) { // 一键升到该品最高点
if(nextEquipQuality.quality != curEquip.quality) {
if (isOneClick) { // 一键升到该品最高点
if (nextEquipQuality.quality != curEquip.quality) {
return resResult(STATUS.EQUIP_QUALITYSTAGE_IS_MAX);
}
while(nextEquipQuality && nextEquipQuality.quality == curEquip.quality) {
while (nextEquipQuality && nextEquipQuality.quality == curEquip.quality) {
let isEnough = await check.decrease(nextEquipQuality.consume);
if(!isEnough) break; // 消耗不足
if (!isEnough) break; // 消耗不足
equipUpdate.qualityStage++;
nextEquipQuality = getNextEquipQuality(curEquip.equipId, equipUpdate.quality, equipUpdate.qualityStage);
count++;
}
} else { // 往下一阶,包括满点之后的升品
let isEnough = await check.decrease(nextEquipQuality.consume);
if(isEnough) {
if (isEnough) {
equipUpdate.quality = nextEquipQuality.quality;
equipUpdate.qualityStage = nextEquipQuality.point;
count++;
}
}
if(equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
if (equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
let consumes = check.getConsume();
@@ -221,7 +221,7 @@ export class EquipHandler {
let isUpQuality = equipUpdate.quality != curEquip.quality;
let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, equipUpdate);
let update = {
ePlace: newEplace,
consumes: addConsumeToHero(hero.consumes, consumes),
@@ -245,14 +245,14 @@ export class EquipHandler {
let roleName: string = session.get('roleName');
const serverId = session.get('serverId');
let sid: string = session.get('sid');
let { hid, ePlaceId, isOneClick } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if (!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
let incEquipStarSum = 0;
let equipUpdate = {
star: curEquip.star,
@@ -261,23 +261,23 @@ export class EquipHandler {
let check = new CheckMeterial(roleId);
let dicEquipStar = getEquipStarIdByEquipId(curEquip.equipId, curEquip.star);
if(!dicEquipStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (!dicEquipStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let isUpStar = curEquip.starStage == dicEquipStar.count;
let count = 0;
if(isUpStar) { // 升星
if(isOneClick) {
if (isUpStar) { // 升星
if (isOneClick) {
return resResult(STATUS.EQUIP_STARSTAGE_IS_MAX);
} else {
let nextEquipStar = getNextEquipStar(curEquip.equipId, curEquip.star);
if(!nextEquipStar) return resResult(STATUS.EQUIP_STAR_MAX);
if (!nextEquipStar) return resResult(STATUS.EQUIP_STAR_MAX);
let dicEquipQualityExtra = gameData.equipQualityExtra.get(curEquip.quality);
if(!dicEquipQualityExtra || dicEquipQualityExtra.star < nextEquipStar.star) {
if (!dicEquipQualityExtra || dicEquipQualityExtra.star < nextEquipStar.star) {
return resResult(STATUS.EQUIP_QUALITY_NOT_ENOUGH);
}
let isEnough = await check.decrease(dicEquipStar.subConsume);
if(isEnough) {
if (isEnough) {
equipUpdate.star = nextEquipStar.star;
equipUpdate.starStage = 0;
incEquipStarSum += equipUpdate.star - curEquip.star;
@@ -285,16 +285,16 @@ export class EquipHandler {
}
}
} else { // 升小点,包括一键升到满小点和升一个小点
let toStage = isOneClick? dicEquipStar.count: curEquip.starStage + 1;
for(let stage = curEquip.starStage + 1; stage <= toStage; stage++) {
let toStage = isOneClick ? dicEquipStar.count : curEquip.starStage + 1;
for (let stage = curEquip.starStage + 1; stage <= toStage; stage++) {
let isEnough = await check.decrease(dicEquipStar.mainConsume);
if(!isEnough) break; // 消耗不足
if (!isEnough) break; // 消耗不足
equipUpdate.starStage = stage;
count++;
}
}
if(equipUpdate.star == curEquip.star && equipUpdate.starStage == curEquip.starStage) {
if (equipUpdate.star == curEquip.star && equipUpdate.starStage == curEquip.starStage) {
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
let consumes = check.getConsume();
@@ -328,39 +328,39 @@ export class EquipHandler {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if (!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_IS_NOT_FIND);
if(curEquip.jewel == seqId) return resResult(STATUS.JEWEL_HAS_SUIT);
if(!checkJewelCanPutOnEquip(curEquip, jewel)) {
if (!jewel) return resResult(STATUS.JEWEL_IS_NOT_FIND);
if (curEquip.jewel == seqId) return resResult(STATUS.JEWEL_HAS_SUIT);
if (!checkJewelCanPutOnEquip(curEquip, jewel)) {
return resResult(STATUS.EQUIP_NOT_MATCH_JEWEL)
}
let originHeroResult: { hid: number, ePlace: Partial<EPlace>[] };
let originJewel = curEquip.jewel? await JewelModel.findbySeqId(curEquip.jewel): null; // 原本自己的天晶石
let originJewel = curEquip.jewel ? await JewelModel.findbySeqId(curEquip.jewel) : null; // 原本自己的天晶石
let canSentMineToOrigin = false; // 自己的能不能塞到对方身上
if(jewel.hid != 0) { // 如果天晶石原本镶嵌在其他武将身上,把自己的给他
if (jewel.hid != 0) { // 如果天晶石原本镶嵌在其他武将身上,把自己的给他
let originHero = await HeroModel.findByHidAndRole(jewel.hid, roleId);
let originEplace = originHero?.ePlace||[];
let originEplace = originHero?.ePlace || [];
let originEquip = originEplace.find(cur => cur.jewel == seqId);
if(originEquip) {
if (originEquip) {
let canChange = originJewel && checkJewelCanPutOnEquip(originEquip, originJewel);
if(canChange) canSentMineToOrigin = true;
let { newEplace, updatedEplace } = updateEplace(originEplace, ePlaceId, { jewel: canChange? originJewel.seqId: 0 });
await calculateCeWithHero(HERO_SYSTEM_TYPE.EQUIP_JEWEL, roleId, serverId, sid, jewel.hid, { ePlace: newEplace }, { ePlaceId, jewel: canChange? originJewel: null, skinId: originHero.skinId });
await checkTaskInPutJewel(serverId, roleId, sid, jewel.hid, originEplace, newEplace, ePlaceId, jewel, canChange? originJewel:null);
if (canChange) canSentMineToOrigin = true;
let { newEplace, updatedEplace } = updateEplace(originEplace, ePlaceId, { jewel: canChange ? originJewel.seqId : 0 });
await calculateCeWithHero(HERO_SYSTEM_TYPE.EQUIP_JEWEL, roleId, serverId, sid, jewel.hid, { ePlace: newEplace }, { ePlaceId, jewel: canChange ? originJewel : null, skinId: originHero.skinId });
await checkTaskInPutJewel(serverId, roleId, sid, jewel.hid, originEplace, newEplace, ePlaceId, jewel, canChange ? originJewel : null);
originHeroResult = { hid: originHero.hid, ePlace: updatedEplace };
originHeroResult = { hid: originHero.hid, ePlace: updatedEplace };
}
}
if(originJewel) { // 更新自己的天晶石
originJewel = await JewelModel.putOnOrOff(originJewel.seqId, canSentMineToOrigin? jewel.hid: 0, canSentMineToOrigin? ePlaceId: 0);
if (originJewel) { // 更新自己的天晶石
originJewel = await JewelModel.putOnOrOff(originJewel.seqId, canSentMineToOrigin ? jewel.hid : 0, canSentMineToOrigin ? ePlaceId : 0);
}
// 目标镶嵌上
@@ -383,14 +383,14 @@ export class EquipHandler {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if(curEquip.jewel == 0) return resResult(STATUS.JEWEL_NOT_SUIT);
if (!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
if (curEquip.jewel == 0) return resResult(STATUS.JEWEL_NOT_SUIT);
let curJewel = await JewelModel.putOnOrOff(curEquip.jewel, 0, 0);
let { newEplace, updatedEplace } = updateEplace(oldEplace, ePlaceId, { jewel: 0 });
@@ -416,26 +416,26 @@ export class EquipHandler {
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let oldEplace = hero.ePlace||[];
let oldEplace = hero.ePlace || [];
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
let curStone = curEquip.stones?.find(cur => cur.id == stonesId)||{ id: stonesId, stone: 0 };
if(curStone.stone == gid) {
return resResult(gid == 0? STATUS.STONE_NOT_SUIT: STATUS.STONE_HAS_SUIT);
if (!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
let curStone = curEquip.stones?.find(cur => cur.id == stonesId) || { id: stonesId, stone: 0 };
if (curStone.stone == gid) {
return resResult(gid == 0 ? STATUS.STONE_NOT_SUIT : STATUS.STONE_HAS_SUIT);
}
if(!checkStoneCanPutOnEquip(curEquip, stonesId, gid)) { // 是否可以镶嵌
if (!checkStoneCanPutOnEquip(curEquip, stonesId, gid)) { // 是否可以镶嵌
return resResult(STATUS.STONE_CANNOT_SUIT);
}
let updateConsumes = hero.consumes;
if(gid > 0) {
if (gid > 0) {
updateConsumes = addConsumeToHero(updateConsumes, [{ id: gid, count: 1 }]);
let consumeResult = await handleCost(roleId, sid, [{ id: gid, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
if(curStone.stone > 0) { // 返回石头
if (curStone.stone > 0) { // 返回石头
updateConsumes = addConsumeToHero(updateConsumes, [{ id: curStone.stone, count: -1 }]);
await addItems(roleId, roleName, sid, [{ id: curStone.stone, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
}
@@ -466,7 +466,7 @@ export class EquipHandler {
let sid: string = session.get('sid');
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
if (!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe } = jewel;
if (!randSe || randSe.length <= 0) {
@@ -510,16 +510,16 @@ export class EquipHandler {
let { seqId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
if (!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { id, randSe, previewRandSe } = jewel;
if(previewRandSe.length <= 0) {
if (previewRandSe.length <= 0) {
let previewRandSe = getRandSeResult(id, randSe);
if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let lockNum = randSe.reduce((pre, cur) => {
return cur.locked? pre + 1: pre;
return cur.locked ? pre + 1 : pre;
}, 0);
if (lockNum >= randSe.length) {
@@ -556,21 +556,21 @@ export class EquipHandler {
let { seqId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
if (!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe, hid, ePlaceId, previewRandSe } = jewel;
if(!previewRandSe || previewRandSe.length <= 0) { // 没预览过
if (!previewRandSe || previewRandSe.length <= 0) { // 没预览过
return resResult(STATUS.EQUIP_RESTRENGTHEN_NOT_PREVIEW);
}
let newJewel = await JewelModel.updateInfo(seqId, { previewRandSe: [], randSe: previewRandSe });
// 更新战力
if(hid > 0) {
if (hid > 0) {
const hero = await HeroModel.findByHidAndRole(hid, roleId);
await calculateCeWithHero(HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE, roleId, serverId, sid, hid, { ePlace: hero.ePlace }, { ePlaceId, jewel: newJewel, skinId: hero.skinId });
}
await checkTaskInEquipReset(serverId, roleId, sid);
await checkTaskInEquipReset(serverId, roleId, sid);
return resResult(STATUS.SUCCESS, { curJewel: pick(newJewel, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
}
@@ -580,14 +580,14 @@ export class EquipHandler {
let { seqId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
if (!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe, previewRandSe } = jewel;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
if(!previewRandSe) { // 没预览过
if (!previewRandSe) { // 没预览过
return resResult(STATUS.JEWEL_NOT_PREVIEW);
}
@@ -602,7 +602,7 @@ export class EquipHandler {
let { seqId, randSeId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
if (!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe } = jewel;
if (!randSe || randSe.length <= 0) {
@@ -610,10 +610,10 @@ export class EquipHandler {
}
let quenchedSe = randSe.find(cur => cur.quenched);
if(!!quenchedSe) return resResult(STATUS.JEWEL_HAS_CHOOSEN_QUENCH);
if (!!quenchedSe) return resResult(STATUS.JEWEL_HAS_CHOOSEN_QUENCH);
let curRandSe = randSe.find(cur => cur.id == randSeId);
if(!curRandSe) return resResult(STATUS.JEWEL_HAVE_NO_CUR_RANDSE);
if (!curRandSe) return resResult(STATUS.JEWEL_HAVE_NO_CUR_RANDSE);
let jewelResult = await JewelModel.chooseQuench(seqId, randSeId);
@@ -625,34 +625,34 @@ export class EquipHandler {
let roleId: string = session.get('roleId');
let serverId: number = session.get('serverId');
let sid: string = session.get('sid');
let { seqId } = msg;
let jewel = await JewelModel.findbySeqId(seqId);
if(!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
if (!jewel) return resResult(STATUS.JEWEL_NOT_FOUND);
let { randSe, hid, ePlaceId } = jewel;
if (!randSe || randSe.length <= 0) {
return resResult(STATUS.JEWEL_HAVE_NO_RANDSE);
}
let quenchedSe = randSe.find(cur => cur.quenched);
if(!quenchedSe) return resResult(STATUS.JEWEL_NOT_CHOOSEN_QUENCH);
if (!quenchedSe) return resResult(STATUS.JEWEL_NOT_CHOOSEN_QUENCH);
let dicJewel = gameData.jewel.get(jewel.id);
if(!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let consumeResult = await handleCost(roleId, sid, dicJewel.quenchConsume, ITEM_CHANGE_REASON.EQUIP_QUENCH);
if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newRandSe = getJewelRandSe(quenchedSe.id, quenchedSe.seid);
let isSuccess = newRandSe.rand >= quenchedSe.rand;
let newJewel = await JewelModel.quench(seqId, isSuccess, newRandSe.rand);
// 更新战力
if(isSuccess && hid > 0) {
if (isSuccess && hid > 0) {
const hero = await HeroModel.findByHidAndRole(hid, roleId);
await calculateCeWithHero(HERO_SYSTEM_TYPE.JEWEL_QUENCH, roleId, serverId, sid, hid, { ePlace: hero.ePlace }, { ePlaceId, jewel: newJewel, skinId: hero.skinId });
}
await checkTaskInEquipQuench(serverId, roleId, sid, isSuccess);
await checkTaskInEquipQuench(serverId, roleId, sid, isSuccess);
return resResult(STATUS.SUCCESS, { isSuccess, curJewel: pick(newJewel, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
}
@@ -671,13 +671,13 @@ export class EquipHandler {
if (!dicGoods.decomposeItem || dicGoods.decomposeItem.length <= 0) return resResult(STATUS.CONSUME_TYPE_ERR);
if (count < 0) return resResult(STATUS.WRONG_PARMS);
for(let result of dicGoods.decomposeItem) {
for (let result of dicGoods.decomposeItem) {
goods.push({ id: result.id, count: result.count * count });
}
}
let costResult = await handleCost(roleId, sid, origin, ITEM_CHANGE_REASON.EQUIP_PIECE_DECOMPOSE);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, goods, ITEM_CHANGE_REASON.EQUIP_PIECE_DECOMPOSE);
return resResult(STATUS.SUCCESS, { goods: combineItems(result) });
}
@@ -688,7 +688,7 @@ export class EquipHandler {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
if(origin.length > BAG.BAG_RESOLVE_UPLIMITED) {
if (origin.length > BAG.BAG_RESOLVE_UPLIMITED) {
return resResult(STATUS.EQUIP_DECOMPOSE_IS_UPLIMIT);
}
let jewels = await JewelModel.findbySeqIds(origin);
@@ -697,8 +697,8 @@ export class EquipHandler {
let goods: RewardInter[] = [];
let cost: ItemInter[] = [];
for(let jewel of jewels) {
if(jewel.hid > 0) {
for (let jewel of jewels) {
if (jewel.hid > 0) {
return resResult(STATUS.JEWEL_IS_EQUIPED);
}
let dicGoods = gameData.goods.get(jewel.id);
@@ -707,7 +707,7 @@ export class EquipHandler {
}
let costResult = await handleCost(roleId, sid, cost, ITEM_CHANGE_REASON.EQUIP_DECOMPOSE); // 删掉装备
if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
if (!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, goods, ITEM_CHANGE_REASON.EQUIP_DECOMPOSE);
return resResult(STATUS.SUCCESS, { goods: combineItems(result) });
@@ -720,15 +720,15 @@ export class EquipHandler {
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let serverId: number = session.get('serverId');
let check = new CheckMeterial(roleId);
let isEnough = await check.composeStone(id, count);
if(!isEnough) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (!isEnough) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let consumes = check.getConsume();
let costResult = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.COMPOSE_STONE);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let goods = await addItems(roleId, roleName, sid, [{ id, count }], ITEM_CHANGE_REASON.COMPOSE_STONE);
await checkTaskInComposeStone(serverId, roleId, sid, count);
@@ -742,39 +742,39 @@ export class EquipHandler {
let serverId: number = session.get('serverId');
let originJewel = await JewelModel.findbySeqId(originJewelId);
if(!originJewel || originJewel.roleId != roleId) return resResult(STATUS.JEWEL_IS_NOT_FIND);
if(originJewel.hid > 0) return resResult(STATUS.JEWEL_HAS_EQUPED);
if (!originJewel || originJewel.roleId != roleId) return resResult(STATUS.JEWEL_IS_NOT_FIND);
if (originJewel.hid > 0) return resResult(STATUS.JEWEL_HAS_EQUPED);
let targetJewel = await JewelModel.findbySeqId(targetJewelId);
if(!targetJewel || targetJewel.roleId != roleId) return resResult(STATUS.JEWEL_IS_NOT_FIND);
if (!targetJewel || targetJewel.roleId != roleId) return resResult(STATUS.JEWEL_IS_NOT_FIND);
if (isLocked(targetJewel.randSe)) return resResult(STATUS.JEWEL_LOCKED_CANNOT_INHERIT);
if(isLocked(targetJewel.randSe)) return resResult(STATUS.JEWEL_LOCKED_CANNOT_INHERIT);
let dicOldJewel = gameData.jewel.get(originJewel.id);
if(!dicOldJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (!dicOldJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicJewel = gameData.jewel.get(targetJewel.id);
if(!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if(dicJewel.eplaceId != dicOldJewel.eplaceId || dicJewel.lv < dicOldJewel.lv) {
if (!dicJewel) return resResult(STATUS.DIC_DATA_NOT_FOUND);
if (dicJewel.eplaceId != dicOldJewel.eplaceId || dicJewel.lv < dicOldJewel.lv) {
return resResult(STATUS.JEWEL_CANNOT_INHERIT);
}
// 消耗
let consumeResult = await handleCost(roleId, sid, [
{ id: originJewel.id, seqId: originJewel.seqId},
{ id: originJewel.id, seqId: originJewel.seqId },
...dicJewel.inheritConsume
], ITEM_CHANGE_REASON.JEWEL_INHERIT);
if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let newRandSe = getRandSeResult(targetJewel.id, targetJewel.randSe, originJewel.randSe, originJewel.id);
let newJewel = await JewelModel.updateInfo(targetJewel.seqId, { previewRandSe: [], randSe: newRandSe });
// 更新战力
if(targetJewel.hid > 0) {
if (targetJewel.hid > 0) {
const hero = await HeroModel.findByHidAndRole(targetJewel.hid, roleId);
await calculateCeWithHero(HERO_SYSTEM_TYPE.JEWEL_RESET_RANDSE, roleId, serverId, sid, targetJewel.hid, { ePlace: hero.ePlace }, { ePlaceId: targetJewel.ePlaceId, jewel: newJewel, skinId: hero.skinId });
}
await checkTaskInEquipReset(serverId, roleId, sid);
await checkTaskInEquipReset(serverId, roleId, sid);
return resResult(STATUS.SUCCESS, { curJewel: pick(newJewel, ['seqId', 'id', 'hid', 'ePlaceId', 'randSe', 'previewRandSe']) });
}

File diff suppressed because it is too large Load Diff

View File

@@ -18,19 +18,19 @@ export class CheckMeterial {
constructor(roleId: string, role?: RoleType, items?: ItemType[]) {
this.roleId = roleId;
if(role) {
if (role) {
this.itemsIndb.set(this.goldId, role.gold);
this.itemsIndb.set(this.coinId, role.coin);
}
if(items && items.length) {
for(let {id, count} of items) {
if (items && items.length) {
for (let { id, count } of items) {
this.itemsIndb.set(id, count);
}
}
}
private pushToNotEnoughItems(id: number, count: number) {
if(!this.notEnoughItems.has(id)) {
if (!this.notEnoughItems.has(id)) {
this.notEnoughItems.set(id, 0);
}
this.notEnoughItems.set(id, this.notEnoughItems.get(id) + count);
@@ -38,21 +38,21 @@ export class CheckMeterial {
public getNotEnoughItems() {
let map = new Map<number, number>();
for(let [ id, count ] of this.notEnoughItems) {
for (let [id, count] of this.notEnoughItems) {
map.set(id, count);
}
return map;
}
public async decrease(goods: {id: number, count: number}[]) {
public async decrease(goods: { id: number, count: number }[]) {
this.tempConsumes.splice(0, this.tempConsumes.length);
this.notEnoughItems.clear();
let { items, gold, coin } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
for(let { id, count} of items) {
for (let { id, count } of items) {
let notEnoughCount = await this.decreaseItem(id, count);
if(notEnoughCount > 0) {
if (notEnoughCount > 0) {
let isEnough = await this.checkReplaceItem(id, notEnoughCount);
if(isEnough) {
if (isEnough) {
this.tempConsumes.push({ id, count: count - notEnoughCount });
} else {
return false;
@@ -60,29 +60,29 @@ export class CheckMeterial {
}
}
if(gold.length > 0) {
if (gold.length > 0) {
let isEnough = await this.decreaseGold(gold);
if(!isEnough) return false;
if (!isEnough) return false;
}
if(coin.length > 0) {
if (coin.length > 0) {
let isEnough = await this.decreaseCoin(coin);
if(!isEnough) return false;
if (!isEnough) return false;
}
this.consumes.push(...this.tempConsumes);
return true;
}
// 当消耗不足的时候,不提前返回,也不去算元宝和铜币
public async decreaseItemsContinue(goods: {id: number, count: number}[]) {
public async decreaseItemsContinue(goods: { id: number, count: number }[]) {
this.tempConsumes.splice(0, this.tempConsumes.length);
this.notEnoughItems.clear();
let { items } = sortItems(goods, HANDLE_REWARD_TYPE.COST);
let itemIsEnough = true;
for(let { id, count} of items) {
for (let { id, count } of items) {
let notEnoughCount = await this.decreaseItem(id, count);
if(notEnoughCount > 0) {
if (notEnoughCount > 0) {
let isEnough = await this.checkReplaceItem(id, notEnoughCount);
if(isEnough) {
if (isEnough) {
this.tempConsumes.push({ id, count: count - notEnoughCount });
} else {
itemIsEnough = false;
@@ -98,15 +98,15 @@ export class CheckMeterial {
}
private async decreaseItem(id: number, count: number) {
if(!this.itemsIndb.has(id)) {
if (!this.itemsIndb.has(id)) {
let item = await ItemModel.findbyRoleAndGid(this.roleId, id);
if(!item) {
if (!item) {
this.pushToNotEnoughItems(id, count);
return count;
}
this.itemsIndb.set(id, item.count);
}
if(this.itemsIndb.get(id) < count) {
if (this.itemsIndb.get(id) < count) {
let notEnoughCount = count - this.itemsIndb.get(id);
this.pushToNotEnoughItems(id, notEnoughCount);
this.itemsIndb.set(id, 0);
@@ -119,12 +119,12 @@ export class CheckMeterial {
}
private async checkReplaceItem(id: number, count: number) {
if(!this.canReplace) return false;
if (!this.canReplace) return false;
let relationGoodId = gameData.relationGoods.get(id);
if(!relationGoodId) return false;
if (!relationGoodId) return false;
if(relationGoodId == this.goldId) {
if (relationGoodId == this.goldId) {
return await this.decreaseGold([{ count }]);
} else if (relationGoodId == this.coinId) {
return await this.decreaseCoin([count]);
@@ -136,13 +136,13 @@ export class CheckMeterial {
private async decreaseGold(gold: { count: number }[]) {
if(!this.itemsIndb.has(this.goldId)) {
if (!this.itemsIndb.has(this.goldId)) {
let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
this.itemsIndb.set(this.goldId, role.gold);
this.itemsIndb.set(this.coinId, role.coin);
}
let goldCost = gold.reduce((pre, cur) => { return pre + cur.count }, 0);
if(this.itemsIndb.get(this.goldId) < goldCost) {
if (this.itemsIndb.get(this.goldId) < goldCost) {
this.pushToNotEnoughItems(this.goldId, goldCost - this.itemsIndb.get(this.goldId));
this.itemsIndb.set(this.goldId, 0);
return false;
@@ -154,13 +154,13 @@ export class CheckMeterial {
private async decreaseCoin(coin: number[]) {
if(!this.itemsIndb.has(this.coinId)) {
if (!this.itemsIndb.has(this.coinId)) {
let role = await RoleModel.findByRoleId(this.roleId, 'gold coin');
this.itemsIndb.set(this.goldId, role.gold);
this.itemsIndb.set(this.coinId, role.coin);
}
let coinCost = coin.reduce((pre, cur) => pre + cur, 0);
if(this.itemsIndb.get(this.coinId) < coinCost) {
if (this.itemsIndb.get(this.coinId) < coinCost) {
this.pushToNotEnoughItems(this.coinId, coinCost - this.itemsIndb.get(this.coinId));
this.itemsIndb.set(this.coinId, 0);
return false;
@@ -172,8 +172,8 @@ export class CheckMeterial {
private getMaterialEnough(materials: RewardInter[], notEnoughItems: Map<number, number>) {
let newMaterials: RewardInter[] = [];
for(let {id, count} of materials) {
if(notEnoughItems.has(id)) {
for (let { id, count } of materials) {
if (notEnoughItems.has(id)) {
newMaterials.push({ id, count: count - notEnoughItems.get(id) });
} else {
newMaterials.push({ id, count });
@@ -185,19 +185,19 @@ export class CheckMeterial {
// 检查地玉石是否可以合成
public async composeStone(id: number, count: number) {
let dicStone = gameData.stone.get(id);
if(!dicStone || dicStone.composeMaterial.length <= 0) return false; // 1阶石头不能再从下合成返回不行
let materials = dicStone.composeMaterial.map(cur => ({...cur, count: cur.count * count }));
if (!dicStone || dicStone.composeMaterial.length <= 0) return false; // 1阶石头不能再从下合成返回不行
let materials = dicStone.composeMaterial.map(cur => ({ ...cur, count: cur.count * count }));
let isEnough = await this.decrease(materials);
if(!isEnough) {
if (!isEnough) {
let notEnoughItems = this.getNotEnoughItems();
let newMaterials = this.getMaterialEnough(materials, notEnoughItems);
let isEnough = await this.decrease(newMaterials); // 消耗掉除了不足的部分以外的其他部分
if(!isEnough) return false;
if (!isEnough) return false;
let isAllOK = true; // 如果有石头不足向下补充isAllOK标识不足的都能补充上
for(let [id, count] of notEnoughItems) {
for (let [id, count] of notEnoughItems) {
let isEnough = await this.composeStone(id, count);
if(!isEnough) {
if (!isEnough) {
isAllOK = false; break;
}
}