任务:埋点30/70

This commit is contained in:
luying
2021-04-19 13:17:17 +08:00
parent bc07e1ea31
commit 9f4f346447
38 changed files with 1088 additions and 692 deletions
@@ -1,5 +1,5 @@
import { Application, BackendSession } from "pinus";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV } from "../../../consts";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, HERO_GROW_MAX, MSG_SOURCE, JEWEL_PUSH_LV, TASK_TYPE } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
@@ -15,6 +15,7 @@ import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerC
import { indexOf, findIndex } from 'underscore';
import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs } from "../../../services/taskService";
export default function (app: Application) {
return new EquipHandler(app);
@@ -97,6 +98,7 @@ export class EquipHandler {
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace, lv: playerLv } = hero; // 装备栏
let oldLvs = ePlace.map(cur => cur.lv);
let strengthenArr = new Array<EPlace>();
if (type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
@@ -146,6 +148,10 @@ export class EquipHandler {
hero.ePlace = ePlace;
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
const curHero = {
hid,
ePlace: strengthenArr
@@ -165,6 +171,7 @@ export class EquipHandler {
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace, lv: playerLv } = hero; // 装备栏
let oldLvs = ePlace.map(cur => cur.lv);
let strengthenArr = ePlace.filter(cur => cur.equip);
if (strengthenArr.length <= 0) {
@@ -205,6 +212,10 @@ export class EquipHandler {
hero.ePlace = ePlace;
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
const curHero = {
hid,
ePlace: strengthenArr
@@ -279,6 +290,7 @@ export class EquipHandler {
if (isSuccess) {
let curEquip = <EquipType>equip;
pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip?curEquip.quality: 0);
await checkTask(roleId, sid, TASK_TYPE.EQUIP_REFINE, 1, true, {});
}
return resResult(STATUS.SUCCESS, { isSuccess, curHero });
}
@@ -396,6 +408,7 @@ export class EquipHandler {
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
await checkTask(roleId, sid, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
return resResult(STATUS.SUCCESS,{curEquip});
}
@@ -452,7 +465,7 @@ export class EquipHandler {
if (index < 0)
return resResult(STATUS.WRONG_PARMS);
let equipOffInfo = <EquipType>hero.ePlace[index].equip;
let curEquip = await changeEquip(roleId, sid, equipOffInfo, equip.hid, id, eid);
let curEquip = await changeEquip(roleId, sid, equipOffInfo, equip.hid, id, equip);
if (!!curEquip)
curEquips.push(curEquip);
curEquip = await dressEquip(roleId, sid, hero, equip);
@@ -502,6 +515,8 @@ export class EquipHandler {
let consumes: Array<{ id: number, count: number }> = [];
let goods: Array<{ id: number, count: number }> = [];
let equip = await EquipModel.getEquip(eid);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let { itid } = getGoodById(equip.id);
let {equipJewel} = ITID.get(itid);
let jewelInfo = getGoodById(jewel);
@@ -528,6 +543,12 @@ export class EquipHandler {
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
}
// 任务
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
}
@@ -567,6 +588,7 @@ export class EquipHandler {
let sid: string = session.get('sid');
let goods: Array<{ id: number, count: number }> = [];
let equip = await EquipModel.getEquip(eid);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let index = findIndex(equip.holes, { id });
if (index > 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
@@ -581,6 +603,11 @@ export class EquipHandler {
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
}
// 任务
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [0, jewel]);
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
}
@@ -646,22 +673,24 @@ export class EquipHandler {
let goodInfo = getGoodById(jewel);
let good = ITID.get(goodInfo.itid);
let needUpdate = false;
let oldJewel;
let oldJewel: number;
let consumes: Array<{id: number, count: number, ratio?: number}> = [];
if (good.type != CONSUME_TYPE.JEWEL)
if (good.type != CONSUME_TYPE.JEWEL || !eid || eid < 0)
return resResult(STATUS.WRONG_PARMS);
let equip;
if (!!eid) {//合成并穿戴
equip = await EquipModel.getEquip(eid);
let index = findIndex(equip.holes,{id});
//装备上该位置有穿戴该宝石,且在合成的材料中
if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
oldJewel = equip.holes[index].jewel;
equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
needUpdate = true;
consumes.push({id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1});//ratio:1表示可以释放掉一颗宝石
}
let equip = await EquipModel.getEquip(eid);
if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
let index = findIndex(equip.holes,{id});
//装备上该位置有穿戴该宝石,且在合成的材料中
if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
oldJewel = equip.holes[index].jewel;
equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
needUpdate = true;
consumes.push({id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1});//ratio:1表示可以释放掉一颗宝石
}
consumes = consumes.concat(goodInfo.composeMaterial);
if (goodInfo.specialMaterial.count) {
consumes.push({id: goodInfo.specialMaterial.ids[0], count: goodInfo.specialMaterial.count})
@@ -677,11 +706,17 @@ export class EquipHandler {
let result = {};
if (needUpdate) {
//穿戴宝石
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
equip = await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
if (!!equip.hid) {
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
}
// 任务
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
} else {
result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
@@ -1,7 +1,7 @@
import { Application, BackendSession, ChannelService } from "pinus";
import { resResult, getRandEelm, getResStr, shouldRefresh, getRefTime, sortArrRandom } from "../../../pubUtils/util";
import { STATUS, ROLE_SELECT, FRIEND_DROP_TYPE, FRIEND_RELATION_TYPE, POPULATE_TYPE, BLOCK_OPEATE, CONSUME_TYPE, ITID, HERO_SELECT, EQUIP_SELECT, REDIS_KEY, MSG_SOURCE, MSG_TYPE } from "../../../consts";
import { RoleModel, RoleType } from "../../../db/Role";
import { STATUS, ROLE_SELECT, FRIEND_DROP_TYPE, FRIEND_RELATION_TYPE, POPULATE_TYPE, BLOCK_OPEATE, CONSUME_TYPE, ITID, HERO_SELECT, EQUIP_SELECT, REDIS_KEY, MSG_SOURCE, MSG_TYPE, TASK_TYPE } from "../../../consts";
import Role, { RoleModel, RoleType } from "../../../db/Role";
import { getBeforeHourSeconds } from "../../../pubUtils/timeUtil";
import { FriendApplyModel } from "../../../db/FriendApply";
import { FriendApplyParams, FriendListParam, FriendRecommendParams, BlackListParam, FriendValueListParam } from "../../../domain/roleField/friend";
@@ -22,6 +22,7 @@ import { FRIEND } from "../../../pubUtils/dicParam";
import { PlayerDetail, PlayerDetailHero } from "../../../domain/battleField/guild";
import { createPrivateMsg, pushMsgToRole, pushPresent } from "../../../services/chatService";
import { Rank } from "../../../services/rankService";
import { checkTaskWithRole, checkTaskWithRoles, checkTask } from "../../../services/taskService";
export default function (app: Application) {
@@ -200,10 +201,12 @@ export class FriendHandler {
// (一键)同意/拒绝申请
public async handleApply(msg: { applyCodeList: string[], isPass: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { applyCodeList, isPass } = msg;
let role = await RoleModel.findByRoleId(roleId);
let roles = new Array<RoleType>();
let friendCnt = role.friendCnt;
let myFriendRelation = await FriendRelationModel.findFriendByRole(roleId, POPULATE_TYPE.NOT);
@@ -230,6 +233,7 @@ export class FriendHandler {
let friend = <RoleType>apply.friend;
str = await increaseFrdCnt(role, friend, friendCnt);
if(str != '') continue;
roles.push(friend);
// 创建friendShip
let friendShip = await FriendShipModel.createFriendShip([roleId, friend.roleId]);
@@ -257,7 +261,10 @@ export class FriendHandler {
}
await FriendApplyModel.deleteApply(resultApplyCodeList);
await RoleModel.increaseFriendApplyCnt(roleId, -1 * resultApplyCodeList.length, 50);
role = await RoleModel.increaseFriendApplyCnt(roleId, -1 * resultApplyCodeList.length, 50);
roles.push(role);
// 任务
await checkTaskWithRoles(roleId, sid, TASK_TYPE.FRIEND_NUM, roles);
// 特殊处理:如果他点一键同意,有很多人,这个单独的人就不做这个额外的提示,直接把他好友申请删掉就好
if(str == getResStr(STATUS.FRIEND_HAS_ADD) && resultApplyCodeList.length > 1) str = '';
@@ -363,9 +370,11 @@ export class FriendHandler {
// 拉黑/移除
public async setBlackList(msg: { roleId: string, type: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { roleId: hisRoleId, type } = msg;
let role = await RoleModel.findByRoleId(roleId);
let friend: RoleType;
let str = '', list = new Array<BlackListParam>(), frdRoleIds = new Array<string>(), blackRoleIds = new Array<string>();
if(type == BLOCK_OPEATE.ADD) { // 拉黑
@@ -382,15 +391,12 @@ export class FriendHandler {
if(!role) {
return resResult(STATUS.FRIEND_BLACK_MAX)
}
await RoleModel.increaseFriendCnt(hisRoleId, curFriend? -1: 0); // 对方好友减少
friend = await RoleModel.increaseFriendCnt(hisRoleId, curFriend? -1: 0); // 对方好友减少
let friend: RoleType, friendShip: FriendShipType;
let friendShip: FriendShipType;
if(!!curFriend) {
await FriendShipModel.clearValue([roleId, hisRoleId]);
friend = <RoleType>curFriend.role;
friendShip = <FriendShipType>curFriend.friendShip;
} else {
friend = await RoleModel.findByRoleId(hisRoleId);
}
await FriendRelationModel.moveFromFriend(hisRoleId, role, friendShip, false, !!curFriend); //从对方好友删除
@@ -422,12 +428,11 @@ export class FriendHandler {
if(!role) {
return resResult(STATUS.FRIEND_NOT_FOUND)
}
await RoleModel.increaseFriendCnt(hisRoleId, -1); // 对方好友减少
friend = await RoleModel.increaseFriendCnt(hisRoleId, -1); // 对方好友减少
let friend: RoleType, friendShip: FriendShipType;
let friendShip: FriendShipType;
await FriendShipModel.clearValue([roleId, hisRoleId]);
friend = <RoleType>curFriend.role;
friendShip = <FriendShipType>curFriend.friendShip;
await FriendRelationModel.moveFromFriend(hisRoleId, role, friendShip, false, !!curFriend); //从对方好友删除
@@ -452,8 +457,8 @@ export class FriendHandler {
if(type == BLOCK_OPEATE.REMOVE_AND_APPLY) {
// 申请好友
let applyResult = await RoleModel.increaseFriendApplyCnt(hisRoleId, 1, FRIEND.FRIEND_MANAGE_APPLICATION);
if(!applyResult) {
friend = await RoleModel.increaseFriendApplyCnt(hisRoleId, 1, FRIEND.FRIEND_MANAGE_APPLICATION);
if(!friend) {
str = getResStr(STATUS.FRIEND_HIS_APPLY_MAX);
} else {
await FriendApplyModel.createApply(hisRoleId, role);
@@ -467,6 +472,9 @@ export class FriendHandler {
let { friendCnt = 0, blockCnt = 0 } = role;
// 任务
await checkTaskWithRoles(roleId, sid, TASK_TYPE.FRIEND_NUM, [role, friend]);
return resResult(STATUS.SUCCESS, {
frdRoleIds, blackRoleIds,
isSuccess: str == '',
@@ -480,6 +488,7 @@ export class FriendHandler {
public async sendHeart(msg: { roleId: string }, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { roleId: hisRoleId } = msg;
@@ -533,6 +542,8 @@ export class FriendHandler {
// 更新情谊值
frdPointRec = await FriendPointModel.updateSendCntToday(roleId, roleName, todaySendInc, max, FRIEND_DROP_TYPE.SEND_GIFT);
// 任务
await checkTask(roleId, sid, TASK_TYPE.FRIEND_SEND_HEART, todaySendInc, true, {});
return resResult(STATUS.SUCCESS, {
todaySendCnt, list
@@ -4,7 +4,7 @@ import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeServ
import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import { HeroModel, Connect } from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY} from '../../../consts';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE} from '../../../consts';
import { RoleModel } from '../../../db/Role';
import { ItemModel } from '../../../db/Item';
import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data';
@@ -16,6 +16,7 @@ import { PvpDefenseModel } from '../../../db/PvpDefense';
import { Attribute } from '../../../domain/roleField/attribute';
import { nowSeconds } from '../../../pubUtils/timeUtil';
import { Rank } from '../../../services/rankService';
import { checkTaskWithHero, checkTask } from '../../../services/taskService';
export default function(app: Application) {
return new HeroHandler(app);
@@ -205,6 +206,10 @@ export class HeroHandler {
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_LV, hero);
const curHero = {
hid, lv : hero.lv, exp : hero.exp
}
@@ -248,7 +253,13 @@ export class HeroHandler {
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
if(isUpStar) await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成
if(isUpStar) {
await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_STAR_UP, hero);
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_QUALITY_STAR_UP, hero);
}
const curHero = {
hid,
star : hero.star,
@@ -298,6 +309,9 @@ export class HeroHandler {
});
await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_QUALITY_UP, hero);
const curHero = {
hid,
quality : hero.quality
@@ -352,8 +366,13 @@ export class HeroHandler {
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
if(isUpStar) await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成
if(isUpStar) {
await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成
;
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_STAR_UP, hero);
await checkTask(roleId, sid, TASK_TYPE.HERO_WAKE_UP, 1, true, {});
}
const curHero = {
hid,
star : hero.star,
@@ -395,6 +414,10 @@ export class HeroHandler {
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
jobStage: hero.jobStage + 1
});
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_TRAIN, hero);
await checkTask(roleId, sid, TASK_TYPE.HERO_TRAIN_SUM, 1, true, {});
return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}});
}
@@ -424,6 +447,9 @@ export class HeroHandler {
jobStage: 0
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_STAGE_UP, hero);
return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage : hero.jobStage}});
}
@@ -438,22 +464,19 @@ export class HeroHandler {
if (!hero) return resResult(STATUS.HERO_NOT_FIND);
let heroConnections: Connect[] = deepCopy(hero.connections);
let flag = true;
let level = 1;
for (let conection of heroConnections) {
if (conection.shipId == shipId ) {
if (conection.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
} else {
flag = false;
conection.level++;
level = conection.level;
}
}
}
if (!!flag) {
heroConnections.push({shipId, level});
let curConnect = heroConnections.find(cur => cur.shipId == shipId);
if(!curConnect) {
curConnect = {shipId, level: 0};
heroConnections.push(curConnect);
}
if (curConnect.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
}
curConnect.level++;
let level = curConnect.level;
let friendShip = getFriendShipById(shipId, level);
if (hero.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
@@ -473,6 +496,9 @@ export class HeroHandler {
}
//重算战力并下发
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]);
// 任务
await checkTask(roleId, sid, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level })
return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, connections : hero.connections}});
}
@@ -538,11 +564,14 @@ export class HeroHandler {
}
//重算战力并下发
if (oldLv != hero.favourLv) {
if (oldLv != newLv) {
await unlockFigure(sid, roleId, [{type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, {
favour: newExp, favourLv: newLv
}, [oldLv]);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, hero);
} else {
hero = await HeroModel.updateHeroInfo(roleId, hero.hid, { favour: newExp, favourLv: newLv });
}
@@ -12,10 +12,11 @@ import { SclResultInter, SclPosInter } from '../../../pubUtils/interface';
import { SchoolModel } from '../../../db/School';
import { checkTeraphMaterialEnough } from '../../../services/roleService'
import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService';
import { HERO_SYSTEM_TYPE, LINEUP_NUM, ROLE_SELECT, REDIS_KEY } from '../../../consts';
import { HERO_SYSTEM_TYPE, LINEUP_NUM, ROLE_SELECT, REDIS_KEY, TASK_TYPE } from '../../../consts';
import { checkBattleHeroesByHid } from '../../../services/normalBattleService';
import { Rank } from '../../../services/rankService';
import { updateUserInfo } from '../../../services/redisService';
import { checkTaskWithHero, checkTask, checkTaskWithArgs } from '../../../services/taskService';
export default function(app: Application) {
return new RoleHandler(app);
@@ -99,6 +100,10 @@ export class RoleHandler {
let update = { title: title + 1 }
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TITLE, sid, roleId, update);
// 任务
await checkTask(roleId, sid, TASK_TYPE.ROLE_TITLE, role.title, false, {});
return resResult(STATUS.SUCCESS, { roleId, title: role.title });
}
@@ -137,6 +142,10 @@ export class RoleHandler {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
role = await calAllHeroCe(HERO_SYSTEM_TYPE.TERAPH, sid, roleId, { teraphs }, [id]);
// 任务
await checkTask(roleId, sid, TASK_TYPE.ROLE_TERAPH_STRENGTHEN, count, true, {});
return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs });
}
@@ -258,6 +267,9 @@ export class RoleHandler {
await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { hid, isOpen })
await calAllHeroCe(HERO_SYSTEM_TYPE.SCHOOL, sid, roleId, {}, [schoolId, hid, preHid]);
// 任务
await checkTaskWithArgs(roleId, sid, TASK_TYPE.ROLE_SCHOOL_UNLOCK, [ hid, preHid ]);
return resResult(STATUS.SUCCESS, {
schoolId, positionId, hid, preHid, isOpen
});
@@ -292,6 +304,9 @@ export class RoleHandler {
curSchool = await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { isOpen: true })
// 任务
await checkTask(roleId, sid, TASK_TYPE.ROLE_SCHOOL_UNLOCK, 1, true, {});
return resResult(STATUS.SUCCESS, {
schoolId, positionId, hid: curSchool.hid, isOpen: curSchool.isOpen
});
@@ -347,6 +362,10 @@ export class RoleHandler {
let hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, curHero, update); // 更新单个武将战力
calAllHeroCe(HERO_SYSTEM_TYPE.SCROLL, sid, roleId, {}, [hid]); // 全局增加战力
// 任务
if(favourLv != hero.favourLv) await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, hero);
if(!scrollActive) await checkTask(roleId, sid, TASK_TYPE.ROLE_SCROLL_ACTIVE, 1, true, {});
return resResult(STATUS.SUCCESS, {
curHero: {
hid: hero.hid,