任务:埋点30/70
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@@ -1,5 +1,5 @@
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import { Application, BackendSession } from "pinus";
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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";
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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";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseGoodStr, getRandValueByMinMax, getRandEelm } from "../../../pubUtils/util";
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@@ -15,6 +15,7 @@ import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerC
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import { indexOf, findIndex } from 'underscore';
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import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
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import { checkTaskWithHero, checkTaskWithEquip, checkTask, checkTaskWithArgs } from "../../../services/taskService";
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export default function (app: Application) {
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return new EquipHandler(app);
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@@ -97,6 +98,7 @@ export class EquipHandler {
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let oldLvs = ePlace.map(cur => cur.lv);
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let strengthenArr = new Array<EPlace>();
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if (type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
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strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
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@@ -146,6 +148,10 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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// 任务
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await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -165,6 +171,7 @@ export class EquipHandler {
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if (!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let oldLvs = ePlace.map(cur => cur.lv);
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let strengthenArr = ePlace.filter(cur => cur.equip);
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if (strengthenArr.length <= 0) {
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@@ -205,6 +212,10 @@ export class EquipHandler {
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_BASE, sid, roleId, hero, { ePlace });
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// 任务
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await checkTaskWithHero(roleId, sid, TASK_TYPE.EQUIP_STRENGTHEN, hero, oldLvs);
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const curHero = {
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hid,
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ePlace: strengthenArr
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@@ -279,6 +290,7 @@ export class EquipHandler {
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if (isSuccess) {
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let curEquip = <EquipType>equip;
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pushEquipRefineSucMsg(roleId, roleName, serverId, curEplace, curEquip?curEquip.quality: 0);
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await checkTask(roleId, sid, TASK_TYPE.EQUIP_REFINE, 1, true, {});
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}
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return resResult(STATUS.SUCCESS, { isSuccess, curHero });
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}
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@@ -396,6 +408,7 @@ export class EquipHandler {
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const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
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await checkTask(roleId, sid, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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@@ -452,7 +465,7 @@ export class EquipHandler {
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if (index < 0)
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return resResult(STATUS.WRONG_PARMS);
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let equipOffInfo = <EquipType>hero.ePlace[index].equip;
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let curEquip = await changeEquip(roleId, sid, equipOffInfo, equip.hid, id, eid);
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let curEquip = await changeEquip(roleId, sid, equipOffInfo, equip.hid, id, equip);
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if (!!curEquip)
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curEquips.push(curEquip);
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curEquip = await dressEquip(roleId, sid, hero, equip);
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@@ -502,6 +515,8 @@ export class EquipHandler {
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let consumes: Array<{ id: number, count: number }> = [];
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let goods: Array<{ id: number, count: number }> = [];
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let equip = await EquipModel.getEquip(eid);
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let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
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let { itid } = getGoodById(equip.id);
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let {equipJewel} = ITID.get(itid);
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let jewelInfo = getGoodById(jewel);
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@@ -528,6 +543,12 @@ export class EquipHandler {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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}
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// 任务
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await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
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await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
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await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -567,6 +588,7 @@ export class EquipHandler {
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let sid: string = session.get('sid');
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let goods: Array<{ id: number, count: number }> = [];
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let equip = await EquipModel.getEquip(eid);
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let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
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let index = findIndex(equip.holes, { id });
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if (index > 0)
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return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
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@@ -581,6 +603,11 @@ export class EquipHandler {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
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}
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// 任务
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await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
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await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [0, jewel]);
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await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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}
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@@ -646,22 +673,24 @@ export class EquipHandler {
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let goodInfo = getGoodById(jewel);
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let good = ITID.get(goodInfo.itid);
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let needUpdate = false;
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let oldJewel;
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let oldJewel: number;
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let consumes: Array<{id: number, count: number, ratio?: number}> = [];
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if (good.type != CONSUME_TYPE.JEWEL)
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if (good.type != CONSUME_TYPE.JEWEL || !eid || eid < 0)
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return resResult(STATUS.WRONG_PARMS);
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let equip;
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if (!!eid) {//合成并穿戴
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equip = await EquipModel.getEquip(eid);
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let index = findIndex(equip.holes,{id});
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//装备上该位置有穿戴该宝石,且在合成的材料中
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if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
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oldJewel = equip.holes[index].jewel;
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equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
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needUpdate = true;
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consumes.push({id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1});//ratio:1表示可以释放掉一颗宝石
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}
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let equip = await EquipModel.getEquip(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let oldJewelCount = equip.holes.filter(cur => cur.jewel > 0).length;
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let index = findIndex(equip.holes,{id});
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//装备上该位置有穿戴该宝石,且在合成的材料中
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if (!!equip.holes[index] && equip.holes[index].jewel == goodInfo.composeMaterial[0].id) {
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oldJewel = equip.holes[index].jewel;
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equip.holes[index].jewel = jewel;//合成后的新宝石穿戴到装备上
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needUpdate = true;
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consumes.push({id: goodInfo.composeMaterial[0].id, count: 1, ratio: 1});//ratio:1表示可以释放掉一颗宝石
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}
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consumes = consumes.concat(goodInfo.composeMaterial);
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if (goodInfo.specialMaterial.count) {
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consumes.push({id: goodInfo.specialMaterial.ids[0], count: goodInfo.specialMaterial.count})
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@@ -677,11 +706,17 @@ export class EquipHandler {
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let result = {};
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if (needUpdate) {
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//穿戴宝石
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await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
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equip = await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
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if (!!equip.hid) {
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let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
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await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
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}
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// 任务
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await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL, equip, [oldJewelCount]);
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await checkTaskWithArgs(roleId, sid, TASK_TYPE.EQUIP_JEWEL_STAGE, [jewel, oldJewel]);
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await checkTaskWithEquip(roleId, sid, TASK_TYPE.EQUIP_JEWEL_SUM, equip, [oldJewelCount]);
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return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
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} else {
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result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
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