更新一下const的使用

This commit is contained in:
luying
2020-12-09 17:23:15 +08:00
parent 0bec9d8020
commit b052568832
10 changed files with 69 additions and 56 deletions

View File

@@ -4,7 +4,8 @@ import { calPlayerCeAndSave } from '../../../services/playerCeService';
import { resResult } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import { getJobInfoById, getMaxGradeByjobClass , updateHeroInfo} from '../../../pubUtils/gamedata';
import { getJobInfoById, getMaxGradeByjobClass, getHeroInfoById, getGoodById } from '../../../pubUtils/gamedata';
import { ITID, CONSUME_TYPE } from '../../../consts/consts';
export default function(app: Application) {
return new HeroHandler(app);
}
@@ -32,16 +33,48 @@ export class HeroHandler {
// 武将碎片合成
public async combine(msg: { hid: number}, session: BackendSession) {
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let {hid} = msg;
// 检查是否存在武将
// 检查碎片数量是否足够
let hasHero = await HeroModel.findByHidAndRole(hid, roleId);
if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS);
// 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质
let dicHero = getHeroInfoById(hid);
if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero;
// 碎片数量是否足够
let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]);
if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// createHero
// handleCost
let curHero = await HeroModel.createHero({
roleId, roleName, hid, hName, star, quality, job
});
await calPlayerCeAndSave(sid, roleId, [curHero]);
return resResult(STATUS.SUCCESS, {curHero});
}
// 武将升级
public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { hid, type, material } = msg;
// 根据dic_goods 计算得材料可转换的经验
let allExp = 0;
for(let {id, count} of material) {
let dicGoods = getGoodById(id);
if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
let dicItid = ITID.get(dicGoods.itid);
if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) {
return resResult(STATUS.ROLE_METERIAL_ERROR);
}
}
// 根据dic_zyz_charexp 计算武将可以升的级数
// 检查材料是否满足升级需求
// 检查是否超出主公等级
@@ -59,10 +92,10 @@ export class HeroHandler {
}
// 武将觉醒
public async wakeUp(msg: { hid: number, fire: number, fireStage: number}, session: BackendSession) {
public async wakeUp(msg: { hid: number, colorStar: number, fireStage: 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 fire = 1, fireStage = 0花费的材料取的0星的
// 特殊处理初次觉醒fireStage传0保存为 colorStar = 1, fireStage = 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