装备精炼,洗炼,缺少消耗

This commit is contained in:
luying
2020-12-18 13:56:12 +08:00
parent 329d59b6cc
commit b39c9bdc8b
14 changed files with 490 additions and 51 deletions

View File

@@ -1,5 +1,5 @@
import { Application, BackendSession } from "pinus";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE } from "../../../consts";
import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE, HERO_GROW_MAX } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseReward, getRandomByLen } from "../../../pubUtils/util";
import { addItems, handleCost } from "../../../services/rewardService";
@@ -73,7 +73,7 @@ export class EquipHandler {
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace = new Array<EPlace>() } = hero; // 装备栏
let { ePlace } = hero; // 装备栏
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);
@@ -90,6 +90,9 @@ export class EquipHandler {
let {coin, lv: playerLv} = await Role.findByRoleId(roleId);
let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
if(minLv == maxLv) {
return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
}
let costCoin = 0; // 消耗铜币
let flag = false; // 铜币不足
for(let i = minLv; i < maxLv; i++) {
@@ -128,11 +131,62 @@ export class EquipHandler {
}
// TODO 装备栏精炼
public async refine(msg: { }, session: BackendSession) {
public async refine(msg: { hid: number, ePlaceId: number, material: {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, ePlaceId, material} = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if(!hero) return resResult(STATUS.HERO_NOT_FIND);
let { ePlace } = hero; // 装备栏
let curEplace = ePlace.find(cur => cur.id == ePlaceId);
if(!curEplace) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
}
let {lv, refineLv } = curEplace; // 强化等级,精炼等级,精炼次数
if(lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) {
return resResult(STATUS.ROLE_EQUIP_NOT_REACH_MAX);
}
if(refineLv >= HERO_GROW_MAX.EQUIP_REFINE) {
return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
}
// TODO 是否成功精炼
let dicRefine = gameData.refine.get(refineLv + 1);
if(!dicRefine) {
return resResult(STATUS.ROLE_INFO_NOT_FOUND)
}
let ran = Math.floor(Math.random() * 100)
let isSuccess = ran <= dicRefine.successRate;
// 消耗道具提升成功率 每个道具提升10%成功率
// 精炼
if(isSuccess) {
curEplace.refineLv++;
} else {
curEplace.refineCount++;
}
// TODO 消耗
let cost = [];
let result = await handleCost(roleId, sid, cost);
if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
const curHero = {
hid,
ePlace: curEplace
}
return resResult(STATUS.SUCCESS, { isSuccess, curHero});
}
// TODO 装备洗炼锁定
// 装备洗炼锁定消耗TODO
public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
@@ -147,6 +201,7 @@ export class EquipHandler {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
}
// TODO 锁
// let lock = 0;
// let result = await handleCost(roleId, sid, [{id: lock, count: 1}]);
// if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
@@ -159,7 +214,7 @@ export class EquipHandler {
}
// TODO 装备洗炼
// TODO 装备洗炼消耗TODO
public async reStrengthen(msg: { eid: number }, session: BackendSession) {
let roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName');
@@ -179,37 +234,40 @@ export class EquipHandler {
let {randomEffect} = dicGoods;
let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
let chosen = randSe.map(cur => cur.seid);
let newRandSe = new Array<RandSe>();
let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
let newTurnChosen = new Array<number>(); // 这一轮随机出来的
let hasReset = false;
for(let i = 0; i < randSe.length; i++) {
if(!randSe[i].locked) {
pool = pool.filter(cur => !chosen.includes(cur.id));
let random = getRandomByLen(pool);
if(!random) break;
let newPool = pool.filter(cur => !chosen.includes(cur.id));
if(newPool.length <= 0) newPool = pool.filter(cur => !newTurnChosen.includes(cur.id));
let random = getRandomByLen(newPool);
if(!random) {break};
chosen.push(random.id);
newTurnChosen.push(random.id);
let rand = 0;
if(random.id > 0) rand = Math.floor(Math.random() * (random.max - random.min) + random.min);
newRandSe.push({
id: i + 1,
seid: random.id,
rand,
locked: false
});
} else {
newRandSe.push({
id: i + 1,
seid: randSe[i].seid,
rand: randSe[i].rand,
locked: randSe[i].locked
});
console.log(Math.random(), random.Max, random.Min)
if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
randSe[i].seid = random.id;
randSe[i].rand = rand;
hasReset = true;
}
}
if(!hasReset) {
return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
}
// TODO 消耗
let cost = [];
let result = await handleCost(roleId, sid, cost);
if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let curEquip = await EquipModel.updateEquipInfo(eid, {randSe: newRandSe})
let equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
let curEquip = {
seqId: equipResult.seqId,
id: equipResult.id,
randSe: equipResult.randSe
}
return resResult(STATUS.SUCCESS,{curEquip});
}