数数:消耗来源

This commit is contained in:
luying
2021-12-14 13:18:23 +08:00
parent e9c471c583
commit b6501ee4a2
70 changed files with 503 additions and 305 deletions

View File

@@ -1,9 +1,9 @@
import { Application, BackendSession, HandlerService, } 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, TASK_TYPE, HERO_CE_RATIO } 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, HERO_CE_RATIO, ITEM_CHANGE_REASON } from "../../../consts";
import { ItemInter } from "../../../pubUtils/interface";
import { resResult, parseGoodStr } from "../../../pubUtils/util";
import { addItems, handleCost, decreaseItems, combineItems, CheckMeterial } from "../../../services/rewardService";
import { addItems, handleCost, combineItems, CheckMeterial } from "../../../services/rewardService";
import { EquipModel, EquipType } from "../../../db/Equip";
import { HeroModel, EPlace, HeroType } from "../../../db/Hero";
import Role from "../../../db/Role";
@@ -36,7 +36,7 @@ export class EquipHandler {
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let { id, count } = msg;
let goods = await addItems(roleId, roleName, sid, [{ id, count }]);
let goods = await addItems(roleId, roleName, sid, [{ id, count }], ITEM_CHANGE_REASON.DEBUG);
return resResult(STATUS.SUCCESS, { goods });
}
@@ -81,12 +81,12 @@ export class EquipHandler {
count: targetGood.pieces
});
}
let result = await handleCost(roleId, sid, cost);
let result = await handleCost(roleId, sid, cost, ITEM_CHANGE_REASON.EQUIP_COMPOSE);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
await addItems(roleId, roleName, sid, jewels); // 宝石返还
await addItems(roleId, roleName, sid, jewels, ITEM_CHANGE_REASON.EQUIP_DEL_RETURN_JEWEL); // 宝石返还
let items = [{ id: gid, count: 1 }];
let goods = await addItems(roleId, roleName, sid, items);
let goods = await addItems(roleId, roleName, sid, items, ITEM_CHANGE_REASON.EQUIP_COMPOSE);
if (targetGood.suitId) {
pushNormalEquipMsg(roleId, roleName, serverId, MSG_SOURCE.EQUIP_COMPOSE_SUIT, gid, targetGood.name, targetGood.quality);
}
@@ -166,7 +166,7 @@ export class EquipHandler {
let result = await handleCost(roleId, sid, [{
id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
count: costCoin
}]);
}], ITEM_CHANGE_REASON.EQUIP_STRENTHEN);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.ePlace = ePlace;
@@ -248,7 +248,7 @@ export class EquipHandler {
let result = await handleCost(roleId, sid, [{
id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
count: costCoin
}]);
}], ITEM_CHANGE_REASON.EQUIP_STRENTHEN);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.ePlace = ePlace;
@@ -305,7 +305,7 @@ export class EquipHandler {
return resResult(STATUS.EQUIP_REFINE_ERR);
}
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_REFINE);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
@@ -358,7 +358,7 @@ export class EquipHandler {
} else {
return resResult(STATUS.ROLE_ALL_SE_LOCK);
}
let result = await handleCost(roleId, sid, consumes);
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_LOCK_RANDSE);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
@@ -409,7 +409,7 @@ export class EquipHandler {
consumes = parseGoodStr(EQUIP.EQUIP_FOUR_REFORGED);
}
let result = await handleCost(roleId, sid, consumes);
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_RESTRENGTHEN);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
equip = await EquipModel.updateEquipInfo(eid, { previewRandSe });
@@ -519,7 +519,7 @@ export class EquipHandler {
if (times == 0) return resResult(STATUS.EQUIP_QUENCH_ERR);
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes);
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_QUENCH);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
@@ -572,12 +572,12 @@ export class EquipHandler {
goods = goods.concat(goodInfo.decomposeItem);
cost.push({ seqId: equip.seqId, id: equip.id, count: 1 });
}
let costResult = await handleCost(roleId, sid, cost); // 删掉装备
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);
await addItems(roleId, roleName, sid, jewels); // 把原本镶嵌在装备上的宝石返还了
let result = await addItems(roleId, roleName, sid, goods);
await addItems(roleId, roleName, sid, jewels, ITEM_CHANGE_REASON.EQUIP_DEL_RETURN_JEWEL); // 把原本镶嵌在装备上的宝石返还了
let result = await addItems(roleId, roleName, sid, goods, ITEM_CHANGE_REASON.EQUIP_DECOMPOSE);
return resResult(STATUS.SUCCESS, { goods: combineItems(result) });
}
@@ -601,9 +601,9 @@ export class EquipHandler {
}
}
let costResult = await handleCost(roleId, sid, originalPiece);
let costResult = await handleCost(roleId, sid, originalPiece, ITEM_CHANGE_REASON.EQUIP_PIECE_DECOMPOSE);
if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, goods);
let result = await addItems(roleId, roleName, sid, goods, ITEM_CHANGE_REASON.EQUIP_PIECE_DECOMPOSE);
return resResult(STATUS.SUCCESS, { goods: combineItems(result) });
}
@@ -801,7 +801,7 @@ export class EquipHandler {
} else if (id == 3) {
consumes = parseGoodStr(EQUIP.EQUIP_THREE_HOLE);
}
let result = await handleCost(roleId, sid, consumes);
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_DIG_HOLE);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
equip.holes[index].isOpen = true;
@@ -835,14 +835,14 @@ export class EquipHandler {
if (!!oldJewel)
goods.push({ id: oldJewel, count: 1 });
consumes.push({ id: jewel, count: 1 });
let result = await handleCost(roleId, sid, consumes);
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
equip.holes[index].jewel = jewel;
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
let roleName: string = session.get('roleName');
if (goods.length)
await addItems(roleId, roleName, sid, goods);
await addItems(roleId, roleName, sid, goods, ITEM_CHANGE_REASON.TAKE_OUT_JEWEL);
if (!!equip.hid) {
let hero = await HeroModel.findByHidAndRoleWithEquip(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_ON, sid, roleId, hero, {}, [jewel, oldJewel]);
@@ -879,10 +879,10 @@ export class EquipHandler {
let needConsumes = checkMaterialEnough(consumes, jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let res = await handleCost(roleId, sid, needConsumes);
let res = await handleCost(roleId, sid, needConsumes, ITEM_CHANGE_REASON.JEWEL_COMPOSE);
if (!res)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
let result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
let result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }], ITEM_CHANGE_REASON.JEWEL_COMPOSE);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
@@ -912,7 +912,7 @@ export class EquipHandler {
goods.push({ id: jewel, count: 1 });
equip.holes[index].jewel = 0;
await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
await addItems(roleId, roleName, sid, goods);
await addItems(roleId, roleName, sid, goods, ITEM_CHANGE_REASON.TAKE_OUT_JEWEL);
if (!!equip.hid) {
let hero = await HeroModel.findByHidAndRole(equip.hid, roleId);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.JEWEL_OFF, sid, roleId, hero, {}, [jewel]);
@@ -943,15 +943,15 @@ export class EquipHandler {
let needConsumes = checkMaterialEnough(consumes.concat(purchaseGoods), jewel, count);//检查是否可以合成,并返回最终需要消耗的材料
if (!needConsumes)
return resResult(STATUS.WRONG_PARMS);
let items: Array<{ id: number, count: number, ratio?: number }> = [];
let items: ItemInter[] = [];
for (let item of purchaseGoods) {
items.push({ id: item.id, count: item.count, ratio: 1 })//加上购买的数量
items.push({ id: item.id, count: item.count })//加上购买的数量
}
items = items.concat(needConsumes);
let hasError = await decreaseItems(roleId, sid, items);//合并消耗是否足够
if (!!hasError)
let costResult = await handleCost(roleId, sid, items, ITEM_CHANGE_REASON.JEWEL_COMPOSE);//合并消耗是否足够
if (!costResult)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
await addItems(roleId, roleName, sid, [{ id: jewel, count: count }], ITEM_CHANGE_REASON.JEWEL_COMPOSE);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.JEWEL_COMPOSE, jewel, goodInfo.name);
}
@@ -967,7 +967,7 @@ export class EquipHandler {
let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName');
let sid: string = session.get('sid');
let result = await addItems(roleId, roleName, sid, purchaseGoods);
let result = await addItems(roleId, roleName, sid, purchaseGoods, ITEM_CHANGE_REASON.DEBUG);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
@@ -989,7 +989,7 @@ export class EquipHandler {
let good = ITID.get(goodInfo.itid);
let needUpdate = false;
let oldJewel: number;
let consumes: Array<{ id: number, count: number, ratio?: number }> = [];
let consumes: Array<{ id: number, count: number }> = [];
if (good.type != CONSUME_TYPE.JEWEL || !eid || eid < 0)
return resResult(STATUS.WRONG_PARMS);
let equip = await EquipModel.getEquip(eid);
@@ -1003,15 +1003,15 @@ export class EquipHandler {
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 });//ratio1表示可以释放掉一颗宝石
consumes.push({ id: goodInfo.composeMaterial[0].id, count: 1 });//ratio1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 })
}
let hasError = await decreaseItems(roleId, sid, consumes);//检查是消耗是否足够
if (!!hasError)
let costResult = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.JEWEL_COMPOSE);//检查是消耗是否足够
if (!costResult)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
if (goodInfo.lvLimited >= JEWEL_PUSH_LV) {
@@ -1043,7 +1043,7 @@ export class EquipHandler {
return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
} else {
result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]);
result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }], ITEM_CHANGE_REASON.JEWEL_COMPOSE);
return resResult(STATUS.SUCCESS, { goods: [{ id: jewel, count }] });
}
}
@@ -1094,11 +1094,11 @@ export class EquipHandler {
// 消耗藏宝图和寻宝币
let costResult = await handleCost(roleId, sid, [...original, ...dicCompose.coinNum]);
let costResult = await handleCost(roleId, sid, [...original, ...dicCompose.coinNum], ITEM_CHANGE_REASON.BLUEPRT_COMPOSE);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
const reward = [{ id: target, count: 1 }];
const goods = await addItems(roleId, roleName, sid, reward);
const goods = await addItems(roleId, roleName, sid, reward, ITEM_CHANGE_REASON.BLUEPRT_COMPOSE);
if (dicCompose.targetQuality >= QUALITY_TYPE.ORANGE) {
const { name } = gameData.goods.get(target);
pushNormalItemMsg(roleId, roleName, serverId, MSG_SOURCE.ORANGE_BLUEPRT_COMPOSE, target, name);