武将重生:添加消耗记录

This commit is contained in:
luying
2022-02-26 17:41:39 +08:00
parent 0e14ea0440
commit cf920c0c80
3 changed files with 104 additions and 42 deletions

View File

@@ -15,6 +15,7 @@ import { JewelModel } from "../../../db/Jewel";
import { getJewelRandSe } from "../../../pubUtils/itemUtils";
import { checkTaskInEquipQualityUp, checkTaskInEquipStarUp, checkTaskInPutJewel, checkTaskInPutStone } from '../../../services/equipService';
import { pushEquipQualityMax, pushEquipStarMax } from "../../../services/sysChatService";
import { addConsumeToHero } from "../../../services/roleService";
export default function (app: Application) {
new HandlerService(app, {});
@@ -95,7 +96,11 @@ export class EquipHandler {
let { newEplace, updatedEplace } = updateEplace(oldEplace, ePlaceId, { lv: newLv });
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId]);
let update = {
ePlace: newEplace,
consumes: addConsumeToHero(hero.consumes, consumes)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, update, [ePlaceId]);
await checkTaskInEquipLvUp(serverId, roleId, sid, oldEplace, newEplace, [ePlaceId]);
const curHero = {
@@ -142,7 +147,11 @@ export class EquipHandler {
let { newEplace, updatedEplace } = updateEplaces(ePlace, eplaceIds);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, { ePlace: newEplace }, [...eplaceIds.keys()]);
let update = {
ePlace: newEplace,
consumes: addConsumeToHero(hero.consumes, consumes),
}
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STRENGTH, sid, roleId, hero, update, [...eplaceIds.keys()]);
await checkTaskInEquipLvUp(serverId, roleId, sid, ePlace, newEplace, [...eplaceIds.keys()]);
const curHero = {
@@ -172,7 +181,7 @@ export class EquipHandler {
let nextEquipQuality = getNextEquipQuality(curEquip.equipId, curEquip.quality, curEquip.qualityStage);
if(!nextEquipQuality) return resResult(STATUS.EQUIP_QUALITY_MAX);
let update = {
let equipUpdate = {
quality: curEquip.quality,
qualityStage: curEquip.qualityStage,
}
@@ -184,27 +193,32 @@ export class EquipHandler {
while(nextEquipQuality && nextEquipQuality.quality == curEquip.quality) {
let isEnough = await check.decrease(nextEquipQuality.consume);
if(!isEnough) break; // 消耗不足
update.qualityStage++;
nextEquipQuality = getNextEquipQuality(curEquip.equipId, update.quality, update.qualityStage)
equipUpdate.qualityStage++;
nextEquipQuality = getNextEquipQuality(curEquip.equipId, equipUpdate.quality, equipUpdate.qualityStage)
}
} else { // 往下一阶,包括满点之后的升品
let isEnough = await check.decrease(nextEquipQuality.consume);
if(isEnough) {
update.quality = nextEquipQuality.quality;
update.qualityStage = nextEquipQuality.point;
equipUpdate.quality = nextEquipQuality.quality;
equipUpdate.qualityStage = nextEquipQuality.point;
}
}
if(update.quality == curEquip.quality && update.qualityStage == curEquip.qualityStage) {
if(equipUpdate.quality == curEquip.quality && equipUpdate.qualityStage == curEquip.qualityStage) {
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_QUALITYUP);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let isUpQuality = update.quality != curEquip.quality;
let isUpQuality = equipUpdate.quality != curEquip.quality;
let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, update);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_QUALITY, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId]);
let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, equipUpdate);
let update = {
ePlace: newEplace,
consumes: addConsumeToHero(hero.consumes, consumes),
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_QUALITY, sid, roleId, hero, update, [ePlaceId]);
await checkTaskInEquipQualityUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpQuality);
pushEquipQualityMax(roleId, roleName, serverId, hid, newEquip, isUpQuality);
@@ -232,7 +246,7 @@ export class EquipHandler {
let curEquip = oldEplace.find(cur => cur.id == ePlaceId);
if(!curEquip) return resResult(STATUS.EQUIP_NOT_FIND);
let update = {
let equipUpdate = {
star: curEquip.star,
starStage: curEquip.starStage,
}
@@ -254,8 +268,8 @@ export class EquipHandler {
let isEnough = await check.decrease(dicEquipStar.subConsume);
if(isEnough) {
update.star = nextEquipStar.star;
update.starStage = 0;
equipUpdate.star = nextEquipStar.star;
equipUpdate.starStage = 0;
}
}
} else { // 升小点,包括一键升到满小点和升一个小点
@@ -263,19 +277,23 @@ export class EquipHandler {
for(let stage = curEquip.starStage + 1; stage <= toStage; stage++) {
let isEnough = await check.decrease(dicEquipStar.mainConsume);
if(!isEnough) break; // 消耗不足
update.starStage = stage;
equipUpdate.starStage = stage;
}
}
if(update.star == curEquip.star && update.starStage == curEquip.starStage) {
if(equipUpdate.star == curEquip.star && equipUpdate.starStage == curEquip.starStage) {
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
let consumes = check.getConsume();
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.EQUIP_STARUP);
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, update);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STAR, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId]);
let { newEplace, updatedEplace, newEquip } = updateEplace(oldEplace, ePlaceId, equipUpdate);
let update = {
ePlace: newEplace,
consumes: addConsumeToHero(hero.consumes, consumes)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STAR, sid, roleId, hero, update, [ePlaceId]);
await checkTaskInEquipStarUp(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, hid, isUpStar);
pushEquipStarMax(roleId, roleName, serverId, hid, newEquip, isUpStar);
@@ -395,17 +413,26 @@ export class EquipHandler {
return resResult(STATUS.STONE_CANNOT_SUIT);
}
let consumeResult = await handleCost(roleId, sid, [{ id: gid, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let updateConsumes = hero.consumes;
if(gid > 0) {
addConsumeToHero(updateConsumes, [{ id: gid, count: 1 }]);
let consumeResult = await handleCost(roleId, sid, [{ id: gid, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
if (!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
if(curStone.stone > 0) { // 返回石头
addConsumeToHero(updateConsumes, [{ id: curStone.stone, count: -1 }]);
await addItems(roleId, roleName, sid, [{ id: curStone.stone, count: 1 }], ITEM_CHANGE_REASON.EQUIP_FILL_HOLE);
}
let newStone = updateStone(curEquip.stones, stonesId, gid);
let { newEplace, updatedEplace } = updateEplace(oldEplace, ePlaceId, { stones: newStone });
let jewel = await JewelModel.findbySeqId(curEquip.jewel);
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STONE, sid, roleId, hero, { ePlace: newEplace }, [ePlaceId], { jewel });
let update = {
ePlace: newEplace,
consumes: updateConsumes,
}
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP_STONE, sid, roleId, hero, update, [ePlaceId], { jewel });
await checkTaskInPutStone(serverId, roleId, sid, oldEplace, newEplace, ePlaceId, jewel);
let curHero = {

View File

@@ -16,6 +16,8 @@ import { PvpDefenseModel } from '../../../db/PvpDefense';
import { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService';
import { pick } from 'underscore';
import { updateEplaces } from '../../../services/equipService';
import { addConsumeToHero } from '../../../services/roleService';
import { getCoinObject } from '../../../pubUtils/itemUtils';
export default function (app: Application) {
new HandlerService(app, {});
@@ -116,7 +118,8 @@ export class HeroHandler {
let update = {
lv: newLv,
exp: newExp
exp: newExp,
consumes: addConsumeToHero(hero.consumes, material)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update);
@@ -180,7 +183,8 @@ export class HeroHandler {
let update = {
star: isUpStar ? oldStar + 1 : oldStar,
starStage: isUpStar ? ABI_STAGE.START : newStarStage
starStage: isUpStar ? ABI_STAGE.START : newStarStage,
consumes: addConsumeToHero(hero.consumes, consumes)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update);
@@ -237,12 +241,15 @@ export class HeroHandler {
if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let { fragmentNum } = curDicHeroQualityUp;
let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: fragmentNum }], ITEM_CHANGE_REASON.HERO_QUALITY_UP);
let material = [{ id: pieceId, count: fragmentNum }];
let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_QUALITY_UP);
if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, {
quality: hero.quality + 1
});
let update = {
quality: hero.quality + 1,
consumes: addConsumeToHero(hero.consumes, material)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, update);
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
@@ -313,7 +320,8 @@ export class HeroHandler {
let update = {
quality: isWakeUp? quality + 1: quality,
colorStar: isUpStar ? oldColorStar + 1 : oldColorStar,
colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage
colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage,
consumes: addConsumeToHero(hero.consumes, consumes)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update);
@@ -378,9 +386,11 @@ export class HeroHandler {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
//重算战力并下发
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, {
jobStage: newJobStage
});
let update = {
jobStage: newJobStage,
consumes: addConsumeToHero(hero.consumes, consumes)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, update);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_TRAIN, hero, [oldJob, oldJobStage]);
await checkTask(roleId, sid, TASK_TYPE.HERO_TRAIN_SUM, newJobStage - oldJobStage, true, {});
@@ -407,7 +417,8 @@ export class HeroHandler {
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
if (curJob >= getMaxGradeByjobClass(heroJob.job_class))
return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE);
let result = await handleCost(roleId, sid, heroJob.upGradeConsume, ITEM_CHANGE_REASON.HERO_JOB_STAGEUP);
let consumes = heroJob.upGradeConsume;
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_JOB_STAGEUP);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
@@ -417,7 +428,8 @@ export class HeroHandler {
//重算战力并下发
let update = {
job: nextHeroJob.jobid,
jobStage: 0
jobStage: 0,
consumes: addConsumeToHero(hero.consumes, consumes)
}
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update);
// 任务
@@ -465,12 +477,17 @@ export class HeroHandler {
if (member.star + member.colorStar < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
}
let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin }], ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
let consumes = [getCoinObject(friendShip.costCoin)];
let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_CONNECT_ACTIVE);
if (!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let update = {
connections: heroConnections,
consumes: addConsumeToHero(hero.consumes, consumes)
}
//重算战力并下发
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, update, [shipId]);
// 任务
await checkTask(roleId, sid, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level })
@@ -540,18 +557,23 @@ export class HeroHandler {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
let updateConsume = addConsumeToHero(hero.consumes, material);
let update = {
favour: newExp,
favourLv: newLv,
consumes: updateConsume
}
//重算战力并下发
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]);
hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, update, [oldLv]);
// 任务
await checkTaskWithHero(roleId, sid, TASK_TYPE.HERO_FAVOUR_LV, hero, [oldLv]);
await checkActivityTask(serverId, sid, roleId, TASK_TYPE.HERO_FAVOUR_LV, 1, { lv: newLv, oldLv });
} else {
hero = await HeroModel.updateHeroInfo(roleId, hero.hid, { favour: newExp, favourLv: newLv });
hero = await HeroModel.updateHeroInfo(roleId, hero.hid, update);
}
return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, favour: hero.favour, favourLv: hero.favourLv, cost: material } });
}