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 = {