diff --git a/game-server/app/servers/role/handler/equipHandler.ts b/game-server/app/servers/role/handler/equipHandler.ts index 1de2fc387..a812dbe71 100644 --- a/game-server/app/servers/role/handler/equipHandler.ts +++ b/game-server/app/servers/role/handler/equipHandler.ts @@ -13,7 +13,7 @@ import { ITID, SPEICAL_ITEM } from "../../../consts/constModules/itemConst"; const _ = require('underscore'); -export default function(app: Application) { +export default function (app: Application) { return new EquipHandler(app); } @@ -24,41 +24,41 @@ export class EquipHandler { // test接口添加任意道具 - public async addItem(msg: { id: number, count: number}, session: BackendSession) { + public async addItem(msg: { 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 {id, count} = msg; - let goods = await addItems(roleId, roleName, sid, [{id, count}]); + let { id, count } = msg; + let goods = await addItems(roleId, roleName, sid, [{ id, count }]); return resResult(STATUS.SUCCESS, { goods }); } // 合成装备 - public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) { + public async composeEquip(msg: { gid: number, originalEquip: number[] }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); // 消耗材料 // 获得装备 - let {gid, originalEquip} = msg; + let { gid, originalEquip } = msg; + - let targetGood = gameData.goods.get(gid); - if(!targetGood) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + if (!targetGood) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let cost = new Array(); - if(targetGood.suitId > 0) { // 套装 + if (targetGood.suitId > 0) { // 套装 cost = cost.concat(targetGood.composeMaterial); let specialMaterial = targetGood.specialMaterial; let costCount = 0; let equips = await EquipModel.getEquips(originalEquip); - for(let {id, seqId} of equips) { - if(specialMaterial.ids.includes(id)) { + for (let { id, seqId } of equips) { + if (specialMaterial.ids.includes(id)) { costCount++; - cost.push({id, seqId, count: 1 }); + cost.push({ id, seqId, count: 1 }); } } - if(specialMaterial.count > costCount) { + if (specialMaterial.count > costCount) { return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); } @@ -69,9 +69,9 @@ export class EquipHandler { }); } let result = await handleCost(roleId, sid, cost); - if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); - let items = [{ id: gid, count: 1}]; + let items = [{ id: gid, count: 1 }]; let goods = await addItems(roleId, roleName, sid, items); return resResult(STATUS.SUCCESS, { goods }); } @@ -82,48 +82,48 @@ export class EquipHandler { // let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); - let {hid, ePlaceId, type} = msg; + let { hid, ePlaceId, type } = msg; let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId); - if(!hero) return resResult(STATUS.HERO_NOT_FIND); + if (!hero) return resResult(STATUS.HERO_NOT_FIND); let { ePlace, lv: playerLv } = hero; // 装备栏 let strengthenArr = new Array(); - if(type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化 + 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); } else if (type == EQUIP_STRENGTHEN_TYPE.ALL_QUICK) { // 全六件(装备中)的强化 strengthenArr = ePlace.filter(cur => cur.equip); } - if(strengthenArr.length <= 0) { + if (strengthenArr.length <= 0) { return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH); } let minLv = strengthenArr[0].lv; // 从最低装备的等级开始 - for(let {lv} of strengthenArr) { - if(lv < minLv) minLv = lv; + for (let { lv } of strengthenArr) { + if (lv < minLv) minLv = lv; } - let {coin} = await Role.findByRoleId(roleId); - let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv; - if(maxLv > playerLv) maxLv = playerLv; - if(minLv >= maxLv) { + let { coin } = await Role.findByRoleId(roleId); + let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE ? minLv + 1 : playerLv; + if (maxLv > playerLv) maxLv = 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++) { - for(let s of strengthenArr) { - if(s.lv == i) { + for (let i = minLv; i < maxLv; i++) { + for (let s of strengthenArr) { + if (s.lv == i) { let cost = gameData.strengthenCost.get(i + 1); - if(!cost) {flag = true; break;} - if(coin < costCoin + cost) { flag = true; break;} + if (!cost) { flag = true; break; } + if (coin < costCoin + cost) { flag = true; break; } costCoin += cost; s.lv++; } } - if(flag) break; + if (flag) break; } - if(costCoin <= 0) { // 连一级都不够升 + if (costCoin <= 0) { // 连一级都不够升 return resResult(STATUS.ROLE_COIN_NOT_ENOUGH); } @@ -131,59 +131,59 @@ export class EquipHandler { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: costCoin }]); - if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); hero.ePlace = ePlace; await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP); - const curHero = { + const curHero = { hid, ePlace: strengthenArr } - return resResult(STATUS.SUCCESS, {curHero}); + return resResult(STATUS.SUCCESS, { curHero }); } // 装备栏精炼 - public async refine(msg: { hid: number, ePlaceId: number, material: {id: number, count: number}[] }, 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 { hid, ePlaceId, material } = msg; let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId); - if(!hero) return resResult(STATUS.HERO_NOT_FIND); + if (!hero) return resResult(STATUS.HERO_NOT_FIND); let { ePlace } = hero; // 装备栏 let curEplace = ePlace.find(cur => cur.id == ePlaceId); - if(!curEplace) { + 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 + let { lv, refineLv } = curEplace; // 强化等级,精炼等级,精炼次数 - if(lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) { + if (lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) { return resResult(STATUS.ROLE_EQUIP_NOT_REACH_MAX); } - if(refineLv >= HERO_GROW_MAX.EQUIP_REFINE) { + if (refineLv >= HERO_GROW_MAX.EQUIP_REFINE) { return resResult(STATUS.ROLE_EQUIP_REACH_MAX); } // 是否成功精炼 let dicRefine = gameData.refine.get(refineLv + 1); - if(!dicRefine) { + if (!dicRefine) { return resResult(STATUS.ROLE_INFO_NOT_FOUND) } - let {successRate} = dicRefine; - for(let {id, count} of material) { + let { successRate } = dicRefine; + for (let { id, count } of material) { let dicGoods = gameData.goods.get(id); - if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); - if(!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) { + if (!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + if (!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) { return resResult(STATUS.ROLE_WRONG_ITEM) } successRate += count * dicGoods.value; - if(isNaN(successRate)) console.error(id, count, dicGoods.value); + if (isNaN(successRate)) console.error(id, count, dicGoods.value); } let ran = Math.floor(Math.random() * 100); @@ -191,14 +191,14 @@ export class EquipHandler { // 消耗道具提升成功率 每个道具提升10%成功率 // 精炼 - if(isSuccess) { + if (isSuccess) { curEplace.refineLv++; } // 消耗 let cost = dicRefine.material.concat(material); let result = await handleCost(roleId, sid, cost); - if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP); @@ -206,7 +206,7 @@ export class EquipHandler { hid, ePlace: curEplace } - return resResult(STATUS.SUCCESS, { isSuccess, curHero}); + return resResult(STATUS.SUCCESS, { isSuccess, curHero }); } // 装备洗炼锁定 @@ -215,18 +215,18 @@ export class EquipHandler { // let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); - let {eid, id, lock} = msg; + let { eid, id, lock } = msg; let equip = await EquipModel.findbySeqId(eid); - if(!equip) return resResult(STATUS.EQUIP_NOT_FIND); + if (!equip) return resResult(STATUS.EQUIP_NOT_FIND); - let {randSe} = equip; - if(!randSe || randSe.length <=0 ) { + let { randSe } = equip; + if (!randSe || randSe.length <= 0) { return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); } - if(lock) { // 仅在上锁时消耗,根据已有的锁的数量判断消耗 + if (lock) { // 仅在上锁时消耗,根据已有的锁的数量判断消耗 let lockNum = randSe.filter(cur => cur.locked).length; - let consumes:Array<{id: number, count: number}> = []; + let consumes: Array<{ id: number, count: number }> = []; if (lockNum == 0) { consumes = parseReward(EQUIP.EQUIP_ONE_LOCKED); } else if (lockNum == 1) { @@ -237,14 +237,14 @@ export class EquipHandler { return resResult(STATUS.ROLE_ALL_SE_LOCK); } let result = await handleCost(roleId, sid, consumes); - if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); } let result = await EquipModel.lock(roleId, eid, id, lock); - if(!result) { + if (!result) { return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); } - return resResult(STATUS.SUCCESS, {curEquip: result}); + return resResult(STATUS.SUCCESS, { curEquip: result }); } @@ -254,42 +254,42 @@ export class EquipHandler { // let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); - let {eid } = msg; + let { eid } = msg; let equip = await EquipModel.findbySeqId(eid); - if(!equip) return resResult(STATUS.EQUIP_NOT_FIND); + if (!equip) return resResult(STATUS.EQUIP_NOT_FIND); - let {id, randSe } = equip; - if(!randSe || randSe.length <=0 ) { + let { id, randSe } = equip; + if (!randSe || randSe.length <= 0) { return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); } - - let dicGoods = gameData.goods.get(id); - if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); - let {randomEffect} = dicGoods; + let dicGoods = gameData.goods.get(id); + if (!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); + + let { randomEffect } = dicGoods; let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur)); let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的 let hasReset = false, lockNum = 0; - for(let i = 0; i < randSe.length; i++) { - if(!randSe[i].locked) { + for (let i = 0; i < randSe.length; i++) { + if (!randSe[i].locked) { let newPool = pool.filter(cur => !chosen.includes(cur.id)); let random = getRandomByLen(newPool); - if(!random) {break}; + if (!random) { break }; let rand = 0; - if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + 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; } else { - lockNum ++; + lockNum++; } } - if(!hasReset) { + if (!hasReset) { return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN); } // 消耗 - let consumes:Array<{id: number, count: number}> = []; + let consumes: Array<{ id: number, count: number }> = []; if (lockNum == 0) { consumes = parseReward(EQUIP.EQUIP_ONE_REFORGED); } else if (lockNum == 1) { @@ -299,9 +299,9 @@ export class EquipHandler { } else { consumes = parseReward(EQUIP.EQUIP_FOUR_REFORGED); } - + let result = await handleCost(roleId, sid, consumes); - if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); + if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let equipResult = await EquipModel.updateEquipInfo(eid, { randSe }) let curEquip = { @@ -309,7 +309,7 @@ export class EquipHandler { id: equipResult.id, randSe: equipResult.randSe } - return resResult(STATUS.SUCCESS,{curEquip}); + return resResult(STATUS.SUCCESS, { curEquip }); } @@ -322,92 +322,92 @@ export class EquipHandler { let equips = await EquipModel.getEquips(originalEquip); if (equips.length < originalEquip.length) return resResult(STATUS.EQUIP_NOT_FIND); - let goods:Array<{id:number, count:number}> = []; + let goods: Array<{ id: number, count: number }> = []; for (let equip of equips) { - if (!!equip.hid) + if (!!equip.hid) return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE); let goodInfo = getGoodById(equip.id); - if (!goodInfo) + if (!goodInfo) return resResult(STATUS.EQUIP_NOT_FIND); goods.concat(goodInfo.decomposeItem); } - let uids = [{uid: roleId, sid}]; + let uids = [{ uid: roleId, sid }]; await EquipModel.deleteEquips(originalEquip); this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids); - let result = await addItems(roleId, roleName, sid, goods); - return resResult(STATUS.SUCCESS,{goods:result}); + let result = await addItems(roleId, roleName, sid, goods); + return resResult(STATUS.SUCCESS, { goods: result }); } //穿戴或卸载装备 1-穿上装备(包括替换) 2-脱下装备 - public async putOnOrOff(msg: {eid: number, hid: number, type: number}, session: BackendSession) { + public async putOnOrOff(msg: { eid: number, hid: number, type: number }, session: BackendSession) { let { eid, hid, type } = msg; let roleId: string = session.get('roleId'); let equip = await EquipModel.getEquip(eid); let goodInfo = getGoodById(equip.id); let obj = ITID.get(goodInfo.itid); let ePlaceId = obj.type; - let curEquips:Array<{seqId: number, hid: number, ePlaceId: number }> = []; + let curEquips: Array<{ seqId: number, hid: number, ePlaceId: number }> = []; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); if (type == 1) { - if (goodInfo.lvLimited > hero.lv) + if (goodInfo.lvLimited > hero.lv) return resResult(STATUS.EQUIP_LEVEL_LIMIT); let { jobid } = gameData.hero.get(hid); let { job_class } = getHeroJob(jobid); let { classId } = getHeroEquipByClassId(goodInfo.itid); - if (_.indexOf(classId, job_class) < 0) + if (_.indexOf(classId, job_class) < 0) return resResult(STATUS.EQUIP_NOT_EQUIPED_HERO); - if (!!equip.hid) - return resResult(STATUS.EQUIP_IS_EQUIPED); - let index = _.findIndex(hero.ePlace, {id: ePlaceId}); + if (!!equip.hid) + return resResult(STATUS.EQUIP_IS_EQUIPED); + let index = _.findIndex(hero.ePlace, { id: ePlaceId }); if (index < 0) return resResult(STATUS.WRONG_PARMS); let objectId = hero.ePlace[index].equip; if (!!objectId) { - let lastEquip = await EquipModel.updateEquipInfobyObjectId(objectId, {hid:0, ePlaceId: 0}); + let lastEquip = await EquipModel.updateEquipInfobyObjectId(objectId, { hid: 0, ePlaceId: 0 }); curEquips.push({ - seqId: lastEquip.seqId, - hid: lastEquip.hid, - ePlaceId: lastEquip.ePlaceId + seqId: lastEquip.seqId, + hid: lastEquip.hid, + ePlaceId: lastEquip.ePlaceId }); } - await HeroModel.addEquip(roleId, hid, ePlaceId, equip._id); + await HeroModel.addEquip(roleId, hid, ePlaceId, equip._id); curEquips.push({ - seqId: eid, - hid: hid, - ePlaceId: ePlaceId - }); + seqId: eid, + hid: hid, + ePlaceId: ePlaceId + }); } else if (type == 2) { - if (!equip.hid) + if (!equip.hid) return resResult(STATUS.EQUIP_NOT_EQUIPED); - let index = _.findIndex(hero.ePlace, {id: ePlaceId}); + let index = _.findIndex(hero.ePlace, { id: ePlaceId }); if (index < 0) - return resResult(STATUS.WRONG_PARMS); + return resResult(STATUS.WRONG_PARMS); hero.ePlace[index].equip = null; - await HeroModel.updateHeroInfo(roleId, hid, {ePlace:hero.ePlace}); - equip = await EquipModel.updateEquipInfo(eid, {hid:0, ePlaceId: 0}); + await HeroModel.updateHeroInfo(roleId, hid, { ePlace: hero.ePlace }); + equip = await EquipModel.updateEquipInfo(eid, { hid: 0, ePlaceId: 0 }); curEquips.push({ - seqId: equip.seqId, - hid: equip.hid, - ePlaceId: equip.ePlaceId + seqId: equip.seqId, + hid: equip.hid, + ePlaceId: equip.ePlaceId }); } - return resResult(STATUS.SUCCESS,{curEquips:curEquips}); + return resResult(STATUS.SUCCESS, { curEquips: curEquips }); } //装备打孔 - public async digHole(msg: {eid: number, id: number}, session: BackendSession) { + public async digHole(msg: { eid: number, id: number }, session: BackendSession) { let { eid, id } = msg; let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let equip = await EquipModel.getEquip(eid); - let index = _.findIndex(equip.holes, {id}); + let index = _.findIndex(equip.holes, { id }); if (index < 0) - return resResult(STATUS.EQUIP_HOLE_NOT_FIND); + return resResult(STATUS.EQUIP_HOLE_NOT_FIND); if (equip.holes[index].isOpen) return resResult(STATUS.EQUIP_HOLE_IS_DUG); - let consumes:Array<{id: number, count: number}> = []; + let consumes: Array<{ id: number, count: number }> = []; if (id == 1) { consumes = parseReward(EQUIP.EQUIP_ONE_HOLE); } else if (id == 2) { @@ -418,52 +418,52 @@ export class EquipHandler { let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); - equip.holes[index].isOpen = true; - await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); - return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); + equip.holes[index].isOpen = true; + await EquipModel.updateEquipInfo(eid, { holes: equip.holes }); + return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } }); } //宝石镶嵌 - public async fillHole(msg: {eid: number, id: number, jewel: number}, session: BackendSession) { - let { eid, id, jewel} = msg; + public async fillHole(msg: { eid: number, id: number, jewel: number }, session: BackendSession) { + let { eid, id, jewel } = msg; let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); - let consumes:Array<{id: number, count: number}> = []; + let consumes: Array<{ id: number, count: number }> = []; let equip = await EquipModel.getEquip(eid); - let index = _.findIndex(equip.holes, {id}); + let index = _.findIndex(equip.holes, { id }); if (index > 0) - return resResult(STATUS.EQUIP_HOLE_NOT_FIND); + return resResult(STATUS.EQUIP_HOLE_NOT_FIND); if (!equip.holes[index].isOpen) return resResult(STATUS.EQUIP_HOLE_IS_NOT_DUG); - consumes.push({id: jewel, count: 1}); + consumes.push({ id: jewel, count: 1 }); let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); equip.holes[index].jewel = jewel; - await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); - return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); + await EquipModel.updateEquipInfo(eid, { holes: equip.holes }); + return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } }); } //宝石合成 - public async composeJewel(msg: {jewel: number, count: number, consumes: Array<{id:number, count:number}>, speConsumes: Array<{id:number, count:number}>}, session: BackendSession) { - let { count, consumes, jewel, speConsumes} = msg; + public async composeJewel(msg: { jewel: number, count: number, consumes: Array<{ id: number, count: number }>, speConsumes: Array<{ id: number, count: number }> }, session: BackendSession) { + let { count, consumes, jewel, speConsumes } = msg; let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let goodInfo = getGoodById(jewel); - let {type} = ITID.get(goodInfo.itid); + let { type } = ITID.get(goodInfo.itid); if (type != CONSUME_TYPE.JEWEL) return resResult(STATUS.WRONG_PARMS); //检查宝石消耗是否合法TODO let comJewelMap = {}; let ways = [deepCopy(speConsumes)]; - for (let {id, count} of consumes) { + for (let { id, count } of consumes) { let jewelInfo = getJewelById(id); if (!jewelInfo) { return resResult(STATUS.WRONG_PARMS); - } - - count = Math.floor((count + (comJewelMap[jewelInfo.good_id]||0))/jewelInfo.count); + } + + count = Math.floor((count + (comJewelMap[jewelInfo.good_id] || 0)) / jewelInfo.count); if (count < 1) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } @@ -473,45 +473,45 @@ export class EquipHandler { ways = []; for (let id of jewelInfo.specialMaterial.ids) { for (let way of copyWays) { - let index = _.findIndex(way, {id}); + let index = _.findIndex(way, { id }); if (index && way[index].count >= speCount) { way[index].count = way[index].count - speCount; ways.push(way); } } } - if (!ways.length) + if (!ways.length) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } delete comJewelMap[jewelInfo.good_id]; - comJewelMap[jewelInfo.nextJewelId] = count + (comJewelMap[jewelInfo.nextJewelId]||0); + comJewelMap[jewelInfo.nextJewelId] = count + (comJewelMap[jewelInfo.nextJewelId] || 0); } - if (comJewelMap[jewel] != count || Object.keys(comJewelMap).length != 1) + if (comJewelMap[jewel] != count || Object.keys(comJewelMap).length != 1) return resResult(STATUS.WRONG_PARMS); let res = await handleCost(roleId, sid, consumes.concat(speConsumes)); - if (!res) + if (!res) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); - let result = await addItems(roleId, roleName, sid, [{id: jewel, count: count}]); - return resResult(STATUS.SUCCESS,{goods:result}); + let result = await addItems(roleId, roleName, sid, [{ id: jewel, count: count }]); + return resResult(STATUS.SUCCESS, { goods: result }); } //宝石卸下 - public async putOffHole(msg: {eid: number, id: number}, session: BackendSession) { - let { eid, id} = msg; + public async putOffHole(msg: { eid: number, id: number }, session: BackendSession) { + let { eid, id } = msg; let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); - let goods:Array<{id: number, count: number}> = []; + let goods: Array<{ id: number, count: number }> = []; let equip = await EquipModel.getEquip(eid); - let index = _.findIndex(equip.holes, {id}); + let index = _.findIndex(equip.holes, { id }); if (index > 0) - return resResult(STATUS.EQUIP_HOLE_NOT_FIND); + return resResult(STATUS.EQUIP_HOLE_NOT_FIND); if (!equip.holes[index].jewel) return resResult(STATUS.EQUIP_NOT_FILL_HOLE); - goods.push({id: equip.holes[index].jewel, count: 1}); + goods.push({ id: equip.holes[index].jewel, count: 1 }); equip.holes[index].jewel = 0; - await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); + await EquipModel.updateEquipInfo(eid, { holes: equip.holes }); await addItems(roleId, roleName, sid, goods); - return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); + return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } }); } } \ No newline at end of file