格式化

This commit is contained in:
mamengke01
2020-12-21 17:43:25 +08:00
parent a330ad557c
commit d1925a221a
@@ -13,7 +13,7 @@ import { ITID, SPEICAL_ITEM } from "../../../consts/constModules/itemConst";
const _ = require('underscore'); const _ = require('underscore');
export default function(app: Application) { export default function (app: Application) {
return new EquipHandler(app); return new EquipHandler(app);
} }
@@ -24,41 +24,41 @@ export class EquipHandler {
// test接口添加任意道具 // 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 roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let {id, count} = msg; let { id, count } = msg;
let goods = await addItems(roleId, roleName, sid, [{id, count}]); let goods = await addItems(roleId, roleName, sid, [{ id, count }]);
return resResult(STATUS.SUCCESS, { goods }); return resResult(STATUS.SUCCESS, { goods });
} }
// 合成装备 // 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 roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
// 消耗材料 // 消耗材料
// 获得装备 // 获得装备
let {gid, originalEquip} = msg; let { gid, originalEquip } = msg;
let targetGood = gameData.goods.get(gid); 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<ItemInter>(); let cost = new Array<ItemInter>();
if(targetGood.suitId > 0) { // 套装 if (targetGood.suitId > 0) { // 套装
cost = cost.concat(targetGood.composeMaterial); cost = cost.concat(targetGood.composeMaterial);
let specialMaterial = targetGood.specialMaterial; let specialMaterial = targetGood.specialMaterial;
let costCount = 0; let costCount = 0;
let equips = await EquipModel.getEquips(originalEquip); let equips = await EquipModel.getEquips(originalEquip);
for(let {id, seqId} of equips) { for (let { id, seqId } of equips) {
if(specialMaterial.ids.includes(id)) { if (specialMaterial.ids.includes(id)) {
costCount++; 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); return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
} }
@@ -69,9 +69,9 @@ export class EquipHandler {
}); });
} }
let result = await handleCost(roleId, sid, cost); 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); let goods = await addItems(roleId, roleName, sid, items);
return resResult(STATUS.SUCCESS, { goods }); return resResult(STATUS.SUCCESS, { goods });
} }
@@ -82,48 +82,48 @@ export class EquipHandler {
// let roleName: string = session.get('roleName'); // let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let {hid, ePlaceId, type} = msg; let { hid, ePlaceId, type } = msg;
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId); 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 { ePlace, lv: playerLv } = hero; // 装备栏
let strengthenArr = new Array<EPlace>(); let strengthenArr = new Array<EPlace>();
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); 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 } else if (type == EQUIP_STRENGTHEN_TYPE.ALL_QUICK) { // 全六件(装备中)的强化
strengthenArr = ePlace.filter(cur => cur.equip); strengthenArr = ePlace.filter(cur => cur.equip);
} }
if(strengthenArr.length <= 0) { if (strengthenArr.length <= 0) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH); return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
} }
let minLv = strengthenArr[0].lv; // 从最低装备的等级开始 let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
for(let {lv} of strengthenArr) { for (let { lv } of strengthenArr) {
if(lv < minLv) minLv = lv; if (lv < minLv) minLv = lv;
} }
let {coin} = await Role.findByRoleId(roleId); let { coin } = await Role.findByRoleId(roleId);
let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv; let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE ? minLv + 1 : playerLv;
if(maxLv > playerLv) maxLv = playerLv; if (maxLv > playerLv) maxLv = playerLv;
if(minLv >= maxLv) { if (minLv >= maxLv) {
return resResult(STATUS.ROLE_EQUIP_REACH_MAX); return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
} }
let costCoin = 0; // 消耗铜币 let costCoin = 0; // 消耗铜币
let flag = false; // 铜币不足 let flag = false; // 铜币不足
for(let i = minLv; i < maxLv; i++) { for (let i = minLv; i < maxLv; i++) {
for(let s of strengthenArr) { for (let s of strengthenArr) {
if(s.lv == i) { if (s.lv == i) {
let cost = gameData.strengthenCost.get(i + 1); let cost = gameData.strengthenCost.get(i + 1);
if(!cost) {flag = true; break;} if (!cost) { flag = true; break; }
if(coin < costCoin + cost) { flag = true; break;} if (coin < costCoin + cost) { flag = true; break; }
costCoin += cost; costCoin += cost;
s.lv++; 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); return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
} }
@@ -131,59 +131,59 @@ export class EquipHandler {
id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
count: costCoin count: costCoin
}]); }]);
if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
hero.ePlace = ePlace; hero.ePlace = ePlace;
await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP); await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
const curHero = { const curHero = {
hid, hid,
ePlace: strengthenArr ePlace: strengthenArr
} }
return resResult(STATUS.SUCCESS, {curHero}); return resResult(STATUS.SUCCESS, { curHero });
} }
// 装备栏精炼 // 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 roleId: string = session.get('roleId');
// let roleName: string = session.get('roleName'); // let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let {hid, ePlaceId, material} = msg; let { hid, ePlaceId, material } = msg;
let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId); 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 { ePlace } = hero; // 装备栏
let curEplace = ePlace.find(cur => cur.id == ePlaceId); let curEplace = ePlace.find(cur => cur.id == ePlaceId);
if(!curEplace) { if (!curEplace) {
return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH); 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); 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); return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
} }
// 是否成功精炼 // 是否成功精炼
let dicRefine = gameData.refine.get(refineLv + 1); let dicRefine = gameData.refine.get(refineLv + 1);
if(!dicRefine) { if (!dicRefine) {
return resResult(STATUS.ROLE_INFO_NOT_FOUND) return resResult(STATUS.ROLE_INFO_NOT_FOUND)
} }
let {successRate} = dicRefine; let { successRate } = dicRefine;
for(let {id, count} of material) { for (let { id, count } of material) {
let dicGoods = gameData.goods.get(id); let dicGoods = gameData.goods.get(id);
if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); if (!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
if(!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) { if (!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) {
return resResult(STATUS.ROLE_WRONG_ITEM) return resResult(STATUS.ROLE_WRONG_ITEM)
} }
successRate += count * dicGoods.value; 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); 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 // 消耗道具提升成功率 每个道具提升10%成功率
// 精炼 // 精炼
if(isSuccess) { if (isSuccess) {
curEplace.refineLv++; curEplace.refineLv++;
} }
// 消耗 // 消耗
let cost = dicRefine.material.concat(material); let cost = dicRefine.material.concat(material);
let result = await handleCost(roleId, sid, cost); 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); await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP);
@@ -206,7 +206,7 @@ export class EquipHandler {
hid, hid,
ePlace: curEplace ePlace: curEplace
} }
return resResult(STATUS.SUCCESS, { isSuccess, curHero}); return resResult(STATUS.SUCCESS, { isSuccess, curHero });
} }
// 装备洗炼锁定 // 装备洗炼锁定
@@ -215,18 +215,18 @@ export class EquipHandler {
// let roleName: string = session.get('roleName'); // let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let {eid, id, lock} = msg; let { eid, id, lock } = msg;
let equip = await EquipModel.findbySeqId(eid); 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; let { randSe } = equip;
if(!randSe || randSe.length <=0 ) { if (!randSe || randSe.length <= 0) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); 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 lockNum = randSe.filter(cur => cur.locked).length;
let consumes:Array<{id: number, count: number}> = []; let consumes: Array<{ id: number, count: number }> = [];
if (lockNum == 0) { if (lockNum == 0) {
consumes = parseReward(EQUIP.EQUIP_ONE_LOCKED); consumes = parseReward(EQUIP.EQUIP_ONE_LOCKED);
} else if (lockNum == 1) { } else if (lockNum == 1) {
@@ -237,14 +237,14 @@ export class EquipHandler {
return resResult(STATUS.ROLE_ALL_SE_LOCK); return resResult(STATUS.ROLE_ALL_SE_LOCK);
} }
let result = await handleCost(roleId, sid, consumes); 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); let result = await EquipModel.lock(roleId, eid, id, lock);
if(!result) { if (!result) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); 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 roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let {eid } = msg; let { eid } = msg;
let equip = await EquipModel.findbySeqId(eid); 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; let { id, randSe } = equip;
if(!randSe || randSe.length <=0 ) { if (!randSe || randSe.length <= 0) {
return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); 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 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 chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
let hasReset = false, lockNum = 0; let hasReset = false, lockNum = 0;
for(let i = 0; i < randSe.length; i++) { for (let i = 0; i < randSe.length; i++) {
if(!randSe[i].locked) { if (!randSe[i].locked) {
let newPool = pool.filter(cur => !chosen.includes(cur.id)); let newPool = pool.filter(cur => !chosen.includes(cur.id));
let random = getRandomByLen(newPool); let random = getRandomByLen(newPool);
if(!random) {break}; if (!random) { break };
let rand = 0; 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].seid = random.id;
randSe[i].rand = rand; randSe[i].rand = rand;
hasReset = true; hasReset = true;
} else { } else {
lockNum ++; lockNum++;
} }
} }
if(!hasReset) { if (!hasReset) {
return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN); return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
} }
// 消耗 // 消耗
let consumes:Array<{id: number, count: number}> = []; let consumes: Array<{ id: number, count: number }> = [];
if (lockNum == 0) { if (lockNum == 0) {
consumes = parseReward(EQUIP.EQUIP_ONE_REFORGED); consumes = parseReward(EQUIP.EQUIP_ONE_REFORGED);
} else if (lockNum == 1) { } else if (lockNum == 1) {
@@ -299,9 +299,9 @@ export class EquipHandler {
} else { } else {
consumes = parseReward(EQUIP.EQUIP_FOUR_REFORGED); consumes = parseReward(EQUIP.EQUIP_FOUR_REFORGED);
} }
let result = await handleCost(roleId, sid, consumes); 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 equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
let curEquip = { let curEquip = {
@@ -309,7 +309,7 @@ export class EquipHandler {
id: equipResult.id, id: equipResult.id,
randSe: equipResult.randSe 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); let equips = await EquipModel.getEquips(originalEquip);
if (equips.length < originalEquip.length) if (equips.length < originalEquip.length)
return resResult(STATUS.EQUIP_NOT_FIND); 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) { for (let equip of equips) {
if (!!equip.hid) if (!!equip.hid)
return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE); return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
let goodInfo = getGoodById(equip.id); let goodInfo = getGoodById(equip.id);
if (!goodInfo) if (!goodInfo)
return resResult(STATUS.EQUIP_NOT_FIND); return resResult(STATUS.EQUIP_NOT_FIND);
goods.concat(goodInfo.decomposeItem); goods.concat(goodInfo.decomposeItem);
} }
let uids = [{uid: roleId, sid}]; let uids = [{ uid: roleId, sid }];
await EquipModel.deleteEquips(originalEquip); await EquipModel.deleteEquips(originalEquip);
this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids); this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids);
let result = await addItems(roleId, roleName, sid, goods); let result = await addItems(roleId, roleName, sid, goods);
return resResult(STATUS.SUCCESS,{goods:result}); 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 //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 { eid, hid, type } = msg;
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let equip = await EquipModel.getEquip(eid); let equip = await EquipModel.getEquip(eid);
let goodInfo = getGoodById(equip.id); let goodInfo = getGoodById(equip.id);
let obj = ITID.get(goodInfo.itid); let obj = ITID.get(goodInfo.itid);
let ePlaceId = obj.type; 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); let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) if (!hero)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
if (type == 1) { if (type == 1) {
if (goodInfo.lvLimited > hero.lv) if (goodInfo.lvLimited > hero.lv)
return resResult(STATUS.EQUIP_LEVEL_LIMIT); return resResult(STATUS.EQUIP_LEVEL_LIMIT);
let { jobid } = gameData.hero.get(hid); let { jobid } = gameData.hero.get(hid);
let { job_class } = getHeroJob(jobid); let { job_class } = getHeroJob(jobid);
let { classId } = getHeroEquipByClassId(goodInfo.itid); let { classId } = getHeroEquipByClassId(goodInfo.itid);
if (_.indexOf(classId, job_class) < 0) if (_.indexOf(classId, job_class) < 0)
return resResult(STATUS.EQUIP_NOT_EQUIPED_HERO); return resResult(STATUS.EQUIP_NOT_EQUIPED_HERO);
if (!!equip.hid) if (!!equip.hid)
return resResult(STATUS.EQUIP_IS_EQUIPED); return resResult(STATUS.EQUIP_IS_EQUIPED);
let index = _.findIndex(hero.ePlace, {id: ePlaceId}); let index = _.findIndex(hero.ePlace, { id: ePlaceId });
if (index < 0) if (index < 0)
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
let objectId = <string>hero.ePlace[index].equip; let objectId = <string>hero.ePlace[index].equip;
if (!!objectId) { if (!!objectId) {
let lastEquip = await EquipModel.updateEquipInfobyObjectId(objectId, {hid:0, ePlaceId: 0}); let lastEquip = await EquipModel.updateEquipInfobyObjectId(objectId, { hid: 0, ePlaceId: 0 });
curEquips.push({ curEquips.push({
seqId: lastEquip.seqId, seqId: lastEquip.seqId,
hid: lastEquip.hid, hid: lastEquip.hid,
ePlaceId: lastEquip.ePlaceId ePlaceId: lastEquip.ePlaceId
}); });
} }
await HeroModel.addEquip(roleId, hid, ePlaceId, equip._id); await HeroModel.addEquip(roleId, hid, ePlaceId, equip._id);
curEquips.push({ curEquips.push({
seqId: eid, seqId: eid,
hid: hid, hid: hid,
ePlaceId: ePlaceId ePlaceId: ePlaceId
}); });
} else if (type == 2) { } else if (type == 2) {
if (!equip.hid) if (!equip.hid)
return resResult(STATUS.EQUIP_NOT_EQUIPED); return resResult(STATUS.EQUIP_NOT_EQUIPED);
let index = _.findIndex(hero.ePlace, {id: ePlaceId}); let index = _.findIndex(hero.ePlace, { id: ePlaceId });
if (index < 0) if (index < 0)
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
hero.ePlace[index].equip = null; hero.ePlace[index].equip = null;
await HeroModel.updateHeroInfo(roleId, hid, {ePlace:hero.ePlace}); await HeroModel.updateHeroInfo(roleId, hid, { ePlace: hero.ePlace });
equip = await EquipModel.updateEquipInfo(eid, {hid:0, ePlaceId: 0}); equip = await EquipModel.updateEquipInfo(eid, { hid: 0, ePlaceId: 0 });
curEquips.push({ curEquips.push({
seqId: equip.seqId, seqId: equip.seqId,
hid: equip.hid, hid: equip.hid,
ePlaceId: equip.ePlaceId ePlaceId: equip.ePlaceId
}); });
} }
return resResult(STATUS.SUCCESS,{curEquips:curEquips}); return resResult(STATUS.SUCCESS, { curEquips: curEquips });
} }
//装备打孔 //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 { eid, id } = msg;
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let equip = await EquipModel.getEquip(eid); let equip = await EquipModel.getEquip(eid);
let index = _.findIndex(equip.holes, {id}); let index = _.findIndex(equip.holes, { id });
if (index < 0) if (index < 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND); return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (equip.holes[index].isOpen) if (equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_DUG); return resResult(STATUS.EQUIP_HOLE_IS_DUG);
let consumes:Array<{id: number, count: number}> = []; let consumes: Array<{ id: number, count: number }> = [];
if (id == 1) { if (id == 1) {
consumes = parseReward(EQUIP.EQUIP_ONE_HOLE); consumes = parseReward(EQUIP.EQUIP_ONE_HOLE);
} else if (id == 2) { } else if (id == 2) {
@@ -418,52 +418,52 @@ export class EquipHandler {
let result = await handleCost(roleId, sid, consumes); let result = await handleCost(roleId, sid, consumes);
if (!result) if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
equip.holes[index].isOpen = true; equip.holes[index].isOpen = true;
await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
} }
//宝石镶嵌 //宝石镶嵌
public async fillHole(msg: {eid: number, id: number, jewel: number}, session: BackendSession) { public async fillHole(msg: { eid: number, id: number, jewel: number }, session: BackendSession) {
let { eid, id, jewel} = msg; let { eid, id, jewel } = msg;
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let sid: string = session.get('sid'); 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 equip = await EquipModel.getEquip(eid);
let index = _.findIndex(equip.holes, {id}); let index = _.findIndex(equip.holes, { id });
if (index > 0) if (index > 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND); return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (!equip.holes[index].isOpen) if (!equip.holes[index].isOpen)
return resResult(STATUS.EQUIP_HOLE_IS_NOT_DUG); 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); let result = await handleCost(roleId, sid, consumes);
if (!result) if (!result)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
equip.holes[index].jewel = jewel; equip.holes[index].jewel = jewel;
await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); await EquipModel.updateEquipInfo(eid, { holes: equip.holes });
return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); return resResult(STATUS.SUCCESS, { curEquip: { seqId: eid, holes: equip.holes } });
} }
//宝石合成 //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) { 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 { count, consumes, jewel, speConsumes } = msg;
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let goodInfo = getGoodById(jewel); let goodInfo = getGoodById(jewel);
let {type} = ITID.get(goodInfo.itid); let { type } = ITID.get(goodInfo.itid);
if (type != CONSUME_TYPE.JEWEL) if (type != CONSUME_TYPE.JEWEL)
return resResult(STATUS.WRONG_PARMS); return resResult(STATUS.WRONG_PARMS);
//检查宝石消耗是否合法TODO //检查宝石消耗是否合法TODO
let comJewelMap = {}; let comJewelMap = {};
let ways = [deepCopy(speConsumes)]; let ways = [deepCopy(speConsumes)];
for (let {id, count} of consumes) { for (let { id, count } of consumes) {
let jewelInfo = getJewelById(id); let jewelInfo = getJewelById(id);
if (!jewelInfo) { if (!jewelInfo) {
return resResult(STATUS.WRONG_PARMS); 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) { if (count < 1) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
@@ -473,45 +473,45 @@ export class EquipHandler {
ways = []; ways = [];
for (let id of jewelInfo.specialMaterial.ids) { for (let id of jewelInfo.specialMaterial.ids) {
for (let way of copyWays) { for (let way of copyWays) {
let index = _.findIndex(way, {id}); let index = _.findIndex(way, { id });
if (index && way[index].count >= speCount) { if (index && way[index].count >= speCount) {
way[index].count = way[index].count - speCount; way[index].count = way[index].count - speCount;
ways.push(way); ways.push(way);
} }
} }
} }
if (!ways.length) if (!ways.length)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
delete comJewelMap[jewelInfo.good_id]; 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); return resResult(STATUS.WRONG_PARMS);
let res = await handleCost(roleId, sid, consumes.concat(speConsumes)); let res = await handleCost(roleId, sid, consumes.concat(speConsumes));
if (!res) if (!res)
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); 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 }]);
return resResult(STATUS.SUCCESS,{goods:result}); return resResult(STATUS.SUCCESS, { goods: result });
} }
//宝石卸下 //宝石卸下
public async putOffHole(msg: {eid: number, id: number}, session: BackendSession) { public async putOffHole(msg: { eid: number, id: number }, session: BackendSession) {
let { eid, id} = msg; let { eid, id } = msg;
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let roleName: string = session.get('roleName'); let roleName: string = session.get('roleName');
let sid: string = session.get('sid'); 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 equip = await EquipModel.getEquip(eid);
let index = _.findIndex(equip.holes, {id}); let index = _.findIndex(equip.holes, { id });
if (index > 0) if (index > 0)
return resResult(STATUS.EQUIP_HOLE_NOT_FIND); return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
if (!equip.holes[index].jewel) if (!equip.holes[index].jewel)
return resResult(STATUS.EQUIP_NOT_FILL_HOLE); 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; 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); 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 } });
} }
} }