✨ feat(活动): 鹊桥活动添加接口
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@@ -112,6 +112,44 @@ export class EntertainHandler {
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});
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}
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/**
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* @description 扫荡
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* @param {{ activityId: number }} msg
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* @param {BackendSession} session
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* @memberof EntertainHandler
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*/
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async gameSweep(msg: { activityId: number }, session: BackendSession) {
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const { activityId } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const serverId: number = session.get('serverId');
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const sid: string = session.get('sid');
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let playerData = await getPlayerQixiData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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// 挑战次数
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if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM);
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if(playerData.todayPlayCnt <= 0) return resResult(STATUS.ACTIVITY_QIXI_CANNOT_SWEEP);
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let playerRecord = await ActivityQixiRecModel.record(serverId, activityId, playerData.roundIndex, roleId, {
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todayIndex: playerData.recordTodayIndex, gameCode: '', time: new Date(), rewards: playerData.rewards, progress: 0, afterProgress: playerData.maxProgress, hasPass: true, isSkip: true
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});
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if(!playerRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND);
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playerData.updatePlayerRecord(playerRecord);
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let rewards = stringToRewardParam(playerData.rewards);
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let goods = await addItems(roleId, roleName, sid, rewards, ITEM_CHANGE_REASON.QIXI_REWARD)
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return resResult(STATUS.SUCCESS, {
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activityId,
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todayPlayCnt: playerData.todayPlayCnt,
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playCnt: playerData.playCnt,
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freeCnt: playerData.freeCnt,
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progress: playerData.progress,
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goods
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});
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}
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/**
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* @description 购买次数
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* @param {{ activityId: number, id: number, count: number}} msg
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@@ -703,6 +703,7 @@ export const STATUS = {
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ACTIVITY_QIXI_GAMECODE_HAS_PLAY: { code: 50079, simStr: '该挑战已结算过' },
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ACTIVITY_QIXI_BUY_COUNT_OVER: { code: 50080, simStr: '购买挑战次数不足' },
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ACTIVITY_QIXI_CANNOT_BUY: { code: 50081, simStr: '不可在免费次数未用完的时候购买次数' },
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ACTIVITY_QIXI_CANNOT_SWEEP: { code: 50082, simStr: '必须在当天手动玩一次后才可以碾压' },
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// GM后台相关状态 60000 - 69999
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@@ -19,7 +19,9 @@ export class QixiRecord {
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@prop({ required: true })
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rewards: string; // 奖励
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@prop({ required: true })
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hasPass: boolean; // 奖励
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hasPass: boolean; // 是否通过
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@prop({ required: true })
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isSkip?: boolean; // 是否跳过
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}
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@index({ roleId: 1, activityId: 1 })
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@@ -11,6 +11,7 @@ interface QixiDataInDb {
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freeCnt: number; // 每天可以免费划船的次数
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maxProgress: number; // 最大进度
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rewards: string; // 奖励
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countdown: number;
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}
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export class QixiData extends ActivityBase {
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@@ -19,6 +20,7 @@ export class QixiData extends ActivityBase {
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freeCntDaily: number; // 每天可以免费的次数
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maxProgress: number; // 最大进度
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rewards: string; // 奖励
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countdown: number; // 倒计时
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freeCnt: number = 0; // 累积到现在可以免费的次数
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maxBuyCnt: number = 0; // 累积到现在可以购买的次数
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@@ -39,6 +41,7 @@ export class QixiData extends ActivityBase {
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let dataObj: QixiDataInDb = JSON.parse(data);
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if (!dataObj) return;
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this.countdown = dataObj.countdown;
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this.buyCost = dataObj.buyCost || '&';
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this.dailyBuyCnt = dataObj.dailyBuyCnt || 0;
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this.freeCntDaily = dataObj.freeCnt || 0;
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@@ -63,10 +66,10 @@ export class QixiData extends ActivityBase {
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if(playerData.record) {
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playerData.record.sort((a, b) => a.time.getTime() - b.time.getTime());
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for(let data of playerData.record) {
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let { todayIndex, afterProgress, progress, hasPass } = data;
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let { todayIndex, afterProgress, progress, hasPass, isSkip } = data;
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if(todayIndex == this.todayIndex && hasPass) this.todayPlayCnt ++;
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if(hasPass) this.playCnt ++;
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this.progress = afterProgress||progress;
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if(!isSkip) this.progress = afterProgress||progress;
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this.records.push(data);
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}
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if(this.todayPlayCnt >= this.freeCntDaily && this.playCnt < this.freeCnt) {
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@@ -93,6 +96,7 @@ export class QixiData extends ActivityBase {
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maxProgress: this.maxProgress,
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progress: this.progress,
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rewards: this.rewards,
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countdown: this.countdown,
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}
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}
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}
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