Merge branch 'master' of gitlab.trgame.cn:zyztech/zyz_server
This commit is contained in:
@@ -9,7 +9,7 @@ import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData, getJewelById } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID } from "../../../consts/constModules/itemConst";
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import { ITID, SPEICAL_ITEM } from "../../../consts/constModules/itemConst";
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const _ = require('underscore');
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@@ -23,7 +23,7 @@ export class EquipHandler {
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}
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// 合成装备
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// test接口添加任意道具
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public async addItem(msg: { id: number, count: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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@@ -53,7 +53,7 @@ export class EquipHandler {
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for(let {id, seqId} of equips) {
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if(specialMaterial.ids.includes(id)) {
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costCount++;
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cost.push({id, seqId, count: 1, type: GOOD_TYPE.EQUIP });
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cost.push({id, seqId, count: 1 });
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}
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}
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if(specialMaterial.count > costCount) {
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@@ -69,7 +69,7 @@ export class EquipHandler {
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let items = [{type: GOOD_TYPE.EQUIP, id: gid, count: 1}];
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let items = [{ id: gid, count: 1}];
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let goods = await addItems(roleId, roleName, sid, items);
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return resResult(STATUS.SUCCESS, { goods });
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}
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@@ -101,6 +101,7 @@ export class EquipHandler {
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let {coin} = await Role.findByRoleId(roleId);
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let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
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if(maxLv > playerLv) maxLv = playerLv;
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if(minLv >= maxLv) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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@@ -172,25 +173,29 @@ export class EquipHandler {
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return resResult(STATUS.ROLE_INFO_NOT_FOUND)
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}
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// let {successRate} = dicRefine;
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// for(let {id, count} of material) {
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let {successRate} = dicRefine;
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for(let {id, count} of material) {
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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if(!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) {
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return resResult(STATUS.ROLE_WRONG_ITEM)
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}
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successRate += count * dicGoods.value;
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if(isNaN(successRate)) console.error(id, count, dicGoods.value);
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}
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// }
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let ran = Math.floor(Math.random() * 100)
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let isSuccess = ran <= dicRefine.successRate;
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let ran = Math.floor(Math.random() * 100);
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let isSuccess = ran <= successRate;
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console.log(successRate, ran, isSuccess)
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// 消耗道具提升成功率 每个道具提升10%成功率
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// 精炼
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if(isSuccess) {
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curEplace.refineLv++;
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} else {
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curEplace.refineCount++;
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}
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// TODO 消耗
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let cost = dicRefine.material;
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// 消耗
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let cost = dicRefine.material.concat(material);
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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@@ -218,8 +223,19 @@ export class EquipHandler {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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if(lock) { // 仅在上锁时消耗
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let result = await handleCost(roleId, sid, []);
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if(lock) { // 仅在上锁时消耗,根据已有的锁的数量判断消耗
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let lockNum = randSe.filter(cur => cur.locked).length;
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let consumes:Array<{id: number, count: number}> = [];
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if (lockNum == 0) {
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consumes = parseReward(EQUIP.EQUIP_ONE_LOCKED);
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} else if (lockNum == 1) {
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consumes = parseReward(EQUIP.EQUIP_TWO_LOCKED);
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} else if (lockNum == 2) {
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consumes = parseReward(EQUIP.EQUIP_THREE_LOCKED);
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} else {
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consumes = parseReward(EQUIP.EQUIP_FOUR_LOCKED);
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}
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let result = await handleCost(roleId, sid, consumes);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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@@ -231,7 +247,7 @@ export class EquipHandler {
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}
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// TODO 装备洗炼,消耗TODO
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// 装备洗炼
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public async reStrengthen(msg: { eid: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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@@ -241,7 +257,7 @@ export class EquipHandler {
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {id, randSe} = equip;
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let {id, randSe, reStrengthenNum = 0} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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@@ -271,16 +287,22 @@ export class EquipHandler {
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return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
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}
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// TODO 消耗
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let cost = new Array<ItemInter>();
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if(lockNum == 0) {
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// 消耗
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let consumes:Array<{id: number, count: number}> = [];
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if (reStrengthenNum == 0) {
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consumes = parseReward(EQUIP.EQUIP_ONE_REFORGED);
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} else if (reStrengthenNum == 1) {
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consumes = parseReward(EQUIP.EQUIP_TWO_REFORGED);
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} else if (reStrengthenNum == 2) {
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consumes = parseReward(EQUIP.EQUIP_THREE_REFORGED);
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} else {
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consumes = parseReward(EQUIP.EQUIP_FOUR_REFORGED);
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}
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let result = await handleCost(roleId, sid, cost);
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let result = await handleCost(roleId, sid, consumes);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
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let equipResult = await EquipModel.updateEquipInfo(eid, { randSe, reStrengthenNum: reStrengthenNum + 1 })
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let curEquip = {
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seqId: equipResult.seqId,
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id: equipResult.id,
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