装备:洗练预览
This commit is contained in:
@@ -11,7 +11,7 @@ import { calPlayerCeAndSave } from "../../../services/playerCeService";
|
||||
import { getGoodById, gameData } from "../../../pubUtils/data";
|
||||
import { EQUIP } from "../../../pubUtils/dicParam";
|
||||
import { ITID, SPEICAL_ITEM, QUALITY_TYPE, equipTypeToSortAttr, IT_TYPE, QUENCH_TYPE } from "../../../consts";
|
||||
import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe, checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade } from "../../../services/equipService";
|
||||
import { changeEquip, dressEquip, checkMaterialEnough, takeOffEquipAndCalPlayerCe, checkEquipCanPut, quenchOnce, checkQuenchMaxByQualityAndGrade, getRandSeResult } from "../../../services/equipService";
|
||||
|
||||
import { findIndex } from 'underscore';
|
||||
import { pushEquipRefineSucMsg, pushNormalEquipMsg, pushNormalItemMsg } from "../../../services/chatService";
|
||||
@@ -384,6 +384,26 @@ export class EquipHandler {
|
||||
|
||||
}
|
||||
|
||||
// 装备洗炼预览
|
||||
public async previewStrengthen(msg: { eid: number }, session: BackendSession) {
|
||||
|
||||
let { eid } = msg;
|
||||
let equip = await EquipModel.findbySeqId(eid);
|
||||
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
|
||||
|
||||
let { id, randSe } = equip;
|
||||
if (!randSe || randSe.length <= 0) {
|
||||
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
|
||||
}
|
||||
let previewRandSe = getRandSeResult(id, randSe);
|
||||
if(!previewRandSe) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||||
|
||||
await EquipModel.updateEquipInfo(eid, { previewRandSe });
|
||||
|
||||
return resResult(STATUS.SUCCESS, { randSe: previewRandSe });
|
||||
|
||||
}
|
||||
|
||||
// 装备洗炼
|
||||
public async reStrengthen(msg: { eid: number }, session: BackendSession) {
|
||||
let roleId: string = session.get('roleId');
|
||||
@@ -392,39 +412,27 @@ export class EquipHandler {
|
||||
let funcs: number[] = session.get('funcs');
|
||||
|
||||
let { eid } = msg;
|
||||
let equip = await EquipModel.findbySeqId(eid);
|
||||
let equip = await EquipModel.findbySeqId(eid, '+previewRandSe');
|
||||
if (!equip) return resResult(STATUS.EQUIP_NOT_FIND);
|
||||
|
||||
let { id, randSe, hid, ePlaceId } = equip;
|
||||
let { id, randSe, hid, ePlaceId, previewRandSe } = equip;
|
||||
if (!randSe || randSe.length <= 0) {
|
||||
return resResult(STATUS.ROLE_EQUIP_HAVE_NO_RANDSE);
|
||||
}
|
||||
|
||||
let dicGoods = gameData.goods.get(id);
|
||||
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||||
|
||||
let { randomEffect } = dicGoods;
|
||||
let chosen = randSe.map(cur => cur.seid); // 上一轮随机出来的
|
||||
let randomResult: number[] = getRandEelm(randomEffect.filter(cur => !chosen.includes(cur)), randSe.length);
|
||||
|
||||
let lockNum = 0;
|
||||
let removeSeidList = new Array<number>(); // 原装备上的seid [seid, rand, ...]
|
||||
|
||||
for (let i = 0; i < randSe.length; i++) {
|
||||
removeSeidList.push(randSe[i].seid, randSe[i].rand);
|
||||
|
||||
if (!randSe[i].locked) {
|
||||
let random = gameData.randomEffectPool.get(randomResult[i]);
|
||||
if (!random) break;
|
||||
let rand = 0;
|
||||
if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0);
|
||||
randSe[i].seid = random.id;
|
||||
randSe[i].rand = rand;
|
||||
} else {
|
||||
lockNum++;
|
||||
}
|
||||
if(previewRandSe) { // 预览过
|
||||
randSe = previewRandSe;
|
||||
} else { // 没有预览数值,直接洗练
|
||||
let randResult = getRandSeResult(id, randSe);
|
||||
if(!randResult) return resResult(STATUS.DIC_DATA_NOT_FOUND);
|
||||
randSe = randResult;
|
||||
}
|
||||
|
||||
let { lockNum, removeSeidList } = randSe.reduce((pre, cur) => {
|
||||
return { lockNum: cur.locked?pre.lockNum+1: pre.lockNum, removeSeidList: [...pre.removeSeidList, cur.seid] }
|
||||
}, { lockNum: 0, removeSeidList: new Array<number>() });
|
||||
console.log('##########', lockNum, removeSeidList);
|
||||
|
||||
if (lockNum >= randSe.length) {
|
||||
return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
|
||||
}
|
||||
@@ -444,7 +452,7 @@ export class EquipHandler {
|
||||
let result = await handleCost(roleId, sid, consumes);
|
||||
if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
|
||||
|
||||
let equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
|
||||
let equipResult = await EquipModel.updateEquipInfo(eid, { randSe, previewRandSe: [] })
|
||||
let curEquip = {
|
||||
seqId: equipResult.seqId,
|
||||
id: equipResult.id,
|
||||
@@ -452,15 +460,16 @@ export class EquipHandler {
|
||||
}
|
||||
|
||||
// 更新战力
|
||||
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
|
||||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
|
||||
if(hid > 0) {
|
||||
const hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);
|
||||
await calPlayerCeAndSave(HERO_SYSTEM_TYPE.RESTRENGTHEN, sid, roleId, hero, {}, [ePlaceId, ...removeSeidList]);
|
||||
}
|
||||
|
||||
await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_RESTRENGTHEN, 1, true, {});
|
||||
return resResult(STATUS.SUCCESS, { curEquip });
|
||||
|
||||
}
|
||||
|
||||
|
||||
// 淬火
|
||||
public async quench(msg: { eid: number, type: QUENCH_TYPE }, session: BackendSession) {
|
||||
let roleId: string = session.get('roleId');
|
||||
|
||||
Reference in New Issue
Block a user