feat(将魂出售): 修复将魂回收的问题

4cfbce94e - 2fa8c7a91 by zhangxk
This commit is contained in:
luying
2023-07-19 15:51:04 +08:00
parent 523eaad05e
commit f09ebd56b1
5 changed files with 79 additions and 59 deletions

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@@ -5,7 +5,7 @@ import { STATUS, GUILD_STRUCTURE, ITID, CONSUME_TYPE, HERO_QUALITY_TYPE, HERO_GR
import { UserShopModel } from "../../../db/UserShop";
import { handleCost, addItems } from "../../../services/role/rewardService";
import { SHOP } from "../../../pubUtils/dicParam";
import { HeroModel } from "../../../db/Hero";
import { HeroModel, HeroType } from "../../../db/Hero";
import { checkShopInPurchase, getShopDicById, getShopListByType, getShopPrice } from "../../../services/shopService";
import { RewardInter, recycleSoulFastPara } from "../../../pubUtils/interface";
import { UserShopTypeModel } from "../../../db/UserShopType";
@@ -172,35 +172,44 @@ export class ShopHandler {
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let sid = session.get('sid');
let { recycleSoulFastPara } = msg;
// 检测参数防止hid、goodsId重复
let { recycleSoulFastPara } = msg;
// 检测参数防止hid重复
let checkHid = new Map<number, number>();
let checkGoodsId = new Map<number, number>();
for (let { hid, goodsId, count } of recycleSoulFastPara) {
if (checkHid.get(hid) || checkGoodsId.get(goodsId)) return resResult(STATUS.WRONG_PARMS);
for (let { hid, count } of recycleSoulFastPara) {
if (checkHid.get(hid)) return resResult(STATUS.WRONG_PARMS);
checkHid.set(hid, 1);
checkGoodsId.set(goodsId, count);
}
let items = await ItemModel.find({ roleId, id: { $in: recycleSoulFastPara.map(obj => obj.goodsId) } });
if (!items || items.length == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
// 从db获取所有武将数据
const dbHeros = await HeroModel.findByHidsAndRole(roleId, recycleSoulFastPara.map(obj => obj.hid)) as HeroType[];
let heroesMap = new Map<number, HeroType>();
let items = []
for (const val of dbHeros) {
let hid = val.hid
heroesMap.set(hid, val);
const itemsMap = arrToMap(items, obj => obj.id);
let dicHero = gameData.hero.get(hid);
if (!dicHero || !dicHero.pieceId) continue;
items.push(dicHero.pieceId);
}
// 从db获取相关碎片道具数据
if (!items || items.length == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
const dbItems = await ItemModel.findbyRoleAndIds(roleId, items);
if (!dbItems || dbItems.length == 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
const itemsMap = arrToMap(dbItems, obj => obj.id);
let allAddItem = [];
let allCostItem = [];
for (let { hid, goodsId, count } of recycleSoulFastPara) {
let dicGoods = gameData.goods.get(goodsId);
if (!dicGoods) return resResult(STATUS.WRONG_PARMS);
if (hid != dicGoods.hid) return resResult(STATUS.WRONG_PARMS);//校验一下hid和goodsId是否对应
for (let { hid, count } of recycleSoulFastPara) {
let residueFragment = 0;
let goodsId = gameData.hero.get(hid)?.pieceId || 0;
const curItemCount = itemsMap.get(goodsId)?.count || 0;
if (curItemCount <= 0) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
let hero = heroesMap.get(hid);
if (!hero) return resResult(STATUS.HERO_IS_HIDDEN);
if (hero.colorStar != HERO_GROW_MAX.COLORSTAR) {
residueFragment = await calUpSixColorsResidueFragment(roleId, hero, hid, curItemCount);
if (!residueFragment || count > residueFragment) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
@@ -208,17 +217,21 @@ export class ShopHandler {
allCostItem.push({ id: goodsId, count: count });
let dicGoods = gameData.goods.get(goodsId);
if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND)
let reward: RewardInter[] = [];
switch (dicGoods.quality) {
case HERO_QUALITY_TYPE.BLUE:
allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_BULE)); break
reward = parseGoodStr(SHOP.HERO_SOUL_BULE); break;
case HERO_QUALITY_TYPE.PURPLE:
allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_PURPLE)); break;
reward = parseGoodStr(SHOP.HERO_SOUL_PURPLE); break;
case HERO_QUALITY_TYPE.GOLD:
allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_GOLDEN)); break;
reward = parseGoodStr(SHOP.HERO_SOUL_GOLDEN); break;
case HERO_QUALITY_TYPE.UR:
allAddItem.push(...parseGoodStr(SHOP.HERO_SOUL_UR)); break;
reward = parseGoodStr(SHOP.HERO_SOUL_UR); break;
}
allAddItem.map(cur => { return { id: cur.id, count: cur.count * count } })
allAddItem.push(...reward.map(cur => { return { id: cur.id, count: cur.count * count } }));
}
let costResult = await handleCost(roleId, sid, allCostItem, ITEM_CHANGE_REASON.RECYCLE_SOUL);
@@ -230,7 +243,7 @@ export class ShopHandler {
}
// !测试接口。 去除限购次数
async debugClearPurchaseLimit(msg: {}, session: BackendSession) {
let roleId = session.get('roleId');

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@@ -1983,8 +1983,8 @@ export function checkRouteParam(route: string, msg: any) {
case "role.shopHandler.recycleSoulFast":
{
if (!checkNaturalArray(msg.recycleSoulFastPara)) return false;
for (let { hid, goodsId, count } of msg.recycleSoulFastPara) {
if (!checkNaturalNumbers(hid, goodsId, count)) return false;
for (let { hid, count } of msg.recycleSoulFastPara) {
if (!checkNaturalNumbers(hid, count)) return false;
}
break;
}

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@@ -362,8 +362,6 @@ export async function getComposeStoneCostAndAdd(curItem, itId) {
export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroType, hid: number, count?: number) {
let needFragment = 0;
// if (isHeroHidden(hid)) return;
let dicHero = gameData.hero.get(hid);
if (!dicHero) return;
let { pieceId, jobid } = dicHero;
@@ -371,9 +369,6 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
let dicJob = gameData.job.get(jobid);
if (!dicJob) return;
// let hero = await HeroModel.findByHidAndRole(hid, roleId);
// if (!hero) return;
let curItemCount = count;
if (!count) {
let item = await ItemModel.findbyRoleAndGid(roleId, pieceId);
@@ -387,7 +382,11 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
if (oldStar < HERO_GROW_MAX.STAR) {
for (let starIndex = oldStar; starIndex < HERO_GROW_MAX.STAR; starIndex++) {
const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, oldQuality, starIndex);
needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * (ABI_STAGE.END - oldStarStage);
if (starIndex == oldStar) {
needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * (ABI_STAGE.END - oldStarStage);
continue;
}
needFragment += (curDicHeroStar?.advanceUpFragmentNum || 0) * ABI_STAGE.END;
}
}
if (curItemCount < needFragment) return;
@@ -396,7 +395,7 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
if (oldQuality < HERO_GROW_MAX.QUALITY) {
for (let qualityIndex = oldQuality; qualityIndex < HERO_GROW_MAX.QUALITY; qualityIndex++) {
const curDicHeroQualityUp = gameData.heroQualityUp.get(qualityIndex);
needFragment += curDicHeroQualityUp?.fragmentNum || 0
needFragment += curDicHeroQualityUp?.fragmentNum || 0;
}
}
if (curItemCount < needFragment) return;
@@ -409,7 +408,11 @@ export async function calUpSixColorsResidueFragment(roleId: string, hero: HeroTy
needFragment += curDicHeroStar?.fragmentNum || 0;
continue;
}
needFragment += (curDicHeroStar?.fragmentNum || 0) * (ABI_STAGE.END - oldColorStarStage)
if (colorStarIndex == oldColorStar) {
needFragment += (curDicHeroStar?.fragmentNum || 0) * (ABI_STAGE.END - oldColorStarStage);
continue;
}
needFragment += (curDicHeroStar?.fragmentNum || 0) * ABI_STAGE.END;
}
}