✨ feat(节日活动): 宴请百家
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112
game-server/app/servers/activity/handler/entertainHandler.ts
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112
game-server/app/servers/activity/handler/entertainHandler.ts
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import { Application, BackendSession, HandlerService, } from 'pinus';
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import { getRandSingleEelm, parseNumberList, resResult } from '../../../pubUtils/util';
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import { ITEM_CHANGE_REASON, STATUS } from '../../../consts';
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import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/activity/giftPackageService';
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import { getPlayerEntertainData, getPlayerEntertainDataShow } from '../../../services/activity/entertainService';
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import { ActivityEntertainRecModel } from '../../../db/ActivityEntertainRec';
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import { handleCost } from '../../../services/role/rewardService';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new EntertainHandler(app);
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}
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export class EntertainHandler {
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constructor(private app: Application) {
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}
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/**
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* @description 获取火神祭祀活动数据
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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 getData(msg: { activityId: number }, session: BackendSession) {
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const { activityId } = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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let playerData = await getPlayerEntertainDataShow(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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return resResult(STATUS.SUCCESS, playerData);
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}
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/**
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* @description 宴请
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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 invite(msg: { activityId: number }, session: BackendSession) {
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const { activityId } = msg;
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const roleId = session.get('roleId');
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const roleName = session.get('roleName');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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let playerData = await getPlayerEntertainData(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_ENTERTAIN_NO_NUM);
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let pool = playerData.heroes.filter(hero => {
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if(hero.num >= hero.maxNum) return false;
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for(let condition of hero.conditionArr) {
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if(condition.type == 1 && playerData.invitedHeroNum < condition.param) return false;
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if(condition.type == 2 && playerData.invitedHids.indexOf(condition.param) == -1) return false;
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}
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return true;
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});
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if(pool.length <= 0) return resResult(STATUS.ACTIVITY_ENTERTAIN_NO_NUM);
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let randResult = getRandSingleEelm(pool);
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if(!randResult) return resResult(STATUS.ACTIVITY_ENTERTAIN_NO_NUM);
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let rewards = stringToRewardParam(randResult.reward);
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await ActivityEntertainRecModel.record(serverId, activityId, playerData.roundIndex, roleId, { todayIndex: playerData.todayIndex, id: randResult.id, hid: randResult.hid, time: new Date(), reward: randResult.reward })
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let { goods } = await addReward(roleId, roleName, sid, serverId, rewards, ITEM_CHANGE_REASON.ACT_DRAGON_BOAT);
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randResult.incNum();
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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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curHero: randResult.getShowResult(),
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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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* @param {BackendSession} session
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* @memberof EntertainHandler
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*/
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async buyCnt(msg: { activityId: number, count: number }, session: BackendSession) {
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const { activityId, count } = msg;
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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let playerData = await getPlayerEntertainData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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// 可购买次数
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if(playerData.buyCnt + count > playerData.maxBuyCnt) return resResult(STATUS.ACTIVITY_ENTERTAIN_BUY_COUNT_OVER);
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if(playerData.todayPlayCnt < playerData.freeCnt) return resResult(STATUS.ACTIVITY_DRAGON_BOAT_CANNOT_BUY);
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// 扣材料
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let costResult = await handleCost(roleId, sid, stringToConsumeParam(playerData.buyCost), ITEM_CHANGE_REASON.ACT_DRAGON_BOAT_BUY_COST);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// 保存数据
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let buildResult = await ActivityEntertainRecModel.buyCnt(serverId, activityId, playerData.roundIndex, roleId, count);
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// // 更新数据
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playerData.updateBuyCnt(buildResult);
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return resResult(STATUS.SUCCESS, {
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activityId,
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maxBuyCnt: playerData.maxBuyCnt,
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buyCnt: playerData.buyCnt
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});
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}
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}
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