import { STATUS } from '../../../consts/statusCode'; import { RoleModel } from './../../../db/Role'; import { HeroModel } from '../../../db/Hero'; import { resResult, decodeIdCntArrayStr, parseGoodStr, reduceCe } from '../../../pubUtils/util'; import {Application, BackendSession} from 'pinus'; import { handleCost } from '../../../services/rewardService'; import { getTitle, getTeraph, gameData, getScollByStar } from '../../../pubUtils/data'; import { SCHOOL, SCROLL } from '../../../pubUtils/dicParam'; import { getTeraphAttr, getAtrrNameById } from '../../../consts/constModules/abilityConst' import { findIndex } from 'underscore'; import { SclResultInter, SclPosInter } from '../../../pubUtils/interface'; import { SchoolModel } from '../../../db/School'; import { checkMaterialEnough } from '../../../services/roleService' import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService'; import { HERO_SYSTEM_TYPE } from '../../../consts'; export default function(app: Application) { return new RoleHandler(app); } export class RoleHandler { constructor(private app: Application) { } async initEquips(roleId: string, roleName: string) { // const seqId = await CounterModel.getNewCounter(COUNTER.EID); // const equipInfo = { // roleId, // roleName, // id: 1, // name: '倚天剑', // seqId, // type: 1 // } // const equip = await EquipModel.createEquip(equipInfo); // await HeroModel.addEquip(roleId, 12, 1, equip._id); } async initHeros(roleId: string, roleName: string) { const heroInfo = { roleId, roleName, hid: 1, hName: '曹操', quality: 1, job: 1, star: 0, serverId: 1, skins:[{id: 41001, enable: true}] } await HeroModel.createHero(heroInfo); } async initRole(msg: {content: string , target: string}, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); console.log('role in initRole: ', roleId, roleName); let heros = await HeroModel.findByRole(roleId); if (!heros || heros.length === 0) { await this.initHeros(roleId, roleName); } // let equips = await EquipModel.findbyRole(roleId); // if (!equips || equips.length === 0) { await this.initEquips(roleId, roleName); // } console.log('initRole finish'); } async getRoleInfo(msg: {targetRoleId: string}, session: BackendSession) { let { targetRoleId } = msg; let { roleId, roleName, headHid = 1, ce = 0, topFive, topFiveCe = 0 } = await RoleModel.findByRoleId(targetRoleId); return resResult(STATUS.SUCCESS, { roleId, roleName, headHid, ce, topFive, topFiveCe }); } //爵位 async roleTitleLevelUp(msg: {}, session: BackendSession){ let roleId = session.get('roleId'); let role = await RoleModel.findByRoleId(roleId); let oldCe = role.ce; let sid: string = session.get('sid'); let title = ++role.title; let titleInfo = getTitle(role.title); if (!titleInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND) if (titleInfo.lvLimited > role.lv) return resResult(STATUS.COM_BATTLE_LV_NOT_ENOUGH) let consumes = titleInfo.material; let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); await RoleModel.updateRoleInfo(roleId, { title }); let {ce} = await calAllHeroCe( sid, roleId, HERO_SYSTEM_TYPE.TITLE, [title]); return resResult(STATUS.SUCCESS, { roleId, title, oldCe: reduceCe(oldCe), incRoleCe: ce - reduceCe(oldCe)}); } //神像强化 async roleTeraphStrengthen(msg: {id: number, count: number}, session: BackendSession){ let {id, count} = msg; let roleId = session.get('roleId'); let role = await RoleModel.findByRoleId(roleId); let sid: string = session.get('sid'); let index = findIndex(role.teraphs, {id}); if (index < 0) return resResult(STATUS.WRONG_PARMS); let teraph = role.teraphs[index]; let teraphInfo = getTeraph(id, teraph.grade); if (!teraphInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND) let attrs = []; for (let attrName in getTeraphAttr()) { let attrNameMax = attrName+'Max'; if (teraph[attrName] < teraphInfo[attrNameMax]) { attrs.push(attrName); } } if (!attrs.length) return resResult(STATUS.ROLE_TERAPH_NOT_STRENGTHEN); let {attr, consumes} = checkMaterialEnough(count, attrs, teraphInfo, teraph); for (let key in attr) { teraph[key] += attr[key]; role.globalCeAttr[key].fixUp += attr[key]; } let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); await RoleModel.updateRoleInfo(roleId, { teraphs: role.teraphs, globalCeAttr: role.globalCeAttr}); await calAllHeroCe( sid, roleId); return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs }); } //神像进阶 async roleTeraphQualityUp(msg: {id: number}, session: BackendSession){ let {id} = msg; let roleId = session.get('roleId'); let role = await RoleModel.findByRoleId(roleId); let sid: string = session.get('sid'); let index = findIndex(role.teraphs, {id}); if (index < 0) return resResult(STATUS.WRONG_PARMS); let teraph = role.teraphs[index]; let teraphInfo = getTeraph(id, teraph.grade); if (!teraphInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND) for (let attrName in getTeraphAttr()) { if (teraph[attrName] != teraphInfo[attrName +'Max']) return resResult(STATUS.ROLE_TERAPH_NOT_QUILITY); teraph[attrName] = 0; } teraph.grade++; let nextTeraphInfo = getTeraph(id, teraph.grade) if (!nextTeraphInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND) let consumes = teraphInfo.upGradeMaterial; let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); for (let {id, number} of nextTeraphInfo.assiAttrValue) { let attrName = getAtrrNameById(id); role.globalCeAttr[attrName].ratioUp += number; } await RoleModel.updateRoleInfo(roleId, { teraphs: role.teraphs, globalCeAttr: role.globalCeAttr}); await calAllHeroCe(sid, roleId); return resResult(STATUS.SUCCESS, { roleId, teraphs: role.teraphs }); } // 获得百家学宫 async getSchoolList(msg: {}, session: BackendSession) { let roleId = session.get('roleId'); const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id=>isOpen const userSchoolList = await SchoolModel.findByRoleId(roleId); let school = new Array(); gameData.school.forEach((dicSchool) => { let position = new Array(); dicPosition.forEach((isOpen, id) => { id = parseInt(id); let userSchool = userSchoolList.find(cur => cur.schoolId == dicSchool.id && cur.positionId == id); if (userSchool) { position.push({ id, hid: userSchool.hid, isOpen: userSchool.isOpen }); } else { position.push({ id, hid: 0, isOpen: !!isOpen }); } }); school.push({ id: dicSchool.id, position }); }); return resResult(STATUS.SUCCESS, { school }); } // 摆放/替换/卸下武将 async changeSchoolHero(msg: { schoolId: number, positionId: number, hid: number }, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let { schoolId, positionId, hid } = msg; if (!gameData.school.has(schoolId)) { return resResult(STATUS.DIC_DATA_NOT_FOUND); } const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id(str) => isOpen if (!dicPosition.has(positionId.toString())) { return resResult(STATUS.DIC_DATA_NOT_FOUND); } let isOpen = !!dicPosition.get(positionId.toString()); // 该位置是否解锁 if(hid > 0) { let findHero = await SchoolModel.findByHid(roleId, hid); if (!!findHero) { return resResult(STATUS.ROLE_SCHOOL_HERO_USED); } let curHero = await HeroModel.findByHidAndRole(hid, roleId); if (!curHero) return resResult(STATUS.HERO_NOT_FIND); } let curSchool = await SchoolModel.findBySclAndPos(roleId, schoolId, positionId); let preHid = 0; // 原先在该位置上的武将 if (curSchool) { isOpen = curSchool.isOpen; preHid = curSchool.hid; } if (!isOpen) { return resResult(STATUS.ROLE_SCHOOL_POSITION_LOCKED); } await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { hid, isOpen }) await calPlayerCeAndSave(sid, roleId, [], HERO_SYSTEM_TYPE.SCHOOL, [schoolId, hid, preHid]); return resResult(STATUS.SUCCESS, { schoolId, positionId, hid, preHid, isOpen }); } // 解锁位置 async unlockSchoolPosition(msg: { schoolId: number, positionId: number }, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let { schoolId, positionId } = msg; if (!gameData.school.has(schoolId)) { return resResult(STATUS.DIC_DATA_NOT_FOUND); } const dicPosition = decodeIdCntArrayStr(SCHOOL.SCHOOL_POSITION, 1); // id(str) => isOpen if (!dicPosition.has(positionId.toString())) { return resResult(STATUS.DIC_DATA_NOT_FOUND); } let isOpen = !!dicPosition.get(positionId.toString()); // 该位置是否解锁 if (isOpen) { return resResult(STATUS.ROLE_SCHOOL_POSITION_UNLOCK_NOT_NEED); } let curSchool = await SchoolModel.findBySclAndPos(roleId, schoolId, positionId); if (curSchool && curSchool.isOpen) { return resResult(STATUS.ROLE_SCHOOL_POSITION_UNLOCK_NOT_NEED); } const cost = parseGoodStr(SCHOOL.SCHOOL_UNLOCK_COIN); const costResult = await handleCost(roleId, sid, cost); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); curSchool = await SchoolModel.updateBySclAndPos(roleId, schoolId, positionId, { isOpen: true }) return resResult(STATUS.SUCCESS, { schoolId, positionId, hid: curSchool.hid, isOpen: curSchool.isOpen }); } // 激活/升级名将谱 async activeHeroScroll(msg: { hid: number }, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let { hid } = msg; let curHero = await HeroModel.findByHidAndRole(hid, roleId, 'star colorStar quality scrollId scrollActive scrollStar scrollColorStar scrollQuality favour favourLv'); if (!curHero) return resResult(STATUS.HERO_NOT_FIND); let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { star, colorStar, quality, scrollId, scrollActive, scrollStar, scrollColorStar, scrollQuality, favour, favourLv } = curHero; let update = { scrollActive, scrollId, scrollStar, scrollColorStar, scrollQuality, favour, favourLv }; if (!scrollActive) { // 初次激活 update.scrollActive = true; update.scrollStar = dicHero.initialStars; update.scrollQuality = dicHero.quality; update.scrollColorStar = 0; // 获取一定好感度 let friendShipLevels = gameData.friendShipLevel; if (friendShipLevels[friendShipLevels.length - 1].level > favourLv) { update.favour += SCROLL.SCROLL_ACTIVE_FAVOUR; for (let friendShipLevel of friendShipLevels) { if (friendShipLevel.level < update.favourLv) continue; if (friendShipLevel.exp > update.favour) break; update.favour -= friendShipLevel.exp; update.favourLv++; } } } else { if (star > scrollStar) { // 可以升星 update.scrollStar++; } else if (quality > scrollQuality ) { // 可以升品 update.scrollQuality++; } else if (colorStar > scrollColorStar) { // 可以升彩星 update.scrollColorStar++; } else { return resResult(STATUS.ROLE_SCROLL_REACH_MAX); } } let dicHeroScroll = getScollByStar(dicHero.quality, update.scrollStar, update.scrollQuality, update.scrollColorStar); update.scrollId = dicHeroScroll?dicHeroScroll.id: 0; curHero = await HeroModel.updateHeroInfo(roleId, hid, update, 'hid scrollActive scrollId scrollStar scrollColorStar scrollQuality favour favourLv'); await calPlayerCeAndSave(sid, roleId, [], HERO_SYSTEM_TYPE.SCROLL, [hid, favourLv]); return resResult(STATUS.SUCCESS, { curHero }); } }