import { Application, BackendSession, ChannelService, HandlerService, } from 'pinus'; import { handleCost, addItems, unlockFigure, getCoinObject, getGoldObject } from '../../../services/role/rewardService'; import { resResult, deepCopy, parseGoodStr, swapFields } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import { HeroModel, Connect, HeroSkin, HeroUpdate, EPlace, Talent, HeroType } from '../../../db/Hero'; import { CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE, ITEM_CHANGE_REASON, CHECK_HERO_CONSUME } from '../../../consts'; import { RoleModel } from '../../../db/Role'; import { ItemModel } from '../../../db/Item'; import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getConnectLvByExp, getEquipByJobClassAndEPlace, getScollByStar, getExpByLv, getConnectMaxLv, getFriendShipByIdAndLv } from '../../../pubUtils/data'; import { ItemInter, RewardInter } from '../../../pubUtils/interface'; import { getDropItems, FIGURE_UNLOCK_CONDITION, ITID, DELICACY_GID, REBORN_ITEM } from '../../../consts/constModules/itemConst' import { pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService'; import { PvpDefenseModel } from '../../../db/PvpDefense'; import { checkTask, checkTaskInHeroGiveFavor, checkTaskInHeroQUalityUp, checkTaskInHeroStarUp, checkTaskInHeroTrain, checkTaskInHeroWakeUp } from '../../../services/task/taskService'; import { isNumber, pick } from 'underscore'; import { updateEplaces } from '../../../services/equipService'; import { addConnect, addConsumeToHero, calStarUpConsume, checkUnlockTalentCondition, getHeroNewEplace, getNewJob, initSkinTalent, updateSkinTalent } from '../../../services/roleService'; import { JewelModel, JewelType, jewelUpdate } from '../../../db/Jewel'; import { HERO, REBORN } from '../../../pubUtils/dicParam'; import { createHero, createHeroes } from '../../../services/role/createHero'; import { CheckMeterial } from '../../../services/role/checkMaterial'; import { HeroParam } from '../../../domain/roleField/hero'; import { calculateCeWithHero, calculateCeWithHeroes, calculateCeWithRole } from '../../../services/playerCeService'; import { SchoolModel } from '../../../db/School'; import { SkinModel } from '../../../db/Skin'; import { RoleCeModel } from '../../../db/RoleCe'; import { saveRebirthLog } from '../../../pubUtils/logUtil'; import { isGoodsHidden, isHeroHidden } from '../../../services/dataService'; import { LadderMatchModel } from '../../../db/LadderMatch'; import { PvpSaveDataModel } from '../../../db/PvpSaveData'; import { ArtifactModel } from '../../../db/Artifact'; import { GVGVestigeRankModel } from '../../../db/GVGVestigeRank'; import { GVGTeamModel } from '../../../db/GVGTeam'; export default function (app: Application) { new HandlerService(app, {}); return new HeroHandler(app); } export class HeroHandler { constructor(private app: Application) { } // 武将碎片合成 public async compose(msg: { hid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let { hid } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 检查是否存在武将 let hasHero = await HeroModel.findByHidAndRole(hid, roleId); if (hasHero) return resResult(STATUS.ROLE_HERO_EXISTS); // 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质 let { pieceId, pieceCount } = dicHero; // 碎片数量是否足够 let costResult = await handleCost(roleId, sid, [{ id: pieceId, count: pieceCount }], ITEM_CHANGE_REASON.COMPOSE_HERO); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); // createHero let { heroes, resultHeroes } = await createHero(roleId, roleName, sid, serverId, { hid, count: 1 }); return resResult(STATUS.SUCCESS, { curHero: {hid}, addHeros: heroes }); } // 武将升级 public async lvUp(msg: { hid: number, type: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); const serverId = session.get('serverId'); let { hid, type } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let addLv = 0; if (type == 1) { addLv = 1; } else if (type == 5) { addLv = 5; } else { return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR); } // 计算武将可以升的级数 let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let { lv: playerLv } = await RoleModel.findByRoleId(roleId); let { lv: oldLv, exp: oldExp } = hero; if (oldLv >= playerLv) return resResult(STATUS.ROLE_HERO_LV_OVER); if (oldLv + addLv > playerLv) addLv = playerLv - oldLv; let nextExp = getHeroExpByLv(oldLv + addLv - 1); // console.log('nextExp', nextExp, oldLv + addLv - 1, oldExp) let needExp = nextExp - oldExp; let newExp = oldExp; // 计算得材料可转换的经验 let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP); let material = new Array(); for (let { id, count } of originalConsumes) { let dicGoods = gameData.goods.get(id); if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(needExp < 0) break; let _count = Math.ceil(needExp / dicGoods.value); if (_count < count) { material.push({ id, count: _count }); newExp += dicGoods.value * _count; needExp -= dicGoods.value * _count; break; } else { if(count > 0) { material.push({ id, count }); newExp += dicGoods.value * count; needExp -= dicGoods.value * count; } } } if (newExp == oldExp) { return resResult(STATUS.ROLE_EXP_NOT_ENOUGH); } let newLv = getHeroLvByExp(newExp); let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_LV_UP); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let update = { lv: newLv, exp: newExp, consumes: addConsumeToHero(hero.consumes, material) } let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.LVUP, roleId, serverId, sid, hid, update); // 任务 await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_LV, { oldLv, hero: curHero }); return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'lv', 'exp']), cost: material }); } // 武将升星 public async starUp(msg: { hid: number, star: number, starStage: number, isOneClick: boolean }, session: BackendSession) { let roleId: string = session.get('roleId'); const serverId = session.get('serverId'); let sid: string = session.get('sid'); let { hid, star, starStage, isOneClick } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); // 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质 let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { pieceId, jobid } = dicHero; let dicJob = gameData.job.get(jobid); if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let { star: oldStar, starStage: oldStarStage, quality } = hero; // if (oldStar != star || oldStarStage != starStage) { // return resResult(STATUS.WRONG_PARMS, { oldStarStage, oldStar, star, starStage }); // } if (oldStar == HERO_GROW_MAX.STAR) { return resResult(STATUS.ROLE_STAR_REACH_MAX); } // 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量 const curDicHeroStar = getHeroStarByQuality(dicJob.job_class, quality, oldStar); if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); let newStarStage = oldStarStage; let max = isOneClick ? ABI_STAGE.END : oldStarStage + 1; let check = new CheckMeterial(roleId); for (let i = oldStarStage; i < max; i++) { let isEnough = await check.decrease([{ id: pieceId, count: curDicHeroStar.advanceUpFragmentNum }]); if(!isEnough) break; // 消耗不足 newStarStage++; } if (newStarStage == oldStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let consumes = check.getConsume(); let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_STAR_UP); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); let isUpStar = newStarStage == ABI_STAGE.END; let update = { star: isUpStar ? oldStar + 1 : oldStar, starStage: isUpStar ? ABI_STAGE.START : newStarStage, } if(CHECK_HERO_CONSUME) { update['consumes'] = addConsumeToHero(hero.consumes, consumes) } let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.STAR, roleId, serverId, sid, hid, update, { hid, hero, isUpStar }); if (isUpStar) { await checkTaskInHeroStarUp(serverId, roleId, sid, curHero, oldStar); // 任务 await SchoolModel.updateByHid(roleId, hid, { hid, star: update.star }); } return resResult(STATUS.SUCCESS, { isUpStar, curHero: pick(curHero, ['hid', 'star', 'starStage', 'colorStar', 'colorStarStage']) }); } // 武将升品 public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let { hid, quality } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 根据dic_hero 获得 碎片id let { pieceId } = dicHero; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let { quality: oldQuality, star } = hero; // if (quality != oldQuality) { // return resResult(STATUS.WRONG_PARMS); // } if (oldQuality == HERO_GROW_MAX.QUALITY) { return resResult(STATUS.ROLE_QUALITY_REACH_MAX); } if (star != HERO_GROW_MAX.STAR) { return resResult(STATUS.ROLE_STAR_NOT_ENOUGH); } // 根据dic_zyz_hero_quality_up 获得需要的材料 const curDicHeroQualityUp = gameData.heroQualityUp.get(oldQuality); if (!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { fragmentNum } = curDicHeroQualityUp; let material = [{ id: pieceId, count: fragmentNum }]; let costResult = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_QUALITY_UP); if (!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let update = { quality: hero.quality + 1, } if(CHECK_HERO_CONSUME) { update['consumes'] = addConsumeToHero(hero.consumes, material) } await SchoolModel.updateByHid(roleId, hid, { hid, quality: update.quality }); let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.QUALITY, roleId, serverId, sid, hid, update, { hero }); await checkTaskInHeroQUalityUp(serverId, roleId, sid, curHero); // pushHeroQualityUpMsg(roleId, roleName, serverId, curHero); return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'quality']) }); } // 武将觉醒 public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number, isOneClick: boolean }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let roleName: string = session.get('roleName'); const serverId = session.get('serverId'); let { hid, colorStar, colorStarStage, isOneClick } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); // 根据dic_hero 获得 1. 碎片id 2. 碎片数量 3. 初始武将星级 4. 初始品质 let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); let { pieceId, jobid } = dicHero; let dicJob = gameData.job.get(jobid); if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let { colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality } = hero; // if (colorStar != oldColorStar || colorStarStage != oldColorStarStage) { // return resResult(STATUS.WRONG_PARMS); // } if (star != HERO_GROW_MAX.STAR) { return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH); } if (quality < HERO_GROW_MAX.QUALITY) { return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH); } // 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量 const curDicHeroStar = getHeroWakeByQuality(dicJob.job_class, dicHero.quality, oldColorStar) if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); let newColorStarStage = oldColorStarStage; let isWakeUp = oldColorStar == 0; let check = new CheckMeterial(roleId); if(isWakeUp) { let { fragmentNum, consume } = curDicHeroStar; let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]); if(!isEnough) { return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); }; } else { let max = isOneClick ? ABI_STAGE.END : oldColorStarStage + 1; for (let i = oldColorStarStage; i < max; i++) { let { fragmentNum, consume } = curDicHeroStar; let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]); if(!isEnough) break; // 消耗不足 newColorStarStage++; } if (newColorStarStage == oldColorStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); } let consumes = check.getConsume(); // console.log('&&&&&&&&7', JSON.stringify(consumes)) let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_WAKE_UP); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); let isUpStar = isWakeUp || newColorStarStage == ABI_STAGE.END; let update = { quality: isWakeUp? quality + 1: quality, colorStar: isUpStar ? oldColorStar + 1 : oldColorStar, colorStarStage: isUpStar ? ABI_STAGE.START : newColorStarStage, consumes: addConsumeToHero(hero.consumes, consumes) } let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.COLORSTAR, roleId, serverId, sid, hid, update, { hero, isUpStar }); if (isUpStar) { await SchoolModel.updateByHid(roleId, hid, { hid, quality: update.quality, colorStar: update.colorStar }); await checkTaskInHeroWakeUp(serverId, roleId, sid, curHero, oldColorStar); // 任务 } if (isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, curHero); // 第一次觉醒 pushHeroStarMax(roleId, roleName, serverId, curHero); return resResult(STATUS.SUCCESS, { isUpStar, curHero: pick(curHero, ['hid', 'quality', 'star', 'starStage', 'colorStar', 'colorStarStage']) }); } //训练 async heroJobTrain(msg: { hid: number, isOneClick: boolean, canReplace: boolean }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); const serverId = session.get('serverId'); let { hid, isOneClick, canReplace = false } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let dicJob = gameData.job.get(hero.job); if (!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (hero.jobStage >= dicJob.maxStage) return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE); if (hero.job >= getMaxGradeByjobClass(dicJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let newJobStage = hero.jobStage; let oldJobStage = hero.jobStage, oldJob = hero.job; let max = isOneClick ? dicJob.maxStage: hero.jobStage + 1; let trainCount = 0; let check = new CheckMeterial(roleId); check.setCanReplace(canReplace); for(let i = hero.jobStage; i < max; i++) { let singleConsume = dicJob.trainingConsume[i]; if(!singleConsume) break; // 每天消耗不可训练 let isEnough = await check.decrease([singleConsume]); if(!isEnough) break; // 消耗不足 newJobStage ++; trainCount++; } if (newJobStage == hero.jobStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let consumes = check.getConsume(); // console.log('#### consumes', consumes); let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_JOB_TRAIN); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); //重算战力并下发 let update = { job: hero.job, jobStage: newJobStage, consumes: addConsumeToHero(hero.consumes, consumes) } let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TRAIN, roleId, serverId, sid, hid, update, { hero }); await checkTaskInHeroTrain(serverId, roleId, sid, curHero, trainCount); // 任务 return resResult(STATUS.SUCCESS, { curHero: pick(curHero, ['hid', 'job', 'jobStage'])}); } //进阶 async heroJobStageUp(msg: { hid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); const serverId = session.get('serverId'); let sid: string = session.get('sid'); let { hid } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let curJob = hero.job; let heroJob = gameData.job.get(curJob); if (heroJob.unlockLevel > hero.lv) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); if (curJob >= getMaxGradeByjobClass(heroJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let consumes = heroJob.upGradeConsume; let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_JOB_STAGEUP); if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); if (!nextHeroJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); //重算战力并下发 let update = { job: nextHeroJob.jobid, jobStage: 0, consumes: addConsumeToHero(hero.consumes, consumes) } let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.STAGEUP, roleId, serverId, sid, hid, update, { hid, hero }); await checkTask(serverId, roleId, sid, TASK_TYPE.HERO_STAGE_UP, { hero: curHero, stageUpCnt: 1 }); // 任务 const heroResult = new HeroParam(curHero); return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'job', 'jobStage', 'totalTalentPoint']) }}); } //赠送(包括一键赠送) async heroGiveFavor(msg: { hid: number, shipId: number, type: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let { hid, shipId, type } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let dicFriendShip = getFriendShipByIdAndLv(hid, shipId, 1); if(!dicFriendShip) return resResult(STATUS.DIC_DATA_NOT_FOUND); let heroes = await HeroModel.findByHidRange(dicFriendShip.hids, roleId); if (heroes.length < dicFriendShip.hids.length) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let hero = heroes.find(cur => cur.hid == hid); if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let { connections = []} = hero; let curConnect = connections.find(cur => cur.shipId == shipId); let { level: oldLv = 0, exp: oldExp = 0 } = curConnect||{}; let addLv = 0; if (type == 1) { addLv = 1; } else if (type == 5) { addLv = 5; } else { return resResult(STATUS.WRONG_PARMS); } let maxLv = getConnectMaxLv(hid, shipId); // 好感度最大等级 if (maxLv <= oldLv) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); // 计算武将可以升的级数 if (oldLv + addLv > maxLv) addLv = maxLv - oldLv; let nextObj = getFriendShipByIdAndLv(hid, shipId, oldLv + addLv); if (!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); let nextExp = nextObj.shipExp; let needExp = nextExp - oldExp; let newExp = oldExp; // 计算得材料可转换的经验 let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.FAVOUR); let material = new Array(); for (let { id, count } of originalConsumes) { let dicGoods = gameData.goods.get(id); if (!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); let needCount = Math.ceil(needExp / dicGoods.value); if(needCount <= 0) break; if(needCount > count) needCount = count; material.push({ id, count: needCount }); newExp += dicGoods.value * needCount; needExp -= dicGoods.value * count; } if (newExp == oldExp) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } let addItem: RewardInter[] = []; let { newLv: newLevel, overExp } = getConnectLvByExp(hid, shipId, newExp); let saveMaterial: RewardInter[] = []; for(let { id, count } of material) { if(count > 0) saveMaterial.push({ id, count}); } if(newLevel == maxLv && overExp > 0 && material.length > 0) { let dicGoods = gameData.goods.get(saveMaterial[0].id); if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); addItem.push({ id: DELICACY_GID, count: Math.floor(overExp/10) }); saveMaterial.push({ id: DELICACY_GID, count: Math.floor((dicGoods.value - overExp)/10) }); saveMaterial[0].count--; saveMaterial = saveMaterial.filter(cur => cur.count > 0); } let result = await handleCost(roleId, sid, material, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR); if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } let updateConsume = addConsumeToHero(hero.consumes, saveMaterial); let newConnections = addConnect(connections, { shipId, level: newLevel, exp: newExp }); let update = { connections: newConnections, consumes: updateConsume } let goods = await addItems(roleId, roleName, sid, addItem, ITEM_CHANGE_REASON.HERO_GIVE_FAVOR); let isLv = oldLv != newLevel; let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.CONNECT, roleId, serverId, sid, hero.hid, update, { shipId }); if(isLv) { // await unlockFigure(sid, roleId, [{ type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: curHero.hid, paramFavourLv: curHero.favourLv }]); await checkTaskInHeroGiveFavor(serverId, roleId, sid, shipId, newConnections, connections); } return resResult(STATUS.SUCCESS, { curHero: { ...pick(curHero, ['hid', 'connections']), shipId }, goods }); } //穿带时装 async heroWearSkin(msg: { id: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let { id } = msg; if(isGoodsHidden(id)) return resResult(STATUS.FASHION_IS_HIDDEN); let dicSkin = gameData.fashion.get(id); // console.log('*****', id, dicSkin) if (!dicSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND); if(isHeroHidden(dicSkin.actorId)) return resResult(STATUS.HERO_IS_HIDDEN); let hero = await HeroModel.findByHidAndRole(dicSkin.actorId, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let newHeroSkins: HeroSkin[] = []; let result = false; let lastSkinId: number; for (let skin of hero.skins) { if (skin.id == id) { if (!!skin.enable) { return resResult(STATUS.HERO_SKIN_IS_EQUIPED); } newHeroSkins.push({ ...skin, enable: true }); result = true; } else { if (!!skin.enable) { lastSkinId = skin.skinId; } newHeroSkins.push({ ...skin, enable: false }); } } if (!result) { return resResult(STATUS.HERO_SKIN_NOT_FIND); } let dicHero = gameData.hero.get(dicSkin.heroId); let dicMyJob = gameData.job.get(hero.job); let dicNewJob = getJobByGradeAndClass(dicHero.jobClass, dicMyJob.grade); let oldEplace = hero.ePlace||[]; let eplaceIds = new Map(); // 更新了的装备栏id for(let { id } of oldEplace) { let dicEquip = getEquipByJobClassAndEPlace(dicHero?.jobClass, id); eplaceIds.set(id, { equipId: dicEquip.id }); } let { newEplace } = updateEplaces(oldEplace, eplaceIds); let update = { skins: newHeroSkins, skinId: dicSkin.heroId, job: dicNewJob.jobid, ePlace: newEplace } let artifact = hero.artifact? await ArtifactModel.findbySeqId(roleId, hero.artifact): null; let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.SKIN, roleId, serverId, sid, hero.hid, update, { hero, artifact }); let resultHero = new HeroParam(curHero); return resResult(STATUS.SUCCESS, { curHero: {...pick(resultHero, ['hid', 'skins', 'skinId', 'job', 'talent', 'usedTalentPoint']), ePlace: newEplace }}); } public async previewRebirth(msg: { hid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId, 'hid consumes star starStage quality'); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let { consumes} = calStarUpConsume(hero); return resResult(STATUS.SUCCESS, { previewGoods: consumes.filter(consume => consume.count > 0) }); } public async rebirth(msg: { hid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let { hid } = msg; if(!isNumber(hid) && !hid) return resResult(STATUS.WRONG_PARMS); // 武将初始,但是皮肤这里不初始 let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); // 消耗 if(hero.lv >= REBORN.REBORON_FREE_LEVEL) { let cost = [getGoldObject(REBORN.REBORON_HERO)]; let costResult = await handleCost(roleId, sid, cost, ITEM_CHANGE_REASON.REBIRTH); if(!costResult) return resResult(STATUS.BATTLE_GOLD_NOT_ENOUGH); } // 皮肤处理 let { skins, skinId, ce, scrollActive, quality, star, starStage } = hero; let dicHero = gameData.hero.get(skinId); let dicJob = getJobByGradeAndClass(dicHero.jobClass, 0); let { consumes: consumesResult, newConsumes } = calStarUpConsume(hero); let newSkins = initSkinTalent(skins); let newQuality = quality >= 3? ( dicHero.quality >= 3? dicHero.quality: 3 ): quality; let dicHeroScroll = getScollByStar(dicHero.quality, star, newQuality, dicHero.initialColorStar); let initInfo = HeroModel.getInitInfo(hid, { artifact: hero.artifact, job: dicJob.jobid, skins: newSkins, skinId, ce, star, starStage, colorStar: dicHero.initialColorStar, colorStarStage: 0, quality: newQuality, scrollActive: scrollActive, scrollId: scrollActive? dicHeroScroll.id: 0, scrollStar: scrollActive? dicHeroScroll.stars: 0, scrollQuality: scrollActive? dicHeroScroll.qualityUp: 0, scrollColorStar: scrollActive? dicHeroScroll.colorstars: 0, consumes: newConsumes }); // 天晶石 let curJewels: jewelUpdate[] = []; for(let { jewel, id } of hero.ePlace) { if(jewel > 0) { let jewelInfo = await JewelModel.putOnOrOff(jewel, 0, id); curJewels.push({ seqId: jewelInfo.seqId, id: jewelInfo.id, hid: jewelInfo.hid, }); } } let school = await SchoolModel.findByHid(roleId, hid); let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.REBIRTH, roleId, serverId, sid, hid, initInfo, { schoolId: school?.schoolId }); let goods = await addItems(roleId, roleName, sid, consumesResult, ITEM_CHANGE_REASON.REBIRTH); saveRebirthLog(session, hero); const heroResult = new HeroParam(curHero); return resResult(STATUS.SUCCESS, { curHero: heroResult, curJewels, goods }); } // 解锁天赋 public async unlockTalent(msg: { hid: number, id: number }, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let serverId = session.get('serverId'); let { hid, id } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let dicHeroTalent = gameData.heroTalent.get(id); if(!dicHeroTalent) return resResult(STATUS.DIC_DATA_NOT_FOUND); let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let skins = hero.skins||[]; let curSkin = skins.find(cur => cur.enable); if(!curSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND); let talent = curSkin.talent.find(cur => cur.id == id); if(talent) return resResult(STATUS.TALENT_HAS_UNLOCKED); let usedTalentPoint = curSkin.usedTalentPoint; if(!checkUnlockTalentCondition(curSkin.skinId, id, curSkin.talent, usedTalentPoint)) { return resResult(STATUS.TALENT_CONDITION_NOT_FIT); } let totalTalentPoint = gameData.talentPointOfJob.get(hero.job); let needTalentPoint = dicHeroTalent.level.find(cur => cur.lv == 1)?.cost||0; if(totalTalentPoint - usedTalentPoint - needTalentPoint < 0) { return resResult(STATUS.TALENT_POINT_NOT_ENOUGH); } let { newSkins } = updateSkinTalent(skins, new Talent(id), usedTalentPoint + needTalentPoint); let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TALENT_UNLOCK, roleId, serverId, sid, hid, { skins: newSkins }, { talentId: id }); const heroResult = new HeroParam(curHero); return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }}); } // 升级天赋 public async upgradeTalent(msg: { hid: number, id: number }, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let serverId = session.get('serverId'); let { hid, id } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let dicHeroTalent = gameData.heroTalent.get(id); if(!dicHeroTalent) return resResult(STATUS.DIC_DATA_NOT_FOUND); let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let skins = hero.skins||[]; let curSkin = skins.find(cur => cur.enable); if(!curSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND); let talent = curSkin.talent.find(cur => cur.id == id); if(!talent) return resResult(STATUS.TALENT_NOT_UNLOCKED); let usedTalentPoint = curSkin.usedTalentPoint; let totalTalentPoint = gameData.talentPointOfJob.get(hero.job); let nextLv = dicHeroTalent.level.find(cur => cur.lv == talent.level + 1); if(!nextLv) return resResult(STATUS.TALENT_LEVEL_MAX); let needTalentPoint = nextLv.cost||0; if(totalTalentPoint - usedTalentPoint - needTalentPoint < 0) { return resResult(STATUS.TALENT_POINT_NOT_ENOUGH); } let { newSkins } = updateSkinTalent(skins, new Talent(id, talent.level + 1), usedTalentPoint + needTalentPoint); let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TALENT_LV, roleId, serverId, sid, hid, { skins: newSkins }, { talentId: id }); const heroResult = new HeroParam(curHero); return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }}); } // 洗点 public async resetTalent(msg: { hid: number }, session: BackendSession) { let roleId = session.get('roleId'); let sid = session.get('sid'); let serverId = session.get('serverId'); let { hid } = msg; if(isHeroHidden(hid)) return resResult(STATUS.HERO_IS_HIDDEN); let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let skins = hero.skins||[]; let curSkin = skins.find(cur => cur.enable); if(!curSkin) return resResult(STATUS.HERO_SKIN_NOT_FIND); let costItem = parseGoodStr(HERO.HERO_TALENTPOINT_RESET); let consumeResult = await handleCost(roleId, sid, costItem, ITEM_CHANGE_REASON.RESET_TALENT); if(!consumeResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let newSkins = initSkinTalent(skins); let { curHero } = await calculateCeWithHero(HERO_SYSTEM_TYPE.TALENT_RESET, roleId, serverId, sid, hid, { skins: newSkins }); const heroResult = new HeroParam(curHero); return resResult(STATUS.SUCCESS, { curHero: {...pick(heroResult, ['hid', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }}); } // 设置副将 async setSubHero(msg: { hid: number, subHid: number }, session: BackendSession) { let roleId = session.get('roleId'); let { hid, subHid: subSkinId } = msg; let dicHero = gameData.hero.get(hid); if(!dicHero || dicHero.urType != 1) return resResult(STATUS.HERO_CAN_NOT_SET_SUB); let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let subHid = 0; if(subSkinId > 0) { // 设置上 if(hero.subHid == subSkinId) return resResult(STATUS.SUCCESS, { preHid: hero.subActorId, curHero: pick(hero, ['hid', 'subHid', 'subActorId']) }); let dicHero = gameData.hero.get(subSkinId); if(!dicHero || dicHero.urType == 1) return resResult(STATUS.HERO_CAN_NOT_BE_SET_SUB); subHid = dicHero.actorId; let subHero = await HeroModel.findByHidAndRole(subHid, roleId); if(!subHero) return resResult(STATUS.HERO_NOT_FIND); // await LadderMatchModel.removeBySub(roleId, subHid); // await PvpSaveDataModel.removeBySub(roleId, subHid); // await PvpDefenseModel.removeBySub(roleId, subHid); // await GVGVestigeRankModel.removeBySub(roleId, subHid); // await GVGTeamModel.removeBySub(roleId, subHid, subHero.ce); } else { // 卸下 if(!hero.subHid) return resResult(STATUS.SUCCESS, { preHid: hero.subActorId, curHero: pick(hero, ['hid', 'subHid', 'subActorId']) }); } // 设置副将 const { preHid, curHero } = await HeroModel.setSubHero(roleId, hid, subSkinId, subHid); return resResult(STATUS.SUCCESS, { preHid, curHero: pick(curHero, ['hid', 'subHid', 'subActorId']) }); } /** * 重生 武将等级、装备养成、职业进阶上养成度对换,升星、羁绊不对换,双方的职业天赋树均重置 * @param msg * @param session */ public async heroReborn(msg: { originHid: number, targetHid: number }, session: BackendSession) { const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const sid: string = session.get('sid'); const serverId: number = session.get('serverId'); const { originHid, targetHid } = msg; let dbHeros = await HeroModel.findByHidsAndRole(roleId, [originHid, targetHid]); if (dbHeros.length != 2) return resResult(STATUS.HERO_NOT_FIND); const heroMap = dbHeros.reduce((map, obj) => { map.set(obj.hid, obj); return map; }, new Map()); let originHero = heroMap.get(originHid); let targetHero = heroMap.get(targetHid); //交换 lv exp jobStage swapFields(originHero || {}, targetHero || {}, ['lv', 'exp', 'jobStage']); //交换job let originJob = originHero.job, targetJob = targetHero.job originHero.job = getNewJob(originHero, targetJob); targetHero.job = getNewJob(targetHero, originJob); //天赋树置空 if (originHero.skins || originHero.skins.length > 0) originHero.skins = initSkinTalent(originHero.skins); if (targetHero.skins || targetHero.skins.length > 0) targetHero.skins = initSkinTalent(targetHero.skins); //装备养成交换 let tempOriginEPlace = [], tempTargetEPlace = [] if (originHero.ePlace || targetHero.ePlace.length > 0) tempOriginEPlace = getHeroNewEplace(originHero, targetHero?.ePlace || []); if (targetHero.ePlace || originHero.ePlace.length > 0) tempTargetEPlace = getHeroNewEplace(targetHero, originHero?.ePlace || []); originHero.ePlace = tempOriginEPlace; targetHero.ePlace = tempTargetEPlace; // 天晶地玉 let jewels: JewelType[] = []; let curJewels: jewelUpdate[] = []; for (let { jewel } of originHero.ePlace) { if (jewel == 0) continue; let result = await JewelModel.updateInfo(jewel, { hid: targetHid }); if (!result) return resResult(STATUS.HERO_NOT_FIND); jewels.push(result); curJewels.push({ seqId:result.seqId, hid:result.hid}); } for (let { jewel } of targetHero.ePlace) { if (jewel == 0) continue; let result = await JewelModel.updateInfo(jewel, { hid: originHid }); if (!result) return resResult(STATUS.HERO_NOT_FIND); jewels.push(result); curJewels.push({ seqId:result.seqId, hid:result.hid}); } // 消耗 let originalConsumes = originHero.consumes||[]; let targetConsumes = targetHero.consumes||[]; originHero.consumes = [...targetConsumes.filter(cur => REBORN_ITEM.includes(cur.id)), ...originalConsumes.filter(cur => !REBORN_ITEM.includes(cur.id))]; targetHero.consumes = [...originalConsumes.filter(cur => REBORN_ITEM.includes(cur.id)), ...targetConsumes.filter(cur => !REBORN_ITEM.includes(cur.id))]; let cost = [getGoldObject(REBORN.EXCHANGE_COST)]; let costResult = await handleCost(roleId, sid, cost, ITEM_CHANGE_REASON.REBORN_COST); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let heroesRet: HeroType[] = []; for (let hero of [originHero, targetHero]) { let result = await HeroModel.updateHeroInfo(roleId, hero.hid, { ...pick(hero, ['lv','exp', 'job', 'jobStage', 'ePlace', 'skins', 'consumes']) }); if (!result) return resResult(STATUS.HERO_NOT_FIND); heroesRet.push(result); } let artifacts = await ArtifactModel.findbyHids(roleId, [originHid, targetHid]); // 战力重算 let { heroes } = await calculateCeWithHeroes(HERO_SYSTEM_TYPE.REBORN_CAL, roleId, serverId, sid, heroesRet, { jewels, heroes: heroesRet, artifacts }); let curHeroes = []; for (let hero of (heroes || [])) { const heroResult = new HeroParam(hero); curHeroes.push({ ...pick(heroResult, ['seqId', 'hid', 'ce','exp', 'lv', 'job', 'jobStage', 'ePlace', 'talent', 'usedTalentPoint', 'totalTalentPoint']) }); } return resResult(STATUS.SUCCESS, { curHeroes, curJewels }) } // ! debug接口 一键全武将 public async debugGetAllHeroes(msg: { magicWord: string }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); const { magicWord } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } await HeroModel.deleteAccount(roleId); await JewelModel.deleteAccount(roleId); await SkinModel.deleteMany({ roleId }); await SchoolModel.deleteAccount(roleId); await RoleCeModel.deleteMany({ roleId }); await RoleModel.updateRoleInfo(roleId, { jewelCount: 0 }); let heroInfos = []; for(let [actorId] of gameData.recruit) { let dicHero = gameData.hero.get(actorId); if(!dicHero) continue; let { jobid, grade } = gameData.jobClassMaxGrades.get(dicHero.jobClass); heroInfos.push({ hid: actorId, star: 6, colorStar: 6, quality: 4, lv: 100, exp: getExpByLv(100).sum, job: jobid, grade }); } let resultHeroes = await createHeroes(roleId, roleName, sid, serverId, heroInfos); return resResult(STATUS.SUCCESS, resultHeroes); } // ! 测试接口,用来测试前清理并初始化某个武将;代码抄自:gm-server/app/service/users.ts deleteHero public async testCleanUp(msg: { magicWord: string, hid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); const { magicWord, hid } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.HERO_NOT_FIND); await addItems(roleId, roleName, sid, [{ id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END }], ITEM_CHANGE_REASON.DEBUG); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); await HeroModel.deleteHero(roleId, hid); let role = await RoleModel.findByRoleId(roleId); await PvpDefenseModel.deleteHero(roleId, hid); await RoleModel.updateRoleInfo(roleId, { topLineup: role.topLineup, topLineupCe: role.topLineupCe, ce: role.ce - hero.ce }); return resResult(STATUS.SUCCESS); } public async addItem(msg: { id: number, count: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let { id, count } = msg; //let result = await handleCost(roleId, sid, [{id, count}] ); let items = [{ id, count }]; let role = await RoleModel.findByRoleId(roleId); if (id == 999999) { items = getDropItems(); if (role.lv < 60) { role.lv = 60; let roleLvInfo = gameData.kingexp.get(role.lv - 1); role.exp = roleLvInfo.sum; await RoleModel.updateRoleInfo(roleId, role); } } let result = await addItems(roleId, roleName, sid, items, ITEM_CHANGE_REASON.DEBUG); if (!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } return resResult(STATUS.SUCCESS, { goods: result, lv: role.lv, exp: role.exp }); } public async debugSetHero(msg: { magicWord: string, hid: number, params: HeroUpdate }, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let { magicWord, hid, params } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) { let { resultHeroes } = await createHero(roleId, roleName, sid, serverId, { hid, count: 1, ...params }); return resResult(STATUS.SUCCESS, { hero: resultHeroes[0] }); } else { hero = await HeroModel.updateHeroInfo(roleId, hid, params); return resResult(STATUS.SUCCESS, { hero: new HeroParam(hero) }); } } }