import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus'; import { handleCost } from '../../../services/rewardService'; import { calPlayerCeAndSave } from '../../../services/playerCeService'; import { resResult, getItems, decodeStr } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import {HeroModel} from '../../../db/Hero'; import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts'; import {getJobInfoById, getMaxGradeByjobClass, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata'; import { ABI_STAGE } from '../../../consts/abilityConst'; import { RoleModel } from '../../../db/Role'; const _ = require('underscore'); export default function(app: Application) { return new HeroHandler(app); } export class HeroHandler { constructor(private app: Application) { } private channelService: ChannelService = this.app.get('channelService'); public async test(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}] ); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } return resResult(STATUS.SUCCESS); } // 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 {hid} = msg; // 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 dicHero = getHeroInfoById(hid); if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName} = dicHero; // 碎片数量是否足够 let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); // createHero let curHero = await HeroModel.createHero({ roleId, roleName, hid, hName, star, quality, job }); await calPlayerCeAndSave(sid, roleId, [curHero]); return resResult(STATUS.SUCCESS, {curHero}); } // 武将升级 public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid, type, material } = msg; let addLv = 0; if(type == 1) { addLv = 1; } else if(type == 5) { addLv = 5; } else { return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR); } // 计算得材料可转换的经验 let allExp = 0; for(let {id, count} of material) { let dicGoods = getGoodById(id); if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let dicItid = ITID.get(dicGoods.itid); if(!dicItid || dicItid.type != CONSUME_TYPE.EXP) { return resResult(STATUS.ROLE_METERIAL_ERROR); } allExp += count * dicGoods.value; } // 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); oldExp += allExp; let newExp = oldExp + allExp; // 不考虑主公等级,还会剩多少经验 let newLv = oldLv; // 不考虑主公等级,这些经验可以升几级 let curExp = newExp; // 考虑到主公等级,还剩多少经验 for(;;) { let exp = getHeroExpByLv(newLv); console.log(exp, newExp) if(exp < newExp) { newExp -= exp; if(newLv < playerLv) curExp -= exp; newLv ++; } else { break; } } if(oldLv + addLv > newLv) { return resResult(STATUS.ROLE_EXP_NOT_ENOUGH); } let costResult = await handleCost(roleId, sid, material); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); hero.lv = playerLv > newLv?newLv: playerLv; hero.exp = curExp; let heros = await calPlayerCeAndSave(sid, roleId, [hero]); const curHero = { hid, lv : heros[0].lv, exp : heros[0].exp } return resResult(STATUS.SUCCESS, { curHero }); } // 武将升星 public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let {hid, star, starStage} = msg; // 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 = getHeroInfoById(hid); if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let {pieceId} = dicHero; 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); } 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 dicHeroStar = getGamedata('dic_zyz_hero_star'); const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star && oldStar); if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let isUpStar = oldStarStage + 1 == ABI_STAGE.END; hero.star = isUpStar? oldStar + 1: oldStar; hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1; let heros = await calPlayerCeAndSave(sid, roleId, [hero]); const curHero = { hid, star : heros[0].star, starStage : heros[0].starStage, colorStar: heros[0].colorStar, colorStarStage: heros[0].colorStarStage } return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } // 武将升品 public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let {hid, quality} = msg; let dicHero = getHeroInfoById(hid); if(!dicHero) return resResult(STATUS.ROLE_INFO_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 let dicHeroQualityUp = getGamedata('dic_zyz_hero_quality_up'); const curDicHeroQualityUp = dicHeroQualityUp.find(cur => cur.quality == quality); if(!curDicHeroQualityUp) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let {fragmentNum} = curDicHeroQualityUp; let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); hero.quality ++; let heros = await calPlayerCeAndSave(sid, roleId, [hero]); const curHero = { hid, quality : heros[0].quality } return resResult(STATUS.SUCCESS, {curHero}); } // 武将觉醒 public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) { // 根据dic_hero 获得 碎片id // 根据dic_zyz_hero_wake 获得需要花费的碎片和材料 // 特殊处理,初次觉醒fireStage传0,保存为 colorStar = 1, colorStarStage = 0,花费的材料取的0星的 // 检查品质是否是橙色 // 升星阶,满6自动升星 // handleCost let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let {hid, colorStar, colorStarStage} = msg; // 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 = getHeroInfoById(hid); if(!dicHero) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let {pieceId} = dicHero; 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 dicHeroStar = getGamedata('dic_zyz_hero_wake'); const curDicHeroStar = dicHeroStar.find(cur => cur.quality == quality && cur.star == oldColorStar); if(!curDicHeroStar) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let {fragmentNum, consume} = curDicHeroStar; let consumeArr = decodeStr('cost', consume); console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr])) let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consumeArr]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let isUpStar = oldColorStar == 0|| oldColorStarStage + 1 == ABI_STAGE.END; hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar; hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1; let heros = await calPlayerCeAndSave(sid, roleId, [hero]); const curHero = { hid, star : heros[0].star, starStage : heros[0].starStage, colorStar: heros[0].colorStar, colorStarStage: heros[0].colorStarStage } return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } //训练 async heroJobTrain (msg: {hid:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let heroJob = getJobInfoById(hero.job); let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); if (nextHeroJob.unlockLevel > hero.lv) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); if (hero.jobStage >= 6) return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE); if (hero.job >= getMaxGradeByjobClass(heroJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let cousumeGoods = getItems(heroJob.trainingConsume); let result = await handleCost(roleId, sid, cousumeGoods); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } hero.jobStage = hero.jobStage ++; //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero]); return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage}); } //进阶 async heroJobStageUp(msg: {hid:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let heroJob = getJobInfoById(hero.job); let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); if (nextHeroJob.unlockLevel > hero.lv) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); if (hero.job >= getMaxGradeByjobClass(heroJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let cousumeGoods = getItems(heroJob.upGradeConsume); let result = await handleCost(roleId, sid, cousumeGoods); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } hero.job = nextHeroJob.jobid; hero.jobStage = 0; //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero]); return resResult(STATUS.SUCCESS, { hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage}); } //激活羁绊 async heroConectionActivate(msg: {hid:number, id:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid, id } = msg; let friendShip = getFriendShipById(id); if (friendShip.actorId != hid) return resResult(STATUS.WRONG_PARMS); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); if (!!_.findWhere(hero.conections, {id:id})) return resResult(STATUS.HERO_CONECTION_IS_EXIT); if (hero.star < friendShip.level) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); let heroIds = friendShip.memberId.split('|'); for (let heroId of heroIds) { let member = await HeroModel.findByHidAndRole(heroId, roleId); if(!member) return resResult(STATUS.HERO_NOT_FIND); if (member.star < friendShip.level) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); } let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count:5000}]); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } hero.conections.push({ id : id }); //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero]); return resResult(STATUS.SUCCESS, { hid : heros[0].hid, conections : heros[0].conections}); } //赠送(包括一键赠送) async heroGiveFavor(msg: {hid:number, items:Array<{id : number,count : number}>}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid, items } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let friendShipLevels = getFriendShipLevels(); if (friendShipLevels[friendShipLevels.lenth - 1].level <= hero.favourLv) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); //计算消耗物品转化的经验 let exp:number = 0; for (let item of items) { let itemInfo = getGoodById(item.id); if (itemInfo.itid == CONSUME_TYPE.FAVOUR) { exp += itemInfo.value; } else { return resResult(STATUS.WRONG_PARMS); } } hero.favour += exp; for (let friendShipLevel of friendShipLevels) { if (friendShipLevel.level < hero.favourLv) continue; if (friendShipLevel.exp > hero.favour) break; hero.favour -= friendShipLevel.exp; hero.favourLv++; } let result = await handleCost(roleId, sid, items); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero]); return resResult(STATUS.SUCCESS, { hid : heros[0].hid, favour : heros[0].favour, favourLv : heros[0].favourLv}); } //购买时装 async buyHeroSkin(msg: {id:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { id } = msg; let skinInfo = getFashionsById(id); if (!skinInfo) resResult(STATUS.HERO_SKIN_NOT_FIND); let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId); if (!hero) resResult(STATUS.HERO_NOT_FIND); if (!!_.findWhere(hero.skins, {id:id})) resResult(STATUS.HERO_SKIN_IS_EXIST); let items;//TODO物品消耗 let result = await handleCost(roleId, sid, items); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } hero.skins.push({ id:id, enable:false }); let heros = await HeroModel.findByRole(roleId); for (let i = 0; i < heros.length; i++) { if (heros[i].hid == hero.hid) { heros[i] = hero; } } //重算战力并下发 await calPlayerCeAndSave(sid, roleId, heros); return resResult(STATUS.SUCCESS, { hid : hero.hid, skins : hero.skins}); } //穿带时装 async heroWearSkin(msg: {id:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { id } = msg; let skinInfo = getFashionsById(id); if (!skinInfo) resResult(STATUS.HERO_SKIN_NOT_FIND); let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId); if (!hero) resResult(STATUS.HERO_NOT_FIND); let result = false; for (let skin of hero.skins) { if (skin.id == id) { skin.enable = true; result = true; } else { skin.enable = false; } } if (!result) { resResult(STATUS.HERO_SKIN_NOT_FIND); } await calPlayerCeAndSave(sid, roleId, [hero]); return resResult(STATUS.SUCCESS, { hid : hero.hid, skins : hero.skins}); } }