import { HeroModel, HeroType, } from '../db/Hero'; import { ItemModel } from '../db/Item'; import { EquipModel, RandSe, Holes, RandMain, equipUpdate } from './../db/Equip'; import { gameData, getQuenchByQualityAndGrade, getQuenchGradeByValue } from './data'; import { RANDOM_SE_COUNT, ITID, CURRENCY_BY_TYPE, CURRENCY_TYPE, ROLE_SELECT, FIGURE_UNLOCK_CONDITION, CONSUME_TYPE, HERO_SYSTEM_TYPE, TASK_TYPE, ITEM_CHANGE_REASON } from '../consts'; import { getRandValueByMinMax, getRandEelm } from './util'; import { findWhere } from 'underscore'; import { RoleModel, RoleType, } from '../db/Role'; import { Figure } from '../domain/dbGeneral'; import { getTimeFun } from './timeUtil'; import { reCalAllHeroCe } from './playerCe'; import { checkTaskWithEquip } from './taskUtil'; // import { checkTask, checkTaskWithHeroes, checkTaskWithEquip, accomplishTask } from './taskUtil'; import { SkinModel, } from '../db/Skin'; import { TaskListReturn } from '../domain/roleField/task'; /** * 只插入皮肤,不管那么多的 * @param roleId * @param roleName * @param skinId * @returns */ export async function increaseSkin(roleId:string, roleName: string, skinId: number) { let dicSkin = gameData.fashion.get(skinId); if (!dicSkin) return false; let skin = await SkinModel.increaseSkin(roleId, skinId, { roleId, roleName, id: skinId, skinName: dicSkin.name, hid: dicSkin.actorId, skinId: dicSkin.heroId }); if(!skin) return false; // 插入失败 return skin } /** * 添加皮肤 * @param roleId 玩家id * @param roleName 玩家名 * @param id 皮肤id * @param hero 武将,如果已经查询过这个武将就不用再查询一次,主意要select skins字段 * @returns {{ hero, figureInfo, calAllHeroResult }} hero:添加皮肤后的武将 figureInfo: 触发头像添加信息 calAllHeroResult:全局战力加成后结果 */ export async function addSkin(roleId: string, roleName: string, skinId: number, enable: boolean, hero?: HeroType) { let skin = await increaseSkin(roleId, roleName, skinId); if(!skin) return false; if(skin.hid && !hero) hero = await HeroModel.findByHidAndRole(skin.hid, roleId); let condition = { type: FIGURE_UNLOCK_CONDITION.GET_SKIN, paramSkinId: skinId }; let figureInfo = await unlockFigure(roleId, [condition]); // 解锁头像 let calAllHeroResult = await reCalAllHeroCe(HERO_SYSTEM_TYPE.ADD_SKIN, roleId, {}, [skinId]); // 全局加成 if (hero) { // 有武将的,将皮肤链接到武将上 if (!findWhere(hero.skins, { id: skinId })) { hero.skins.push({ id: skinId, skin: skin._id, enable, skinId: skin.skinId }); await HeroModel.updateHeroInfo(roleId, hero.hid, hero); } return { hero, figureInfo, calAllHeroResult }; } else { return { hero: null, figureInfo, calAllHeroResult } } } export async function addBags(roleId: string, roleName: string, datas: { id: number, count: number }[], reason: number) { let items: { id: number, count: number }[] = []; for(let data of datas) { let item = await addBag(roleId, roleName, data, reason); items.push(item) } return { items } } export async function addBag(roleId: string, roleName: string, data: { id: number, count: number }, reason: number) { let { id, count } = data; let { name: itemName, itid, hid } = gameData.goods.get(id); let { type } = ITID.get(itid); let item = await ItemModel.increaseItem(roleId, id, count, { roleId, roleName, itemName, id, type, hid }); return { id: item.id, count: item.count, inc: count, reason }; } export async function addEquips(roleId: string, roleName: string, weapons: { id: number, hid?: number }[], reason: number) { let equipInfos: equipUpdate[] = []; for(let weapon of weapons) { let info = await getAddEquipInfo(roleId, roleName, weapon); equipInfos.push(info); } const equips = await EquipModel.createEquips(roleId, equipInfos); let pushMessages: TaskListReturn[] = []; // 任务 for(let equip of equips) { let pushMessage = await checkTaskWithEquip(roleId, TASK_TYPE.EQUIP_SUIT, equip); pushMessages = [...pushMessages, ...pushMessage]; } return { equips: equips.map(equip => { return { ...equip, inc: 1, reason } }), pushMessages } } export async function getAddEquipInfo(roleId: string, roleName: string, weapon: { id: number, hid?: number }) { let { id, hid = 0 } = weapon; let { name, quality, suitId, hole, randomEffect, itid, goodsAbility } = gameData.goods.get(id); let { type } = ITID.get(itid); // 随机属性 let randomNum = RANDOM_SE_COUNT.get(quality); let randomResult: number[] = getRandEelm(randomEffect, randomNum); let randSe: Array = randomResult.map((id: number, i: number) => { let random = gameData.randomEffectPool.get(id) let rand = 0; if (random.id > 0) rand = getRandValueByMinMax(random.Min, random.Max, 0); return { id: i + 1, seid: random.id, rand, locked: false }; }); let randRange = 0; // 淬火品相 let randMain: RandMain[] = []; let grade = 0; for(let [ attrId, attrValue ] of goodsAbility) { if(attrValue > 0) { let { randMin, randMax } = getQuenchByQualityAndGrade(quality, grade); let rand = getRandValueByMinMax(randMin, randMax, 0); // console.log(quality, grade, rand) grade = getQuenchGradeByValue(quality, rand); randMain.push({ id: attrId, rand }); } } let holes = new Array(); for (let i = 0; i < hole; i++) { holes.push({ id: i + 1, isOpen: false, jewel: 0 }); } return { roleId, roleName, id, name, quality, suitId, randRange, ePlaceId: type, randSe, holes, hid, grade, randMain }; } /** * @description 获取元宝物品 { id, count } * @param count 元宝数量 */ export function getGoldObject(count: number) { return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count }; } /** * @description 获取金币物品 { id, count } * @param count 元宝数量 */ export function getCoinObject(count: number) { return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count }; } /** * @description 获取体力物品 { id, count } * @param count 体力数量 */ export function getApObject(count: number) { return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.ACTION_POINT), count }; } /** * @description 获取友情点物品 { id, count } * @param count 友情点数量 */ export function getFriendPointObject(count: number) { return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.FRIEND_POINT), count }; } /** * @description 获取功勋物品 { id, count } * @param count 功勋数量 */ export function getHonourObject(count: number) { return { id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.HONOUR), count }; } /** * 返回 解锁头像/相框 * @param conditions 解锁条件 * @param role 如果已查询过role表就直接可以使用 */ export function unlockFigureWithoutSave(conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number, paramWinStreakNum?: number }[], role: RoleType) { let { heads, frames, spines } = role; let figureInfo = { heads: new Array
(), frames: new Array
(), spines: new Array
() }; for (let { type, paramHid, paramFavourLv, paramSkinId, paramWinStreakNum } of conditions) { let canUnLockList = gameData.figureCondition.get(type); if (canUnLockList) { let reason = 0; for (let { id, params, gid } of canUnLockList) { let flag = false; // 是否达成条件 if (type == FIGURE_UNLOCK_CONDITION.GET_HERO) { let [hid] = params; if (paramHid == hid) flag = true; reason = ITEM_CHANGE_REASON.GET_HERO_UNLOCK_FIGURE; } else if (type == FIGURE_UNLOCK_CONDITION.HERO_FAVOR) { let [hid, favourLv] = params; if (paramHid == hid && paramFavourLv >= favourLv) flag = true; reason = ITEM_CHANGE_REASON.HERO_FAVOR_UNLOCK_FIGURE; } else if (type == FIGURE_UNLOCK_CONDITION.GET_SKIN) { let [id] = params; if (paramSkinId == id) flag = true; reason = ITEM_CHANGE_REASON.ADD_SKIN_UNLOCK_FIGURE; } else if (type == FIGURE_UNLOCK_CONDITION.PVP_WIN_SERIES) { let [winStreakNum] = params; if (paramWinStreakNum >= winStreakNum) flag = true; reason = ITEM_CHANGE_REASON.PVP_SERIES_UNLOCK_FIGURE; } if (!flag) continue; let dicGood = gameData.goods.get(gid); if (!dicGood) continue; let dicItid = ITID.get(dicGood.itid); if (!dicItid) continue; if (dicItid.type == CONSUME_TYPE.HEAD) { let figure = unlockSingleFigure(heads, gid, reason, false, id); if (figure && figure.unlocked) figureInfo.heads.push(figure); } else if (dicItid.type == CONSUME_TYPE.FRAME) { let figure = unlockSingleFigure(frames, gid, reason, false, id); if (figure && figure.unlocked) figureInfo.frames.push(figure); } else if (dicItid.type == CONSUME_TYPE.SPINE) { let figure = unlockSingleFigure(spines, gid, reason, false, id); if (figure && figure.unlocked) figureInfo.spines.push(figure); } else { continue; } } } } return { figureInfo, heads, frames, spines }; } /** * 解锁头像/相框 * @param roleId 玩家id * @param conditions 解锁条件 * @param role 如果已查询过role表就直接可以使用 */ export async function unlockFigure(roleId: string, conditions: { type: number, paramHid?: number, paramFavourLv?: number, paramSkinId?: number, paramWinStreakNum?: number }[], role?: RoleType) { if (!role || !role.heads || !role.frames) { role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS); } let { figureInfo, heads, frames, spines } = unlockFigureWithoutSave(conditions, role); role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines }); return figureInfo; } // 直接获得形象/相框 export async function addFigure(roleId: string, ids: number[], reason: number) { let role = await RoleModel.findByRoleId(roleId, ROLE_SELECT.GET_HEADS); if (!role) return false; let { heads, frames, spines } = role; let figureInfo = { heads: [], frames: [], spines: [] }; for (let gid of ids) { let dicGoods = gameData.goods.get(gid); if (!dicGoods) continue; let dicItid = ITID.get(dicGoods.itid); if (!dicItid) continue; if (dicItid.type == CONSUME_TYPE.HEAD) { let figure = unlockSingleFigure(heads, gid, reason, true); if (figure && figure.unlocked) figureInfo.heads.push(figure); } else if (dicItid.type == CONSUME_TYPE.FRAME) { let figure = unlockSingleFigure(frames, gid, reason, true); if (figure && figure.unlocked) figureInfo.frames.push(figure); } else if (dicItid.type == CONSUME_TYPE.SPINE) { let figure = unlockSingleFigure(spines, gid, reason, true); if (figure && figure.unlocked) figureInfo.spines.push(figure); } else { continue; } } role = await RoleModel.updateRoleInfo(roleId, { heads, frames, spines }); return figureInfo; } /** * 根据物品id解锁/获得玩家数据 * @param dbFigures 数据库内字段 * @param id 物品id * @param unlockDirect 是否不计算解锁条件直接解锁 * @param conditionId 条件id */ function unlockSingleFigure(dbFigures: Figure[], id: number, reason: number, unlockDirect = false, conditionId?: number) { let figure = dbFigures.find(cur => cur.id == id); if (!figure) { figure = new Figure(id, false); dbFigures.push(figure); } if (figure.unlocked) return; // 已解锁过 if (!figure.unlockedId) figure.unlockedId = new Array(); let dicGoods = gameData.goods.get(id); let hasUnlockedAll = true; if (!unlockDirect) { // 不能直接获得,需要通过type解锁 if (figure.unlockedId.includes(conditionId)) return; figure.unlockedId.push(conditionId); for (let { id: cid } of dicGoods.condition) { if (!figure.unlockedId.includes(cid)) { hasUnlockedAll = false; break; } } } if (hasUnlockedAll) { figure.unlocked = true; delete figure.unlockedId; if (dicGoods.timeLimit) { figure.time = getTimeFun().getAfterDay(dicGoods.timeLimit); // timeLimit天以后 } } figure.inc = 1; figure.reason = reason; return figure } // async function getSkinsOfThisHero(roleId: string, roleName: string, hid: number, initialSkin: number, allSkins?: SkinType[]) { // if(!allSkins) allSkins = await SkinModel.findbyRoleAndHid(roleId, hid); // let skin = await increaseSkin(roleId, roleName, initialSkin); // if(skin) allSkins.push(skin); // let skins: { id: number, skin: string, enable: boolean }[] = []; // for(let skin of allSkins) { // skins.push({ id: skin.id, skin: skin._id, enable: skin.id == initialSkin }); // } // return skins // } export function combineFigureInfo(figureInfos: { heads: Figure[], frames: Figure[], spines: Figure[] }[]) { let figureInfo = { heads: new Array
(), frames: new Array
(), spines: new Array
() }; for(let {heads, frames, spines} of figureInfos) { for(let head of heads) { figureInfo.heads.push(head); } for(let frame of frames) { figureInfo.frames.push(frame); } for(let spine of spines) { figureInfo.spines.push(spine); } } return figureInfo; } export function transPiece(hid: number) { let dicHero = gameData.hero.get(hid); let count = gameData.heroTransPiece.get(dicHero.quality); return { pieceId: dicHero.pieceId, count } } // export class CreateHero { // roleId: string; // roleName: string; // serverId: number; // constructor(roleId: string, roleName: string, serverId: number) { // } // }