import { Application, BackendSession, pinus, HandlerService, } from 'pinus'; import { UserGuildModel } from '../../../db/UserGuild'; import { resResult } from '../../../pubUtils/util'; import { STATUS, GUILD_OPERATE, TASK_TYPE, ITEM_CHANGE_REASON, ITID, CONSUME_TYPE } from '../../../consts'; import { GuildRefineModel } from '../../../db/GuildRefine'; import { gameData, getArmyDevelopConsumeById, getGoodById } from '../../../pubUtils/data'; import { nowSeconds } from '../../../pubUtils/timeUtil'; import { handleCost, addItems } from '../../../services/role/rewardService'; import { GuildModel } from '../../../db/Guild'; import { findIndex, findWhere } from 'underscore'; import { lockData } from '../../../services/redLockService'; import { ARMY } from '../../../pubUtils/dicParam'; import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst'; import { checkEquipProduceStructureLv, openGuildRefine, refreshRefinCnt } from '../../../services/guildRefineService'; import { DATA_NAME } from '../../../consts/dataName'; import { checkTask } from '../../../services/task/taskService'; import { guildInter } from '../../../pubUtils/interface'; import { DicArmyDevelopConsume } from '../../../pubUtils/dictionary/DicArmyDevelopConsume'; export default function (app: Application) { new HandlerService(app, {}); return new GuildRefineHandler(app); } export class GuildRefineHandler { constructor(private app: Application) { } /** * 获得科技树信息 * @param msg * @param session */ async getRefine(msg: guildInter & {}, session: BackendSession) { const { myUserGuild: userGuild } = msg; const { guildCode: code } = userGuild; let guildRefine = await GuildRefineModel.getRefine(code); if (!guildRefine) { guildRefine = await openGuildRefine(code); } let { refineCnt } = refreshRefinCnt(userGuild); return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees, refineCnt }); } /** * 炼器 * @param msg * @param session */ async refine(msg: guildInter & { id: number, count: number }, session: BackendSession) { let { id, count, myUserGuild: userGuild } = msg; if( count < 0) return resResult(STATUS.WRONG_PARMS); const roleId: string = session.get('roleId'); const sid: string = session.get('sid'); const roleName: string = session.get('roleName'); const serverId: number = session.get('serverId'); let dicGoods = gameData.goods.get(id); if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); let dicItid = ITID.get(dicGoods.itid); if(!dicItid || dicItid.type != CONSUME_TYPE.DRAWING) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS); let { guildCode: code } = userGuild; let guildRefine = await GuildRefineModel.getRefine(code); if(!guildRefine) return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT); let { scienceTrees } = guildRefine; let dicDevelopConsume: DicArmyDevelopConsume; for(let scienceTree of scienceTrees) { if(scienceTree.endTime && scienceTree.endTime >= nowSeconds()) continue; // 没有炼完 let _dicDevelopConsume = getArmyDevelopConsumeById(scienceTree.id); if(_dicDevelopConsume.quality != dicGoods.quality) continue; // 品质错误 if(!dicDevelopConsume || dicDevelopConsume.qualityLevel < _dicDevelopConsume.qualityLevel) { // 选择等级最高的 dicDevelopConsume = _dicDevelopConsume; } } if(!dicDevelopConsume) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS); let result = await handleCost(roleId, sid, dicDevelopConsume.honourConsume.map(cur=> ({...cur, count: cur.count * count })), ITEM_CHANGE_REASON.REFINE_EQUIP); if (!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let { refineCnt, refRefineTime } = refreshRefinCnt(userGuild); let curQualityCnt = refineCnt.find(cur => cur.quality == dicGoods.quality); let myCnt = curQualityCnt?.count||0; if(myCnt + count > dicDevelopConsume.max) return resResult(STATUS.GUILD_REFINE_CNT_MAX); if(!curQualityCnt) { refineCnt.push({ quality: dicGoods.quality, count }); } else { curQualityCnt.count += count; } await UserGuildModel.updateInfo(roleId, { refineCnt, refRefineTime }, {}); let goods = await addItems(roleId, roleName, sid, [{ id, count }], ITEM_CHANGE_REASON.REFINE_EQUIP); // 任务 await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_REFINE, { quality: dicGoods.quality, count }); return resResult(STATUS.SUCCESS, { goods, refineCnt }); } /** * 点亮科技树 * @param msg * @param session */ async lightUpTree(msg: guildInter & guildInter & { id: number }, session: BackendSession) { let { id } = msg; const serverId: number = session.get('serverId'); const { myUserGuild: userGuild } = msg const { guildCode: code } = userGuild; let { structure } = await GuildModel.findByCode(code, serverId); let dicDevelopConsume = getArmyDevelopConsumeById(id); if (!dicDevelopConsume) return resResult(STATUS.WRONG_PARMS); let res: any = await lockData(serverId, DATA_NAME.GUILD_REFINE, code);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); if(!checkEquipProduceStructureLv(structure, id)) { res.releaseCallback(); return resResult(STATUS.GUILD_EQUIP_PRODUCE_LV_NOT_ENOUGH); } let guildRefine = await GuildRefineModel.getRefine(code); let nowTime = nowSeconds(); for (let scienceTree of guildRefine.scienceTrees) { if (scienceTree.id == id) {//检查是否点亮过 res.releaseCallback(); return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE); } if (scienceTree.endTime > nowTime) { res.releaseCallback(); return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);//检查是否有在进行的科技研发,若在研发,不允许研发其他科技树 } } for (let prePosition of dicDevelopConsume.prePositions) { let preScieceTree = guildRefine.scienceTrees.find(cur => cur.id == prePosition); if (!preScieceTree || preScieceTree.endTime > nowTime) { res.releaseCallback(); return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮 } } //点亮消耗 const costResult = await GuildModel.costFund(code, dicDevelopConsume.fundConsume); if (!costResult) { res.releaseCallback(); return resResult(STATUS.GUILD_FUND_NOT_ENOUGH); } let scienceTree = { id, endTime: nowTime + dicDevelopConsume.timeConsume, assistRoleIds: [] } let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree); res.releaseCallback(); return resResult(STATUS.SUCCESS, { scienceTrees }); } /** * 协助点亮科技树 * @param msg * @param session */ async assistRefine(msg: guildInter & { id: number }, session: BackendSession) { let { id, myUserGuild: userGuild } = msg; const roleId: string = session.get('roleId'); const serverId: number = session.get('serverId'); const sid: string = session.get('sid'); const { guildCode: code } = userGuild; let res: any = await lockData(serverId, DATA_NAME.GUILD_ASSIST_REFINE, code);//加锁 if (!!res.err) return resResult(STATUS.REDLOCK_ERR); let guildRefine = await GuildRefineModel.getRefine(code); let index = findIndex(guildRefine.scienceTrees, { id }); if (index == -1) { res.releaseCallback(); return resResult(STATUS.WRONG_PARMS); } let scienceTree = guildRefine.scienceTrees[index]; if (scienceTree.assistRoleIds.indexOf(roleId) != -1) { res.releaseCallback(); return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过 } if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) { res.releaseCallback(); return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大 } let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST }], ITEM_CHANGE_REASON.ASSIST_REFINE); if (!result) { res.releaseCallback(); return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); } scienceTree.assistRoleIds.push(roleId); scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60; let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees }) res.releaseCallback(); // 任务 await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_ASSIST_REFINE); return resResult(STATUS.SUCCESS, { scienceTrees }); } }