import { Application, BackendSession } from "pinus"; import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE, HERO_GROW_MAX } from "../../../consts"; import { ItemInter } from "../../../pubUtils/interface"; import { resResult, parseReward, getRandomByLen, getItems } from "../../../pubUtils/util"; import { addItems, handleCost } from "../../../services/rewardService"; import { EquipModel, RandSe } from "../../../db/Equip"; import { HeroModel, EPlace } from "../../../db/Hero"; import Role from "../../../db/Role"; import { calPlayerCeAndSave } from "../../../services/playerCeService"; import { getHeroJob, getGoodById, gameData, getJewelById, getHeroEquipByClassId } from "../../../pubUtils/data"; import { EQUIP } from "../../../pubUtils/dicParam"; import { ITID, SPEICAL_ITEM } from "../../../consts/constModules/itemConst"; const _ = require('underscore'); export default function(app: Application) { return new EquipHandler(app); } export class EquipHandler { constructor(private app: Application) { } // test接口添加任意道具 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 goods = await addItems(roleId, roleName, sid, [{id, count}]); return resResult(STATUS.SUCCESS, { goods }); } // 合成装备 public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); // 消耗材料 // 获得装备 let {gid, originalEquip} = msg; let targetGood = gameData.goods.get(gid); if(!targetGood) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let cost = new Array(); if(targetGood.suitId > 0) { // 套装 cost = cost.concat(targetGood.composeMaterial); let specialMaterial = targetGood.specialMaterial; let costCount = 0; let equips = await EquipModel.getEquips(originalEquip); for(let {id, seqId} of equips) { if(specialMaterial.ids.includes(id)) { costCount++; cost.push({id, seqId, count: 1 }); } } if(specialMaterial.count > costCount) { return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); } } else { // 普通装备 cost.push({ id: targetGood.pieceId, count: targetGood.pieces }); } let result = await handleCost(roleId, sid, cost); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let items = [{ id: gid, count: 1}]; let goods = await addItems(roleId, roleName, sid, items); return resResult(STATUS.SUCCESS, { goods }); } // 装备栏强化 public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) { let roleId: string = session.get('roleId'); // let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let {hid, ePlaceId, type} = msg; let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let { ePlace, lv: playerLv } = hero; // 装备栏 let strengthenArr = new Array(); if(type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化 strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip); } else if (type == EQUIP_STRENGTHEN_TYPE.ALL_QUICK) { // 全六件(装备中)的强化 strengthenArr = ePlace.filter(cur => cur.equip); } if(strengthenArr.length <= 0) { return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH); } let minLv = strengthenArr[0].lv; // 从最低装备的等级开始 for(let {lv} of strengthenArr) { if(lv < minLv) minLv = lv; } let {coin} = await Role.findByRoleId(roleId); let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv; if(maxLv > playerLv) maxLv = playerLv; if(minLv >= maxLv) { return resResult(STATUS.ROLE_EQUIP_REACH_MAX); } let costCoin = 0; // 消耗铜币 let flag = false; // 铜币不足 for(let i = minLv; i < maxLv; i++) { for(let s of strengthenArr) { if(s.lv == i) { let cost = gameData.strengthenCost.get(i + 1); if(!cost) {flag = true; break;} if(coin < costCoin + cost) { flag = true; break;} costCoin += cost; s.lv++; } } if(flag) break; } if(costCoin <= 0) { // 连一级都不够升 return resResult(STATUS.ROLE_COIN_NOT_ENOUGH); } let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: costCoin }]); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); hero.ePlace = ePlace; await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP); const curHero = { hid, ePlace: strengthenArr } return resResult(STATUS.SUCCESS, {curHero}); } // 装备栏精炼 public async refine(msg: { hid: number, ePlaceId: number, material: {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 {hid, ePlaceId, material} = msg; let hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_FIND); let { ePlace } = hero; // 装备栏 let curEplace = ePlace.find(cur => cur.id == ePlaceId); if(!curEplace) { return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH); } let {lv, refineLv } = curEplace; // 强化等级,精炼等级,精炼次数 if(lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) { return resResult(STATUS.ROLE_EQUIP_NOT_REACH_MAX); } if(refineLv >= HERO_GROW_MAX.EQUIP_REFINE) { return resResult(STATUS.ROLE_EQUIP_REACH_MAX); } // 是否成功精炼 let dicRefine = gameData.refine.get(refineLv + 1); if(!dicRefine) { return resResult(STATUS.ROLE_INFO_NOT_FOUND) } let {successRate} = dicRefine; for(let {id, count} of material) { let dicGoods = gameData.goods.get(id); if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); if(!SPEICAL_ITEM.REFINE_ADD_RATE.includes(id)) { return resResult(STATUS.ROLE_WRONG_ITEM) } successRate += count * dicGoods.value; if(isNaN(successRate)) console.error(id, count, dicGoods.value); } let ran = Math.floor(Math.random() * 100); let isSuccess = ran <= successRate; // 消耗道具提升成功率 每个道具提升10%成功率 // 精炼 if(isSuccess) { curEplace.refineLv++; } // 消耗 let cost = dicRefine.material.concat(material); let result = await handleCost(roleId, sid, cost); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EQUIP); const curHero = { hid, ePlace: curEplace } return resResult(STATUS.SUCCESS, { isSuccess, curHero}); } // 装备洗炼锁定 public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) { let roleId: string = session.get('roleId'); // let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let {eid, id, lock} = msg; let equip = await EquipModel.findbySeqId(eid); if(!equip) return resResult(STATUS.EQUIP_NOT_FIND); let {randSe} = equip; if(!randSe || randSe.length <=0 ) { return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); } if(lock) { // 仅在上锁时消耗,根据已有的锁的数量判断消耗 let lockNum = randSe.filter(cur => cur.locked).length; let consumes:Array<{id: number, count: number}> = []; if (lockNum == 0) { consumes = parseReward(EQUIP.EQUIP_ONE_LOCKED); } else if (lockNum == 1) { consumes = parseReward(EQUIP.EQUIP_TWO_LOCKED); } else if (lockNum == 2) { consumes = parseReward(EQUIP.EQUIP_THREE_LOCKED); } else { return resResult(STATUS.ROLE_ALL_SE_LOCK); } let result = await handleCost(roleId, sid, consumes); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); } let result = await EquipModel.lock(roleId, eid, id, lock); if(!result) { return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); } return resResult(STATUS.SUCCESS, {curEquip: result}); } // 装备洗炼 public async reStrengthen(msg: { eid: number }, session: BackendSession) { let roleId: string = session.get('roleId'); // let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let {eid } = msg; let equip = await EquipModel.findbySeqId(eid); if(!equip) return resResult(STATUS.EQUIP_NOT_FIND); let {id, randSe } = equip; if(!randSe || randSe.length <=0 ) { return resResult(STATUS.EQUIP_HAVE_NO_RANDSE); } let dicGoods = gameData.goods.get(id); if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND); let {randomEffect} = dicGoods; let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur)); let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的 let hasReset = false, lockNum = 0; for(let i = 0; i < randSe.length; i++) { if(!randSe[i].locked) { let newPool = pool.filter(cur => !chosen.includes(cur.id)); let random = getRandomByLen(newPool); if(!random) {break}; let rand = 0; if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min); randSe[i].seid = random.id; randSe[i].rand = rand; hasReset = true; } else { lockNum ++; } } if(!hasReset) { return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN); } // 消耗 let consumes:Array<{id: number, count: number}> = []; if (lockNum == 0) { consumes = parseReward(EQUIP.EQUIP_ONE_REFORGED); } else if (lockNum == 1) { consumes = parseReward(EQUIP.EQUIP_TWO_REFORGED); } else if (lockNum == 2) { consumes = parseReward(EQUIP.EQUIP_THREE_REFORGED); } else { consumes = parseReward(EQUIP.EQUIP_FOUR_REFORGED); } let result = await handleCost(roleId, sid, consumes); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let equipResult = await EquipModel.updateEquipInfo(eid, { randSe }) let curEquip = { seqId: equipResult.seqId, id: equipResult.id, randSe: equipResult.randSe } return resResult(STATUS.SUCCESS,{curEquip}); } //分解装备 public async decomposeEquip(msg: { originalEquip: Array }, session: BackendSession) { let { originalEquip } = msg; let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let equips = await EquipModel.getEquips(originalEquip); if (equips.length < originalEquip.length) return resResult(STATUS.EQUIP_NOT_FIND); let goods:Array<{id:number, count:number}> = []; for (let equip of equips) { if (!!equip.hid) return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE); let goodInfo = getGoodById(equip.id); if (!goodInfo) return resResult(STATUS.EQUIP_NOT_FIND); goods.concat(goodInfo.decomposeItem); } let uids = [{uid: roleId, sid}]; await EquipModel.deleteEquips(originalEquip); this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids); let result = await addItems(roleId, roleName, sid, goods); return resResult(STATUS.SUCCESS,{goods:result}); } //穿戴或卸载装备 1-穿上装备(包括替换) 2-脱下装备 public async putOnOrOff(msg: {eid: number, hid: number, type: number}, session: BackendSession) { let { eid, hid, type } = msg; let roleId: string = session.get('roleId'); let equip = await EquipModel.getEquip(eid); let goodInfo = getGoodById(equip.id); let obj = ITID.get(goodInfo.itid); let ePlaceId = obj.type; let curEquips:Array<{seqId: number, hid: number, ePlaceId: number }> = []; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); if (type == 1) { let { jobid } = gameData.hero.get(hid); let { job_class } = getHeroJob(jobid); let { classId } = getHeroEquipByClassId(goodInfo.itid); // if (_.indexOf(classId, job_class) < 0) // return resResult(STATUS.EQUIP_NOT_EQUIPED_HERO); if (!!equip.hid) return resResult(STATUS.EQUIP_IS_EQUIPED); let ePlace = await HeroModel.getHeroEquip(roleId, hid); if (!ePlace) return resResult(STATUS.HERO_NOT_FIND); let index = _.findIndex(hero.ePlace, {id: ePlaceId}); if (index < 0) return resResult(STATUS.WRONG_PARMS); if (!!ePlace[index].equip) { let lastEquip = await EquipModel.updateEquipInfo(ePlace[index].equip.seqId, {hid:0, ePlaceId: 0}); curEquips.push({ seqId: lastEquip.seqId, hid: lastEquip.hid, ePlaceId: lastEquip.ePlaceId }); } await HeroModel.addEquip(roleId, hid, ePlaceId, equip._id); curEquips.push({ seqId: eid, hid: hid, ePlaceId: ePlaceId }); } else if (type == 2) { if (!equip.hid) return resResult(STATUS.EQUIP_NOT_EQUIPED); let ePlace = await HeroModel.getHeroEquip(roleId, hid); if (!ePlace) return resResult(STATUS.HERO_NOT_FIND); let index = _.findIndex(ePlace, {id: ePlaceId}); if (index < 0) return resResult(STATUS.WRONG_PARMS); if (!ePlace[index].equip||ePlace[index].equip.seqId != eid) return resResult(STATUS.WRONG_PARMS); await HeroModel.unloadHeroAndEquip(roleId, hid, eid); equip = await EquipModel.updateEquipInfo(eid, {hid:0, ePlaceId: 0}); curEquips.push({ seqId: equip.seqId, hid: equip.hid, ePlaceId: equip.ePlaceId }); } return resResult(STATUS.SUCCESS,{curEquips:curEquips}); } //装备打孔 public async digHole(msg: {eid: number, id: number}, session: BackendSession) { let { eid, id } = msg; let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let equip = await EquipModel.getEquip(eid); let index = _.findIndex(equip.holes, {id}); if (index < 0) return resResult(STATUS.EQUIP_HOLE_NOT_FIND); if (equip.holes[index].isOpen) return resResult(STATUS.EQUIP_HOLE_IS_DUG); let consumes:Array<{id: number, count: number}> = []; if (id == 1) { consumes = parseReward(EQUIP.EQUIP_ONE_HOLE); } else if (id == 2) { consumes = parseReward(EQUIP.EQUIP_TWO_HOLE); } else if (id == 3) { consumes = parseReward(EQUIP.EQUIP_THREE_HOLE); } let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); equip.holes[index].isOpen = true; await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); } //宝石镶嵌 public async fillHole(msg: {eid: number, id: number, jewel: number}, session: BackendSession) { let { eid, id, jewel} = msg; let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let consumes:Array<{id: number, count: number}> = []; let equip = await EquipModel.getEquip(eid); let index = _.findIndex(equip.holes, {id}); if (index > 0) return resResult(STATUS.EQUIP_HOLE_NOT_FIND); if (!equip.holes[index].isOpen) return resResult(STATUS.EQUIP_HOLE_IS_NOT_DUG); consumes.push({id: jewel, count: 1}); let result = await handleCost(roleId, sid, consumes); if (!result) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); equip.holes[index].jewel = jewel; await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); } //宝石合成 public async composeJewel(msg: {jewel: number, count: number, consumes: Array<{id:number, count:number}>}, session: BackendSession) { let { count, consumes, jewel} = msg; let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let goodInfo = getGoodById(jewel); let {type} = ITID.get(goodInfo.itid); if (type != CONSUME_TYPE.JEWEL) return resResult(STATUS.WRONG_PARMS); if (!goodInfo.composeMaterial) return resResult(STATUS.WRONG_PARMS); //检查宝石消耗是否合法TODO let comJewelMap = {}; for (let {id, count} of goodInfo.composeMaterial) { let jewel = getJewelById(id); if (!jewel) { return resResult(STATUS.WRONG_PARMS); } count = (jewel.count + (comJewelMap[jewel.good_id]||0))/count; delete comJewelMap[jewel.good_id]; comJewelMap[jewel.nextJewelId] = count + (comJewelMap[jewel.nextJewelId]||0); } if (comJewelMap[jewel] != count || Object.keys(comJewelMap).length != 1) return resResult(STATUS.WRONG_PARMS); let res = await handleCost(roleId, sid, consumes); if (!res) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); let result = await addItems(roleId, roleName, sid, [{id: jewel, count: count}]); return resResult(STATUS.SUCCESS,{goods:result}); } //宝石卸下 public async putOffHole(msg: {eid: number, id: number}, session: BackendSession) { let { eid, id} = msg; let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let goods:Array<{id: number, count: number}> = []; let equip = await EquipModel.getEquip(eid); let index = _.findIndex(equip.holes, {id}); if (index > 0) return resResult(STATUS.EQUIP_HOLE_NOT_FIND); if (!equip.holes[index].jewel) return resResult(STATUS.EQUIP_NOT_FILL_HOLE); goods.push({id: equip.holes[index].jewel, count: 1}); equip.holes[index].jewel = 0; await EquipModel.updateEquipInfo(eid, {holes: equip.holes}); await addItems(roleId, roleName, sid, goods); return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}}); } }