import {Application, BackendSession, createTcpMailBox, ChannelService} from 'pinus'; import { handleCost } from '../../../services/rewardService'; import { calPlayerCeAndSave } from '../../../services/playerCeService'; import { resResult } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import {HeroModel} from '../../../db/Hero'; import { getJobInfoById, getMaxGradeByjobClass , updateHeroInfo} from '../../../pubUtils/gamedata'; 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 combine(msg: { hid: number}, session: BackendSession) { // 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 // 检查是否存在武将 // 检查碎片数量是否足够 // createHero // handleCost } // 武将升级 public async lvUp(msg: { hid: number, type: number, material: Array<{id: number, count: number}>}, session: BackendSession) { // 根据dic_goods 计算得材料可转换的经验 // 根据dic_zyz_charexp 计算武将可以升的级数 // 检查材料是否满足升级需求 // 检查是否超出主公等级 // 进行升级,溢出经验保留 // handleCost } // 武将升星 public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) { // 根据dic_hero 获得 碎片id // 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量 // 检查当前星级和星阶和客户端传参是否符合 // 升星阶,满6自动升星。最高6星 // handleCost } // 武将觉醒 public async wakeUp(msg: { hid: number, fire: number, fireStage: 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 fire = 1, fireStage = 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 } // 武将升品 public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) { // 根据dic_hero 获得 碎片id // 根据dic_zyz_hero_quality_up 获得需要的材料 // 检查是否达到6星 // 升品,满品3级 // handleCost } //训练 TODO async heroJobTrain (msg: {hid:number}, session: BackendSession) { let roleId = session.get('roleId'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.WRONG_PARMS); let heroJob = getJobInfoById(hero.job); 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); //消耗物品TODO hero.jobStage = hero.jobStage ++; //重算战力并下发 let sid: string = session.get('sid'); 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 TODO async heroJobStageUp() { } //激活羁绊 TODO async heroConectionActivate() { } //赠送(包括一键赠送)TODO async heroGiveFavor() { } //购买时装 async buyHeroSkin() { } //穿带时装 async heroWearSkin() { } }