import { mergeSameGoods, deepCopy } from '../pubUtils/util'; import { EquipModel } from "../db/Equip"; import { HeroModel, EPlace, HeroType } from "../db/Hero"; import { getHeroJob, getGoodById, gameData, getJewelById, getHeroEquipByClassId } from "../pubUtils/data"; import { calPlayerCeAndSave } from "./playerCeService"; import { HERO_SYSTEM_TYPE } from "../consts"; import { EquipType } from "../db/Equip"; import { calEquipSeids } from '../pubUtils/playerCe'; import { indexOf, findIndex } from 'underscore'; /** * 校验前端传入的消耗数量是否准确,并返回消耗的道具并加上特殊材料needConsumes * @param consumes * @param jewel * @param jewelCount */ export function checkMaterialEnough(consumes:Array<{id: number, count: number}>, jewel: number, jewelCount: number) { let comJewelMap = {}; consumes = mergeSameGoods(consumes); let needConsumes: Array<{id: number, count: number}> = []; let gidJewelInfo = getGoodById(jewel);//目标宝石信息 for (let { id, count } of consumes) { let jewelInfo = getJewelById(id); if (!jewelInfo || !jewelInfo.count) //筛选出特殊材料,特殊材料没有合成下一级需要的count数量 continue; needConsumes.push({ id, count});//将该宝石加入消耗中 comJewelMap[id] = count + (comJewelMap[id] || 0); for (let i = jewelInfo.lvLimited; i < gidJewelInfo.lvLimited; i++) {//当前消耗的宝石升级到目标宝石的消耗 if (((comJewelMap[id] || 0) % jewelInfo.count != 0)) {//jewelInfo的count,表示宝石id合成下一级需要的数量 break;//数量有余,跳出循环,等待下次合成 } let comcount = Math.floor(((comJewelMap[id] || 0)) / jewelInfo.count); if (comcount < 1) { break;//不能合成,跳出循环,等待下次合成 } comJewelMap[jewelInfo.nextJewelId] = comcount + (comJewelMap[jewelInfo.nextJewelId] || 0);//jewelInfo的nextJewelId,表示宝石id合成下一级的宝石good_id delete comJewelMap[id]; if (!!jewelInfo.specialCount) needConsumes.push({ count: jewelInfo.specialCount * comcount, id: jewelInfo.nextSpecialId});//消耗中曾加合成下一级需要的特殊消耗物品的数量 jewelInfo = getJewelById(jewelInfo.nextJewelId); } } if (comJewelMap[jewel] != jewelCount || Object.keys(comJewelMap).length != 1)//检查最终是否可以合成目标宝石jewel,以及对应的数量jewelCount return false; return needConsumes; } /** * 将装备卸载下来,并坚持是否有替换装备的武将,若有则替换 * @param roleId * @param sid * @param equip * @param hid * @param id * @param seqId */ export async function changeEquip(roleId: string, sid: string, equip: EquipType, hid: number, id: number, seqId: number) { let hero; if (!!hid) //需要卸下或者替换的武将 hero = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);//需要替换的武将 if (!!equip) {//需要卸下的装备 if (!!hero) { let goodInfo = getGoodById(equip.id); if (goodInfo.lvLimited > hero.lv) { let res = await takeOffEquip(equip.seqId);//不能替换,卸载装备不算战力 return res; } let { jobid } = gameData.hero.get(hid); let { job_class } = getHeroJob(jobid); let { classId } = getHeroEquipByClassId(goodInfo.itid); if (indexOf(classId, job_class) < 0) { let res = await takeOffEquip(equip.seqId);//不能替换,卸载装备不算战力 return res; } let res = await dressEquip(roleId, sid, hero, equip);//替换给武将,并计算战力 return res; } else { let res = await takeOffEquip(equip.seqId);//不能替换,卸载装备不算战力 return res; } } else if (!!hero) {//从穿戴装备的武将上卸下装备 await takeOffEquipAndCalPlayerCe(roleId, sid, hero, equip, id);//卸下装备并重算战力 } } /** * 从穿戴装备的武将上卸下装备,并重算战力 * @param roleId * @param sid * @param seqId * @param hero * @param id */ export async function takeOffEquipAndCalPlayerCe(roleId: string, sid: string, hero:HeroType, equip: EquipType, id: number ) { let args = calEquipSeids(hero); hero = await HeroModel.removeEquip(roleId, hero.hid, id, equip._id); await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args); return { seqId: equip.seqId, hid: 0}; } /** * 穿戴装备并重算战力 * @param roleId * @param sid * @param hero * @param equip */ export async function dressEquip(roleId: string, sid: string, hero:HeroType, equip: EquipType) { let args = calEquipSeids(hero); hero = await HeroModel.addEquip(roleId, hero.hid, equip.ePlaceId, equip._id); await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args); return { seqId: equip.seqId, hid: hero.hid }; } /** * 修改装备未穿戴状态,不计算战力 * @param seqId */ async function takeOffEquip(seqId: number) { await EquipModel.updateEquipInfo(seqId, { hid: 0 }); return { seqId, hid: 0}; }