import { Application, BackendSession, pinus } from 'pinus'; import { UserGuildModel } from '../../../db/UserGuild'; import { resResult } from '../../../pubUtils/util'; import { STATUS, GUILD_OPERATE, TASK_TYPE } from '../../../consts'; import { GuildRefineModel } from '../../../db/GuildRefine'; import { getArmyDevelopConsumeById, getGoodById } from '../../../pubUtils/data'; import { nowSeconds } from '../../../pubUtils/timeUtil'; import { handleCost, addItems, checkGoods } from '../../../services/rewardService'; import { GuildModel } from '../../../db/Guild'; import { findIndex, findWhere } from 'underscore'; import { lockData } from '../../../services/redLockService'; import { checkAuth } from '../../../services/guildService'; import { ARMY } from '../../../pubUtils/dicParam'; import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '../../../consts/constModules/itemConst'; import { openGuildRefine } from '../../../services/guildRefineService'; import { DATA_NAME } from '../../../consts/dataName'; import { checkTask } from '../../../services/taskService'; export default function (app: Application) { 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: {}, session: BackendSession) { const roleId = session.get('roleId'); let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode'); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const { guildCode: code } = userGuild; let guildRefine = await GuildRefineModel.getRefine(code); if (!guildRefine) { guildRefine = await openGuildRefine(code); } return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees }); } /** * 炼器 * @param msg * @param session */ async refineEquip(msg: {pid: number}, session: BackendSession) { let { pid } = msg; const roleId: string = session.get('roleId'); const sid: string = session.get('sid'); const roleName: string = session.get('roleName'); const funcs: number[] = session.get('funcs'); let pieceInfo = getGoodById(pid); let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode'); if (!userGuild) return resResult(STATUS.WRONG_PARMS); let { guildCode: code } = userGuild; let { scienceTrees } = await GuildRefineModel.getRefine(code); let findDevelopConsume; //判断是否可以炼该兵器 for (let scienceTree of scienceTrees) { if (scienceTree.endTime < nowSeconds()) { let developConsume = getArmyDevelopConsumeById(scienceTree.id); if (developConsume.quality && developConsume.levelMax >= pieceInfo.lvLimited && pieceInfo.lvLimited <= developConsume.levelMin) { findDevelopConsume = developConsume; break; } } } if (!findDevelopConsume) return resResult(STATUS.GUILD_NOT_REFINE_THE_EQUIP); let result = await handleCost(roleId, sid, findDevelopConsume.honourConsume); if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let goods = await addItems(roleId, roleName, sid, [{id: pid, count: 1}]); // 任务 await checkTask(roleId, sid, funcs, TASK_TYPE.GUILD_REFINE, 1, true, { quality: pieceInfo.lvLimited }); return resResult(STATUS.SUCCESS, { goods }); } /** * 点亮科技树 * @param msg * @param session */ async lightUpTree(msg: {id: number}, session: BackendSession) { let { id } = msg; const roleId: string = session.get('roleId'); const serverId: number = session.get('serverId'); let userGuild = await UserGuildModel.getMyGuild(roleId, 'auth guildCode'); if (!userGuild) return resResult(STATUS.WRONG_PARMS); const checkMyResult = await checkAuth(GUILD_OPERATE.EQUIP_PRODUCE, roleId, null, userGuild); if(!checkMyResult) return resResult(STATUS.GUILD_AUTH_NOT_ENOUGH); const { guildCode: code } = userGuild; let developConsume = getArmyDevelopConsumeById(id); if (!developConsume) 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); 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 developConsume.prePositions) { let scienceTree = findWhere(guildRefine.scienceTrees, {id: prePosition}); if (!scienceTree||scienceTree.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, developConsume.fundConsume); if(!costResult) { res.releaseCallback(); return resResult(STATUS.GUILD_FUND_NOT_ENOUGH); } let scienceTree = { id, endTime: nowTime + developConsume.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: {id: number}, session: BackendSession) { let { id } = msg; const roleId: string = session.get('roleId'); const serverId: number = session.get('serverId'); const sid: string = session.get('sid'); const funcs: number[] = session.get('funcs'); let userGuild = await UserGuildModel.getMyGuild(roleId, 'guildCode'); if (!userGuild) return resResult(STATUS.WRONG_PARMS); 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}]); 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(roleId, sid, funcs, TASK_TYPE.GUILD_ASSIST_REFINE, 1, true, {}); return resResult(STATUS.SUCCESS, { scienceTrees }); } }