import { GOOD_TYPE } from './../consts/consts'; import { EquipModel } from './../db/Equip'; import { CounterModel } from './../db/Counter'; import { decodeStr } from '../pubUtils/util'; import { getGoodById } from '../pubUtils/gamedata'; export async function handleFixedReward(roleId: string, roleName: string, rewardStr: string, multi: number) { let reward = decodeStr('fixReward', rewardStr); let rewards = []; for(let obj of reward) rewards.push({ ...obj, count: obj.count * multi}); const result = await handleReward(roleId, roleName, reward); return result; } export async function handleReward(roleId: string, roleName: string, rewards: Array<{type: number, gid: number, count: number}>) { let returnGoods = new Array(); for(let goods of rewards) { let goodInfo = getGoodById(goods.gid); if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备 let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count }); for(let obj of result) { returnGoods.push({dropType: goods.type, ...obj}) } } } return returnGoods; } async function rewardWeapons (roleId: string, roleName: string, dicGood: any, weapon: {id:number,cnt:number }) { let weaponsData = []; let cnt = weapon.cnt; while (cnt > 0) { const seqId = await CounterModel.getNewCounter('eid'); const equipInfo = { roleId, roleName, eid: weapon.id, eName: dicGood.name, seqId, quality: dicGood.lv, type: dicGood.goodType } const equip = await EquipModel.createEquip(equipInfo); cnt -= 1; weaponsData.push(equip); } return weaponsData; }