import {Application, BackendSession, ChannelService} from 'pinus'; import { handleCost, addItems } from '../../../services/rewardService'; import { calPlayerCeAndSave } from '../../../services/playerCeService'; import { resResult, returnHeroCeRatio, getAllAttrStage } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import {HeroModel} from '../../../db/Hero'; import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ITID, ABI_STAGE, HERO_CE_RATIO} from '../../../consts'; import { RoleModel } from '../../../db/Role'; import { ItemModel } from '../../../db/Item'; import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById } from '../../../pubUtils/data'; import { RewardInter } from '../../../pubUtils/interface'; import { getDropItems } from '../../../consts/constModules/itemConst' 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: { items:Array<{id: number, count: number, seqId:number, type:number}>}, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let {items} = msg; let result = await handleCost(roleId, sid, items ); //let result = await addItems(roleId, roleName, sid, [{id, count}] ); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } return resResult(STATUS.SUCCESS,{result}); } 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 result = await handleCost(roleId, sid, [{id, count}] ); let items = [{id, count}]; let role = await RoleModel.findByRoleId(roleId); if (id == 999999) { items = getDropItems(); if (role.lv < 60) { role.lv = 60; let roleLvInfo = gameData.kingexp.get(role.lv - 1); role.exp = roleLvInfo.sum; await RoleModel.updateRoleInfo(roleId, role); } } let result = await addItems(roleId, roleName, sid, items ); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } return resResult(STATUS.SUCCESS,{goods: result, lv: role.lv, exp: role.exp}); } // 武将碎片合成 public async compose(msg: { hid: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: number = session.get('serverId'); let {hid} = msg; // 检查是否存在武将 let hasHero = await HeroModel.findByHidAndRole(hid, roleId); if(hasHero) return resResult(STATUS.ROLE_HERO_EXISTS); // 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 let dicHero = gameData.hero.get(hid); if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); let {pieceId, quality, initialStars: star, pieceCount, jobid: job, name: hName, initialSkin} = dicHero; // 碎片数量是否足够 let costResult = await handleCost(roleId, sid, [{id: pieceId, count: pieceCount}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); // createHero let curHero = await HeroModel.createHero({ roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}] }); await calPlayerCeAndSave(sid, roleId, [curHero], HERO_SYSTEM_TYPE.INIT); return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(curHero)}); } // 武将升级 public async lvUp(msg: { hid: number, type: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid, type } = msg; let addLv = 0; if(type == 1) { addLv = 1; } else if(type == 5) { addLv = 5; } else { return resResult(STATUS.ROLE_HERO_LV_TYPE_ERROR); } // 计算武将可以升的级数 let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let {lv: playerLv} = await RoleModel.findByRoleId(roleId); let {lv: oldLv, exp: oldExp} = hero; if(oldLv >= playerLv ) return resResult(STATUS.ROLE_HERO_LV_OVER); if(oldLv + addLv > playerLv ) addLv = playerLv - oldLv; let nextExp = getHeroExpByLv(oldLv + addLv - 1); let needExp = nextExp - oldExp; let newExp = oldExp; // 计算得材料可转换的经验 let originalConsumes = await ItemModel.findByRoleAndType(roleId, CONSUME_TYPE.EXP); let material = new Array(); for(let {id, count} of originalConsumes) { let dicGoods = gameData.goods.get(id); if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); let _count = Math.ceil(needExp/dicGoods.value); if(_count < count) { material.push({id, count: _count}); newExp += dicGoods.value * _count; break; } else { material.push({id, count}); newExp += dicGoods.value * count; } } if (newExp == oldExp) { return resResult(STATUS.ROLE_EXP_NOT_ENOUGH); } let newLv = getHeroLvByExp(newExp); let costResult = await handleCost(roleId, sid, material); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); hero.lv = playerLv > newLv?newLv: playerLv; hero.exp = newExp; let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.LVUP, [hid]); const curHero = { hid, lv : heros[0].lv, exp : heros[0].exp } return resResult(STATUS.SUCCESS, { curHero }); } // 武将升星 public async starUp(msg: { hid: number, star: number, starStage: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let {hid, star, starStage} = msg; // 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 let dicHero = gameData.hero.get(hid); if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); let {pieceId} = dicHero; let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let {star: oldStar, starStage: oldStarStage, quality} = hero; if(oldStar != star || oldStarStage != starStage) { return resResult(STATUS.WRONG_PARMS); } if(oldStar == HERO_GROW_MAX.STAR) { return resResult(STATUS.ROLE_STAR_REACH_MAX); } // 根据dic_zyz_hero_star 计算需要花的碎片并检查碎片数量 const curDicHeroStar = getHeroStarByQuality(quality, oldStar); if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); let costResult = await handleCost(roleId, sid, [{id: pieceId, count: curDicHeroStar.advanceUpFragmentNum}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let isUpStar = oldStarStage + 1 == ABI_STAGE.END; hero.star = isUpStar? oldStar + 1: oldStar; hero.starStage = isUpStar? ABI_STAGE.START: oldStarStage + 1; let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAR, [hid, isUpStar?1:0]); const curHero = { hid, star : heros[0].star, starStage : heros[0].starStage, colorStar: heros[0].colorStar, colorStarStage: heros[0].colorStarStage } return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } // 武将升品 public async qualityUp(msg: { hid: number, quality: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let {hid, quality} = msg; let dicHero = gameData.hero.get(hid); if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); // 根据dic_hero 获得 碎片id let {pieceId} = dicHero; let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let {quality: oldQuality, star} = hero; if(quality != oldQuality) { return resResult(STATUS.WRONG_PARMS); } if(oldQuality == HERO_GROW_MAX.QUALITY) { return resResult(STATUS.ROLE_QUALITY_REACH_MAX); } if(star != HERO_GROW_MAX.STAR ) { return resResult(STATUS.ROLE_STAR_NOT_ENOUGH); } // 根据dic_zyz_hero_quality_up 获得需要的材料 const curDicHeroQualityUp = gameData.heroQualityUp.get(quality); if(!curDicHeroQualityUp) return resResult(STATUS.DIC_DATA_NOT_FOUND); let {fragmentNum} = curDicHeroQualityUp; let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); hero.quality ++; let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.QUALITY, [hid]); const curHero = { hid, quality : heros[0].quality } return resResult(STATUS.SUCCESS, {curHero}); } // 武将觉醒 public async wakeUp(msg: { hid: number, colorStar: number, colorStarStage: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let {hid, colorStar, colorStarStage} = msg; // 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 let dicHero = gameData.hero.get(hid); if(!dicHero) return resResult(STATUS.DIC_DATA_NOT_FOUND); let {pieceId} = dicHero; let hero = await HeroModel.findByHidAndRole(hid, roleId); if(!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let {colorStar: oldColorStar, colorStarStage: oldColorStarStage, star, quality} = hero; if(colorStar != oldColorStar || colorStarStage != oldColorStarStage) { return resResult(STATUS.WRONG_PARMS); } if(star != HERO_GROW_MAX.STAR) { return resResult(STATUS.ROLE_WAKE_STAR_NOT_ENOUGH); } if(quality != HERO_GROW_MAX.QUALITY) { return resResult(STATUS.ROLE_QUALITY_NOT_ENOUGH); } // 根据dic_zyz_hero_wake 计算需要花的碎片并检查碎片数量 const curDicHeroStar = getHeroWakeByQuality(dicHero.quality, oldColorStar) if(!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND); let {fragmentNum, consume} = curDicHeroStar; // console.log(JSON.stringify([{id: pieceId, count: fragmentNum}, ...consumeArr])) let costResult = await handleCost(roleId, sid, [{id: pieceId, count: fragmentNum}, ...consume]); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); let isWakeUp = oldColorStar == 0; let isUpStar = isWakeUp || oldColorStarStage + 1 == ABI_STAGE.END; hero.colorStar = isUpStar? oldColorStar + 1: oldColorStar; hero.colorStarStage = isUpStar? ABI_STAGE.START: oldColorStarStage + 1; let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.COLORSTAR, [hid, isUpStar?1:0, isWakeUp?1:0]); const curHero = { hid, star : heros[0].star, starStage : heros[0].starStage, colorStar: heros[0].colorStar, colorStarStage: heros[0].colorStarStage } return resResult(STATUS.SUCCESS, {isUpStar, curHero}); } //训练 async heroJobTrain (msg: {hid:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let heroJob = gameData.job.get(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); let consume = new Array(); if(heroJob.trainingConsume[hero.jobStage]) { consume.push(heroJob.trainingConsume[hero.jobStage]); } let result = await handleCost(roleId, sid, consume); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } hero.jobStage = hero.jobStage +1; //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.TRAIN); return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, job : heros[0].job, jobStage: heros[0].jobStage}}); } //进阶 async heroJobStageUp(msg: {hid:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let curJob = hero.job; let heroJob = gameData.job.get(curJob); if (heroJob.unlockLevel > hero.lv) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); if (curJob >= getMaxGradeByjobClass(heroJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let result = await handleCost(roleId, sid, heroJob.upGradeConsume); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } let nextHeroJob = getJobByGradeAndClass(heroJob.job_class, heroJob.grade + 1); hero.job = nextHeroJob.jobid; hero.jobStage = 0; //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.STAGEUP, [curJob]); return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, job : heros[0].job, jobStage : heros[0].jobStage}}); } //激活羁绊 async heroConectionActivate(msg: {shipId: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { shipId } = msg; let shipHidAndLevel = gameData.friendShipHidAandIds.get(shipId); if (!shipHidAndLevel) return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT); let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let flag = true; let level = 1; for (let conection of hero.connections) { if (conection.shipId == shipId ) { if (conection.level >= shipHidAndLevel.level) { return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL); } else { flag = false; conection.level++; level = conection.level; } } } if (!!flag) { hero.connections.push({shipId, level}); } let friendShip = getFriendShipById(shipId, level); if (hero.star < friendShip.level) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); let hids = friendShip.hids; for (let hid of hids) { if (hid == shipHidAndLevel.actorId) continue; let member = await HeroModel.findByHidAndRole(hid, roleId); if (!member) return resResult(STATUS.ROLE_SHORT_HERO_CONECTION); if (member.star < friendShip.level) return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); } let result = await handleCost(roleId, sid, [{id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN), count: friendShip.costCoin}]); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 let heros = await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.CONNECT, [shipId, level]); return resResult(STATUS.SUCCESS, { curHero: {hid : heros[0].hid, connections : heros[0].connections}}); } //赠送(包括一键赠送) async heroGiveFavor(msg: {hid:number, items:Array<{id : number,count : number}>}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { hid, items } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); let lastLv = hero.favourLv; if (!hero) return resResult(STATUS.HERO_NOT_FIND); let friendShipLevels = gameData.friendShipLevel; if (friendShipLevels[friendShipLevels.length - 1].level <= hero.favourLv) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); //计算消耗物品转化的经验 let exp:number = 0; for (let item of items) { let itemInfo = gameData.goods.get(item.id); if (!itemInfo) return resResult(STATUS.DIC_DATA_NOT_FOUND) let dicItid = ITID.get(itemInfo.itid); if (dicItid.type == CONSUME_TYPE.FAVOUR) { exp += itemInfo.value; } else { return resResult(STATUS.WRONG_PARMS); } } hero.favour += exp; for (let friendShipLevel of friendShipLevels) { if (friendShipLevel.level < hero.favourLv) continue; if (friendShipLevel.exp > hero.favour) break; hero.favour -= friendShipLevel.exp; hero.favourLv++; } let result = await handleCost(roleId, sid, items); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 if (lastLv != hero.favourLv) { await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.FAVOUR, [lastLv]); } else { await HeroModel.updateHeroInfo(roleId, hero.hid, hero); } return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, favour : hero.favour, favourLv : hero.favourLv}}); } //穿带时装 async heroWearSkin(msg: {id:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let { id } = msg; let skinInfo = gameData.fashion.get(id); if (!skinInfo) return resResult(STATUS.HERO_SKIN_NOT_FIND); let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let result = false; let lastSkinId: number; for (let skin of hero.skins) { if (skin.id == id) { if (!!skin.enable) { return resResult(STATUS.HERO_SKIN_IS_EQUIPED); } skin.enable = true; result = true; } else { if (!!skin.enable) { lastSkinId = skin.id; } skin.enable = false; } } if (!result) { return resResult(STATUS.HERO_SKIN_NOT_FIND); } await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.SKIN, [id, lastSkinId]); return resResult(STATUS.SUCCESS, {curHero: {hid : hero.hid, skins : hero.skins} }); } }