import {Application, BackendSession, ChannelService} from 'pinus'; import { handleCost, addItems, unlockFigure, createHero } from '../../../services/rewardService'; import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService'; import { resResult, returnHeroCeRatio, deepCopy } from '../../../pubUtils/util'; import { STATUS } from '../../../consts/statusCode'; import { HeroModel, Connect } from '../../../db/Hero'; import {CURRENCY_BY_TYPE, CURRENCY_TYPE, CONSUME_TYPE, HERO_GROW_MAX, HERO_SYSTEM_TYPE, ABI_STAGE, DEBUG_MAGIC_WORD, HERO_INITIAL_QUALITY, REDIS_KEY, TASK_TYPE} from '../../../consts'; import { RoleModel } from '../../../db/Role'; import { ItemModel } from '../../../db/Item'; import { gameData, getHeroExpByLv, getHeroStarByQuality, getHeroWakeByQuality, getHeroLvByExp, getMaxGradeByjobClass, getJobByGradeAndClass, getFriendShipById, getFavourLvByExp } from '../../../pubUtils/data'; import { RewardInter } from '../../../pubUtils/interface'; import { getDropItems, FIGURE_UNLOCK_CONDITION } from '../../../consts/constModules/itemConst' import { pushComposeOrangeHero, pushHeroQualityUpMsg, pushHeroStarMax, pushHeroWakeUp } from '../../../services/chatService'; import { calculatetopLineup } from '../../../pubUtils/playerCe'; import { PvpDefenseModel } from '../../../db/PvpDefense'; import { Attribute } from '../../../domain/roleField/attribute'; import { nowSeconds } from '../../../pubUtils/timeUtil'; import { Rank } from '../../../services/rankService'; import { checkTaskWithHero, checkTask } from '../../../services/taskService'; 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: { }, session: BackendSession) { let roles = await RoleModel.find({}).lean(); for(let role of roles) { let { roleId, attr: roleAttr, topLineup } = role; let heros = await HeroModel.findByRole(roleId); let sumCe = 0; let pvpdefense = await PvpDefenseModel.findByRoleId(roleId); let { heroes: defHeroes } = pvpdefense; for(let hero of heros) { let { hid, attr: heroAttr } = hero; let attr = new Attribute(); attr.setByDbData(roleAttr, heroAttr); let ce = attr.calCe(); await HeroModel.updateHeroInfo(roleId, hid, { ce, historyCe: ce }); sumCe += ce; let curHero = topLineup.find(cur => cur.hid == hid); if(curHero) curHero.ce = ce; let curDefHero = defHeroes.find(cur => cur.actorId == hid); if(curDefHero) curDefHero.ce = ce; console.log(roleId, hid, ce, sumCe) } let topLineupCe = topLineup.reduce((pre, cur) => { return pre + cur.ce }, 0); let defCe = defHeroes.reduce((pre, cur) => { return pre + cur.ce }, 0); await RoleModel.updateRoleInfo(roleId, { ce: sumCe, topLineup, topLineupCe }); await PvpDefenseModel.updateInfo(roleId, { defCe, heroes: defHeroes }); // 更新pvp防守阵战力 } } // ! 测试接口,用来测试前清理并初始化某个武将;代码抄自:gm-server/app/service/users.ts deleteHero public async testCleanUp(msg: {magicWord: string, hid: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let roleName: string = session.get('roleName'); let sid: string = session.get('sid'); const { magicWord, hid } = msg; if (magicWord !== DEBUG_MAGIC_WORD) { return resResult(STATUS.TOKEN_ERR); } let dicHero = gameData.hero.get(hid); if (!dicHero) return resResult(STATUS.HERO_NOT_FIND); await addItems(roleId, roleName, sid, [{ id: dicHero.pieceId, count: dicHero.pieceCount * HERO_GROW_MAX.STAR * ABI_STAGE.END }] ); let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); await HeroModel.deleteHero(roleId, hid); let role = await RoleModel.findByRoleId(roleId); await calculatetopLineup(role, hid, 0, null); await PvpDefenseModel.deleteHero(roleId, hid); await RoleModel.updateRoleInfo(roleId, { topLineup: role.topLineup, topLineupCe: role.topLineupCe, ce: role.ce - hero.ce }); return resResult(STATUS.SUCCESS); } 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 hero = await createHero(roleId, sid, serverId, { roleId, serverId, roleName, hid, hName, star, quality, job, skins:[{id: initialSkin, enable: true}] }); pushComposeOrangeHero(roleId, roleName, serverId, hero); return resResult(STATUS.SUCCESS, {curHero: returnHeroCeRatio(hero)}); } // 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 funcs: number[] = session.get('funcs'); 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); let update = { lv: playerLv > newLv?newLv: playerLv, exp: newExp } hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.LVUP, sid, roleId, hero, update); // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_LV, hero); const curHero = { hid, lv : hero.lv, exp : hero.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 funcs: number[] = session.get('funcs'); 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; let update = { star: isUpStar? oldStar + 1: oldStar, starStage: isUpStar? ABI_STAGE.START: oldStarStage + 1 } hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAR, sid, roleId, hero, update); if(isUpStar) { await calAllHeroCe(HERO_SYSTEM_TYPE.STAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成 // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_STAR_UP, hero); } const curHero = { hid, star : hero.star, starStage : hero.starStage, colorStar: hero.colorStar, colorStarStage: hero.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 roleName: string = session.get('roleName'); let sid: string = session.get('sid'); let serverId: string = session.get('serverId'); let funcs: number[] = session.get('funcs'); 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 = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, hero, { quality: hero.quality + 1 }); await calAllHeroCe(HERO_SYSTEM_TYPE.QUALITY, sid, roleId, {}, [hid, 0]); // 升品可能影响到百家学院全局加成 // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_QUALITY_UP, hero); const curHero = { hid, quality : hero.quality } pushHeroQualityUpMsg(roleId, roleName, serverId, hero); 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 roleName: string = session.get('roleName'); let serverId: string = session.get('serverId'); let funcs: number[] = session.get('funcs'); 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; let update = { colorStar: isUpStar? oldColorStar + 1: oldColorStar, colorStarStage: isUpStar? ABI_STAGE.START: oldColorStarStage + 1 } hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, hero, update); if(isUpStar) { await calAllHeroCe(HERO_SYSTEM_TYPE.COLORSTAR, sid, roleId, {}, [hid, isUpStar?1:0]); // 升星可能影响到百家学院全局加成 ; // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAR_UP, hero); await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_WAKE_UP, 1, true, {}); } const curHero = { hid, star : hero.star, starStage : hero.starStage, colorStar: hero.colorStar, colorStarStage: hero.colorStarStage } if(isWakeUp) pushHeroWakeUp(roleId, roleName, serverId, hero); // 第一次觉醒 pushHeroStarMax(roleId, roleName, serverId, hero); 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 funcs: number[] = session.get('funcs'); let { hid } = msg; let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.HERO_NOT_FIND); let dicJob = gameData.job.get(hero.job); if(!dicJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); if (hero.jobStage >= ABI_STAGE.END) return resResult(STATUS.HERO_JOB_STAGE_REACH_MAX_STAGE); if (hero.job >= getMaxGradeByjobClass(dicJob.job_class)) return resResult(STATUS.HERO_JOB_REACH_MAX_STAGE); let consume = new Array(); if(dicJob.trainingConsume[hero.jobStage]) { consume.push(dicJob.trainingConsume[hero.jobStage]); } let result = await handleCost(roleId, sid, consume); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.TRAIN, sid, roleId, hero, { jobStage: hero.jobStage + 1 }); // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN, hero); await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_TRAIN_SUM, 1, true, {}); return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage: hero.jobStage}}); } //进阶 async heroJobStageUp(msg: {hid:number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let funcs: number[] = session.get('funcs'); 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); //重算战力并下发 let update = { job: nextHeroJob.jobid, jobStage: 0 } hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.STAGEUP, sid, roleId, hero, update); // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_STAGE_UP, hero); return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, job : hero.job, jobStage : hero.jobStage}}); } //激活羁绊 async heroConectionActivate(msg: { shipId: number }, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); const funcs: number[] = session.get('funcs'); 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 heroConnections: Connect[] = deepCopy(hero.connections); let curConnect = heroConnections.find(cur => cur.shipId == shipId); if(!curConnect) { curConnect = {shipId, level: 0}; heroConnections.push(curConnect); } if (curConnect.level >= shipHidAndLevel.level) { return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL); } curConnect.level++; let level = curConnect.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 hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.CONNECT, sid, roleId, hero, { connections: heroConnections }, [shipId]); // 任务 await checkTask(roleId, sid, funcs, TASK_TYPE.HERO_CONNECT, 1, true, { connectLv: level }) return resResult(STATUS.SUCCESS, { curHero: {hid : hero.hid, connections : hero.connections}}); } //赠送(包括一键赠送) async heroGiveFavor(msg: {hid:number, type: number}, session: BackendSession) { let roleId: string = session.get('roleId'); let sid: string = session.get('sid'); let funcs: number[] = session.get('funcs'); let { hid, type } = msg; let addLv = 0; if(type == 1) { addLv = 1; } else if (type == 5) { addLv = 5; } else { return resResult(STATUS.WRONG_PARMS); } let hero = await HeroModel.findByHidAndRole(hid, roleId); if (!hero) return resResult(STATUS.ROLE_HERO_NOT_EXISTS); let { favourLv: oldLv, favour: oldExp } = hero; let maxLv = gameData.maxFriendShipLv; // 好感度最大等级 if ( maxLv <= oldLv) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); // 计算武将可以升的级数 if(oldLv + addLv > maxLv ) addLv = maxLv - oldLv; let nextObj = gameData.friendShipLevelMap.get(oldLv + addLv - 1); if(!nextObj) return resResult(STATUS.HERO_FAVOUR_LEVEL_REACH_MAXT); let nextExp = nextObj.expSum; 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.FAVOUR); 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.BATTLE_CONSUMES_NOT_ENOUGH); } let newLv = getFavourLvByExp(newExp); let result = await handleCost(roleId, sid, material); if(!result) { return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); } //重算战力并下发 if (oldLv != newLv) { await unlockFigure(sid, roleId, [{type: FIGURE_UNLOCK_CONDITION.HERO_FAVOR, paramHid: hero.hid, paramFavourLv: hero.favourLv }]); hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.FAVOUR, sid, roleId, hero, { favour: newExp, favourLv: newLv }, [oldLv]); // 任务 await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.HERO_FAVOUR_LV, hero); } else { hero = await HeroModel.updateHeroInfo(roleId, hero.hid, { favour: newExp, favourLv: newLv }); } 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 heroSkins = deepCopy(hero.skins); let result = false; let lastSkinId: number; for (let skin of heroSkins) { 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); } hero = await calPlayerCeAndSave(HERO_SYSTEM_TYPE.SKIN, sid, roleId, hero, { skins: heroSkins }, [id, lastSkinId]); return resResult(STATUS.SUCCESS, {curHero: {hid : hero.hid, skins : hero.skins} }); } }