import { Application, BackendSession, HandlerService, } from 'pinus'; import { genCode, getRandSingleEelm, parseNumberList, resResult } from '../../../pubUtils/util'; import { ITEM_CHANGE_REASON, STATUS } from '../../../consts'; import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/activity/giftPackageService'; import { addItems, handleCost } from '../../../services/role/rewardService'; import { getPlayerQixiData, getPlayerQixiDataShow } from '../../../services/activity/qixiService'; import { ActivityQixiRecModel } from '../../../db/ActivityQixiRec'; import { RewardInter } from '../../../pubUtils/interface'; export default function (app: Application) { new HandlerService(app, {}); return new QiXiHandler(app); } export class QiXiHandler { constructor(private app: Application) { } /** * @description 获取火神祭祀活动数据 * @param {{ activityId: number}} msg * @param {BackendSession} session * @memberof QiXiHandler */ async getData(msg: { activityId: number }, session: BackendSession) { const { activityId } = msg; const roleId = session.get('roleId'); const serverId = session.get('serverId'); let playerData = await getPlayerQixiDataShow(activityId, serverId, roleId); if (!playerData) return resResult(STATUS.ACTIVITY_MISSING); return resResult(STATUS.SUCCESS, playerData); } /** * @description 召唤鹊桥游戏 * @param {{ activityId: number }} msg * @param {BackendSession} session * @memberof QiXiHandler */ async gameStart(msg: { activityId: number, progress: number }, session: BackendSession) { const { activityId, progress } = msg; const roleId = session.get('roleId'); const serverId = session.get('serverId'); let playerData = await getPlayerQixiData(activityId, serverId, roleId); if (!playerData) return resResult(STATUS.ACTIVITY_MISSING); // 挑战次数 if(playerData.progress != progress) return resResult(STATUS.ACTIVITY_QIXI_PROGRESS_NOT_FIT); if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM); const gameCode = genCode(10); let playerRecord = await ActivityQixiRecModel.record(serverId, activityId, playerData.roundIndex, roleId, { todayIndex: playerData.recordTodayIndex, gameCode, time: new Date(), rewards: '', progress, afterProgress: progress, hasPass: false }); playerData.updatePlayerRecord(playerRecord); return resResult(STATUS.SUCCESS, { activityId, todayPlayCnt: playerData.todayPlayCnt, playCnt: playerData.playCnt, freeCnt: playerData.freeCnt, gameCode, progress: playerData.progress }); } /** * @description 召唤鹊桥游戏 * @param {{ activityId: number }} msg * @param {BackendSession} session * @memberof QiXiHandler */ async gameEnd(msg: { activityId: number, gameCode: string, progress: number, addProgress: number }, session: BackendSession) { const { activityId, gameCode, progress, addProgress } = msg; const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const serverId: number = session.get('serverId'); const sid: string = session.get('sid'); let playerData = await getPlayerQixiData(activityId, serverId, roleId); if (!playerData) return resResult(STATUS.ACTIVITY_MISSING); // 挑战次数 if(playerData.progress != progress) return resResult(STATUS.ACTIVITY_QIXI_PROGRESS_NOT_FIT); if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM); let curRecord = playerData.records.find(cur => cur.gameCode == gameCode); if(!curRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND); if(curRecord.hasPass) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_HAS_PLAY); let playerRecord = await ActivityQixiRecModel.addProgress(serverId, activityId, playerData.roundIndex, roleId, gameCode, addProgress, new Date()); if(!playerRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND); playerData.updatePlayerRecord(playerRecord); let goods: RewardInter[] = []; if(playerData.progress >= playerData.maxProgress) { await ActivityQixiRecModel.recordReward(serverId, activityId, playerData.roundIndex, roleId, gameCode, playerData.rewards); let rewards = stringToRewardParam(playerData.rewards); goods = await addItems(roleId, roleName, sid, rewards, ITEM_CHANGE_REASON.QIXI_REWARD) } return resResult(STATUS.SUCCESS, { activityId, todayPlayCnt: playerData.todayPlayCnt, playCnt: playerData.playCnt, freeCnt: playerData.freeCnt, gameCode, progress: playerData.progress, goods }); } /** * @description 扫荡 * @param {{ activityId: number }} msg * @param {BackendSession} session * @memberof QiXiHandler */ async gameSweep(msg: { activityId: number }, session: BackendSession) { const { activityId } = msg; const roleId: string = session.get('roleId'); const roleName: string = session.get('roleName'); const serverId: number = session.get('serverId'); const sid: string = session.get('sid'); let playerData = await getPlayerQixiData(activityId, serverId, roleId); if (!playerData) return resResult(STATUS.ACTIVITY_MISSING); // 挑战次数 if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM); if(playerData.todayPlayCnt <= 0) return resResult(STATUS.ACTIVITY_QIXI_CANNOT_SWEEP); let playerRecord = await ActivityQixiRecModel.record(serverId, activityId, playerData.roundIndex, roleId, { todayIndex: playerData.recordTodayIndex, gameCode: '', time: new Date(), rewards: playerData.rewards, progress: 0, afterProgress: playerData.maxProgress, hasPass: true, isSkip: true }); if(!playerRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND); playerData.updatePlayerRecord(playerRecord); let rewards = stringToRewardParam(playerData.rewards); let goods = await addItems(roleId, roleName, sid, rewards, ITEM_CHANGE_REASON.QIXI_REWARD) return resResult(STATUS.SUCCESS, { activityId, todayPlayCnt: playerData.todayPlayCnt, playCnt: playerData.playCnt, freeCnt: playerData.freeCnt, progress: playerData.progress, goods }); } /** * @description 购买次数 * @param {{ activityId: number, id: number, count: number}} msg * @param {BackendSession} session * @memberof QiXiHandler */ async buyCnt(msg: { activityId: number, count: number }, session: BackendSession) { const { activityId, count } = msg; const roleId = session.get('roleId'); const sid = session.get('sid'); const serverId = session.get('serverId'); let playerData = await getPlayerQixiData(activityId, serverId, roleId); if (!playerData) return resResult(STATUS.ACTIVITY_MISSING); // 可购买次数 if(playerData.buyCnt + count > playerData.maxBuyCnt) return resResult(STATUS.ACTIVITY_QIXI_BUY_COUNT_OVER); // if(playerData.playCnt < playerData.freeCnt) return resResult(STATUS.ACTIVITY_QIXI_CANNOT_BUY); // 扣材料 let costResult = await handleCost(roleId, sid, stringToConsumeParam(playerData.buyCost), ITEM_CHANGE_REASON.ACT_ENTERTAIN_BUY_COST); if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH); // 保存数据 let buildResult = await ActivityQixiRecModel.buyCnt(serverId, activityId, playerData.roundIndex, roleId, count); // // 更新数据 playerData.updatePlayerRecord(buildResult); return resResult(STATUS.SUCCESS, { activityId, maxBuyCnt: playerData.maxBuyCnt, buyCnt: playerData.buyCnt }); } }