import { Application, BackendSession, ChannelService } from 'pinus'; import { handleCost, addItems, unlockFigure, createHero } from '../../../services/rewardService'; import { calPlayerCeAndSave, calAllHeroCe } from '../../../services/playerCeService'; import { resResult, 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, reloadDicParam } 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 { checkTaskWithHero, checkTask, checkActivityTask } from '../../../services/taskService'; export default function (app: Application) { return new HeroHandler(app); } export class HeroHandler { constructor(private app: Application) { } public async test(msg: {}, session: BackendSession) { let heroes = [...gameData.hero]; return resResult(STATUS.SUCCESS, { heroes }) } // ! 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 funcs: number[] = session.get('funcs'); 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, pieceCount } = 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 { heroes } = await createHero(roleId, roleName, sid, serverId, funcs, { hid, count: 1 }); pushComposeOrangeHero(roleId, roleName, serverId, heroes[0]); return resResult(STATUS.SUCCESS, { curHero: heroes[0] }); } // 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'); const serverId = session.get('serverId'); 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, [oldLv]); await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_LV, 1, { hid, lv: update.lv }); 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'); const serverId = session.get('serverId'); 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); //成长任务 await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_QUALITY_STAR_UP, 1, { quality: dicHero.quality, star: hero.star }); } 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: number = 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); // 任务 await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_QUALITY_TO_QUALITY_COUNT, 1, { oldQuality: dicHero.quality, quality: hero.quality }); 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'); const serverId = 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, {}); await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_QUALITY_WAKE_UP_COUNT, 1, { quality: hero.quality }); await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_WAKE_UP_COUNT, 1, { hid: hid }); await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_WAKE_UP_STAR_UP_COUNT, 1, { quality: dicHero.quality, colorStar: update.colorStar }); } 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'); const serverId = session.get('serverId'); 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, {}); //活动统计 await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_TRAIN_SUM, 1) await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_TRAIN, 1, { hid }) return resResult(STATUS.SUCCESS, { curHero: { hid: hero.hid, job: hero.job, jobStage: hero.jobStage } }); } //进阶 async heroJobStageUp(msg: { hid: number }, session: BackendSession) { console.log(JSON.stringify([...gameData.jobClassMaxGrades])) let roleId: string = session.get('roleId'); const serverId = session.get('serverId'); 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); if (!nextHeroJob) return resResult(STATUS.DIC_DATA_NOT_FOUND); //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); await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.HERO_STAGE_UP, 1, { job: hero.job }); 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.max; // 好感度最大等级 console.log(maxLv) 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 } }); } }