import { Application, BackendSession } from "pinus"; import { gameData } from "../../../pubUtils/data"; import { resResult } from "../../../pubUtils/util"; import { STATUS, GUILD_STRUCTURE, ITID, CONSUME_TYPE, HERO_QUALITY_TYPE, HERO_GROW_MAX } from "../../../consts"; import { DicShopListModel } from "../../../db/DicShopList"; import { UserShopModel } from "../../../db/UserShop"; import { handleCost, addItems } from "../../../services/rewardService"; import { GuildModel } from "../../../db/Guild"; import { SHOP } from "../../../pubUtils/dicParam"; import { getHonourObject } from "../../../pubUtils/itemUtils"; import { HeroModel } from "../../../db/Hero"; import { getShopListById } from "../../../services/shopService"; export default function(app: Application) { return new ShopHandler(app); } export class ShopHandler { constructor(private app: Application) { } // 获得商品列表 async getShopList(msg: { shopId: number }, session: BackendSession) { let roleId = session.get('roleId'); let { shopId } = msg; if(!gameData.shopList.has(shopId)) { return resResult(STATUS.WRONG_PARMS); } const shopItemList = await getShopListById(shopId, roleId); return resResult(STATUS.SUCCESS, { shopItemList }); } // 购买商品 async purchase(msg: { shopItemId: number, count: number }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let sid = session.get('sid'); let guildCode = session.get('guildCode'); let serverId = session.get('serverId'); let { shopItemId, count } = msg; let dicShopItem = gameData.shopItem.get(shopItemId); if(!dicShopItem) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(dicShopItem.guildLvLimit) { let myGuild = await GuildModel.findByCode(guildCode, serverId); if(!myGuild) return resResult(STATUS.GUILD_LV_LIMIT); let { structure } = myGuild; let curStructure = structure.find(cur => cur.id == GUILD_STRUCTURE.STORE); if(!curStructure || curStructure.lv < dicShopItem.guildLvLimit) { return resResult(STATUS.GUILD_LV_LIMIT); } } let goodsId = dicShopItem.goodid; let skinInfo = gameData.fashion.get(goodsId); if (skinInfo) { let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId); if(!hero) return resResult(STATUS.SKIN_HAS_NOT_HERO); } let dbShop = await DicShopListModel.findByShopId(dicShopItem.shop); let discount = 1; if(dbShop) { let item = dbShop.items.find(cur => cur.id == shopItemId); if(item) { discount = item.discount; } } let userShop = await UserShopModel.findByRoleAndItem(roleId, dicShopItem.id); if(dicShopItem.purchaseLimit != -1) { if(userShop && userShop.count + count > dicShopItem.purchaseLimit) { return resResult(STATUS.BUY_COUNT_OVER); } } // 消耗 let cost = [{ id: dicShopItem.money, count: Math.round(dicShopItem.price * count * discount) }]; let costResult = await handleCost(roleId, sid, cost); if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); // 次数 userShop = await UserShopModel.purchase(roleId, roleName, dicShopItem, count); if(!userShop) return resResult(STATUS.BUY_COUNT_OVER); // 获得 let reward = [{ id: dicShopItem.goodid, count }]; let goods = await addItems(roleId, roleName, sid, reward); return resResult(STATUS.SUCCESS, { shopItemId, count, goods }); } // 将魂回收 async recycleSoul(msg: { goodsId: number, count: number }, session: BackendSession) { let roleId = session.get('roleId'); let roleName = session.get('roleName'); let sid = session.get('sid'); let { goodsId, count } = msg; if(!count || count < 0) return resResult(STATUS.WRONG_PARMS); let dicGoods = gameData.goods.get(goodsId); if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND); let dicItid = ITID.get(dicGoods.itid); if(!dicItid) return resResult(STATUS.DIC_DATA_NOT_FOUND); if(dicItid.type != CONSUME_TYPE.SOUL) { return resResult(STATUS.ITEM_NOT_SOUL); } let hero = await HeroModel.findByHidAndRole(dicGoods.hid, roleId); if(!hero) return resResult(STATUS.HERO_NOT_MAX); if(hero.colorStar != HERO_GROW_MAX.COLORSTAR) return resResult(STATUS.HERO_NOT_MAX); // 检查自己的数量 let cost = [{ id: goodsId, count }]; let costResult = await handleCost(roleId, sid, cost); if(!costResult) return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); let honour = 0; switch (dicGoods.quality) { case HERO_QUALITY_TYPE.BLUE: honour = SHOP.HERO_SOUL_BULE * count; break; case HERO_QUALITY_TYPE.PURPLE: honour = SHOP.HERO_SOUL_PURPLE * count; break; case HERO_QUALITY_TYPE.GOLD: honour = SHOP.HERO_SOUL_GOLDEN * count; break; } // 增加功勋 let reward = getHonourObject(honour); let goods = await addItems(roleId, roleName, sid, [reward]); return resResult(STATUS.SUCCESS, { goodsId, count, goods }); } // !测试接口,初始化:将json表中的内容加入数据库内 async initShopList() { let index = gameData.shopItem.size; for(let [id, dic] of gameData.shopItem) { await DicShopListModel.createShop(dic.shop, true, { id, order: index--, discount: 1 }) } } // !测试接口。 去除限购次数 async debugClearPurchaseLimit(msg: { }, session: BackendSession) { let roleId = session.get('roleId'); await UserShopModel.deleteAccount(roleId); return resResult(STATUS.SUCCESS); } }