import { mergeSameGoods, deepCopy } from '../pubUtils/util'; import { EquipModel } from "../db/Equip"; import { HeroModel, EPlace, HeroType } from "../db/Hero"; import { getHeroJob, getGoodById, gameData, getJewelById, getHeroEquipByClassId } from "../pubUtils/data"; import { calPlayerCeAndSave } from "./playerCeService"; import { HERO_SYSTEM_TYPE, TASK_TYPE } from "../consts"; import { EquipType } from "../db/Equip"; import { calEquipSeids } from '../pubUtils/playerCe'; import { indexOf, findIndex } from 'underscore'; import { checkTask, checkTaskWithHero, checkTaskWithEquip, checkActivityTask } from './taskService'; /** * 校验前端传入的消耗数量是否准确,并返回消耗的道具并加上特殊材料needConsumes * @param consumes * @param jewel * @param jewelCount */ export function checkMaterialEnough(consumes: Array<{ id: number, count: number }>, jewel: number, jewelCount: number) { let comJewelMap = {}; consumes = mergeSameGoods(consumes); let needConsumes: Array<{ id: number, count: number }> = []; let gidJewelInfo = getGoodById(jewel);//目标宝石信息 for (let { id, count } of consumes) { let jewelInfo = getJewelById(id); if (!jewelInfo || !jewelInfo.count) //筛选出特殊材料,特殊材料没有合成下一级需要的count数量 continue; needConsumes.push({ id, count });//将该宝石加入消耗中 comJewelMap[id] = count + (comJewelMap[id] || 0); for (let i = jewelInfo.lvLimited; i < gidJewelInfo.lvLimited; i++) {//当前消耗的宝石升级到目标宝石的消耗 if (((comJewelMap[id] || 0) % jewelInfo.count != 0)) {//jewelInfo的count,表示宝石id合成下一级需要的数量 break;//数量有余,跳出循环,等待下次合成 } let comcount = Math.floor(((comJewelMap[id] || 0)) / jewelInfo.count); if (comcount < 1) { break;//不能合成,跳出循环,等待下次合成 } comJewelMap[jewelInfo.nextJewelId] = comcount + (comJewelMap[jewelInfo.nextJewelId] || 0);//jewelInfo的nextJewelId,表示宝石id合成下一级的宝石good_id delete comJewelMap[id]; if (!!jewelInfo.specialCount) needConsumes.push({ count: jewelInfo.specialCount * comcount, id: jewelInfo.nextSpecialId });//消耗中曾加合成下一级需要的特殊消耗物品的数量 id = jewelInfo.nextJewelId; jewelInfo = getJewelById(jewelInfo.nextJewelId); } } if (comJewelMap[jewel] != jewelCount || Object.keys(comJewelMap).length != 1)//检查最终是否可以合成目标宝石jewel,以及对应的数量jewelCount return false; return needConsumes; } /** * 将装备卸载下来,并检查是否有替换装备的武将,若有则替换 * 武将A(装备A)&武将B(装备B) ==> 武将A(装备B)&武将B(装备A) * 武将A(装备A)& 装备B ==> 武将A(装备B)& 装备A * @param roleId 玩家id * @param sid * @param equip 目标武将要卸下的装备,装备A * @param hid 要装上的装备备原来装备着的武将id, 武将B * @param id 装备类型 * @param seqId 要装上的装备的唯一id 装备B */ export async function changeEquip(serverId: number, roleId: string, sid: string, equipA: EquipType, hid: number, id: number, equipB: EquipType, funcs: number[]) { let heroB: HeroType; if (!!hid) //需要卸下或者替换的武将 heroB = await HeroModel.findByHidAndRoleWithEquip(hid, roleId);//需要替换的武将 if (!!equipA) {//需要卸下的装备 if (!!heroB) { let goodInfo = getGoodById(equipA.id); if (goodInfo.lvLimited > heroB.lv) { let res = await takeOffEquipAndCalPlayerCe(roleId, sid, heroB, equipB, id, funcs);//卸下装备并重算战力 return res; } let { jobid } = gameData.hero.get(hid); let { job_class } = getHeroJob(jobid); let { classId } = getHeroEquipByClassId(goodInfo.itid); if (indexOf(classId, job_class) < 0) { let res = await takeOffEquipAndCalPlayerCe(roleId, sid, heroB, equipB, id, funcs);//卸下装备并重算战力 return res; } let res = await dressEquip(serverId, roleId, sid, heroB, equipA, funcs);//替换给武将,并计算战力 return res; } else { let res = await takeOffEquipAndCalPlayerCe(roleId, sid, null, equipA, id, funcs);//卸下装备并重算战力 return res; } } else if (!!heroB) {//从穿戴装备的武将上卸下装备 let res = await takeOffEquipAndCalPlayerCe(roleId, sid, heroB, equipB, id, funcs);//卸下装备并重算战力 return res } } /** * 从穿戴装备的武将上卸下装备,并重算战力 * @param roleId * @param sid * @param seqId * @param hero * @param id */ export async function takeOffEquipAndCalPlayerCe(roleId: string, sid: string, hero: HeroType, equip: EquipType, id: number, funcs: number[]) { console.log(roleId, sid, hero, equip, id) if (hero) { let args = calEquipSeids(hero); hero = await HeroModel.removeEquip(roleId, hero.hid, id, equip._id); await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_BY_HERO, hero, [-1]); } else { await EquipModel.putOnOrOff(equip._id, 0); } // 任务 await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_SUM, -1, true, {}); await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_QUALITY, equip, [-1]); return { seqId: equip.seqId, hid: 0 }; } /** * 穿戴装备并重算战力 * @param roleId * @param sid * @param hero * @param equip */ export async function dressEquip(serverId: number, roleId: string, sid: string, hero: HeroType, equip: EquipType, funcs: number[]) { let args = calEquipSeids(hero); hero = await HeroModel.addEquip(roleId, hero.hid, equip.ePlaceId, equip._id); await calPlayerCeAndSave(HERO_SYSTEM_TYPE.EQUIP, sid, roleId, hero, {}, args); // 任务 await checkTask(roleId, sid, funcs, TASK_TYPE.EQUIP_SUM, 1, true, {}); await checkTaskWithHero(roleId, sid, funcs, TASK_TYPE.EQUIP_BY_HERO, hero, [1]); await checkTaskWithEquip(roleId, sid, funcs, TASK_TYPE.EQUIP_QUALITY, equip, [1]); await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_QUALITY, 1, { quality: equip.quality }) await checkActivityTask(serverId, sid, funcs, roleId, TASK_TYPE.EQUIP_SUM, 1) return { seqId: equip.seqId, hid: hero.hid }; }