462 lines
18 KiB
TypeScript
462 lines
18 KiB
TypeScript
import { Application, BackendSession } from "pinus";
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import { STATUS, EQUIP_STRENGTHEN_TYPE, CURRENCY_BY_TYPE, CURRENCY_TYPE, HERO_SYSTEM_TYPE, CONSUME_TYPE, GOOD_TYPE, HERO_GROW_MAX } from "../../../consts";
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import { ItemInter } from "../../../pubUtils/interface";
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import { resResult, parseReward, getRandomByLen } from "../../../pubUtils/util";
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import { addItems, handleCost } from "../../../services/rewardService";
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import { EquipModel, RandSe } from "../../../db/Equip";
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import { HeroModel, EPlace } from "../../../db/Hero";
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import Role from "../../../db/Role";
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import { calPlayerCeAndSave } from "../../../services/playerCeService";
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import { getGoodById, gameData } from "../../../pubUtils/data";
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import { EQUIP } from "../../../pubUtils/dicParam";
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import { ITID } from "../../../consts/constModules/itemConst";
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const _ = require('underscore');
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export default function(app: Application) {
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return new EquipHandler(app);
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}
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export class EquipHandler {
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constructor(private app: Application) {
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}
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// 合成装备
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public async addItem(msg: { id: number, count: number}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {id, count} = msg;
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let goods = await addItems(roleId, roleName, sid, [{id, count}]);
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return resResult(STATUS.SUCCESS, { goods });
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}
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// 合成装备
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public async composeEquip(msg: { gid: number, originalEquip: number[]}, session: BackendSession) {
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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// 消耗材料
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// 获得装备
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let {gid, originalEquip} = msg;
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let targetGood = gameData.goods.get(gid);
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if(!targetGood) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let cost = new Array<ItemInter>();
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if(targetGood.suitId > 0) { // 套装
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cost.concat(targetGood.composeMaterial);
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let specialMaterial = targetGood.specialMaterial;
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let costCount = 0;
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let equips = await EquipModel.getEquips(originalEquip);
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for(let {id, seqId} of equips) {
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if(specialMaterial.ids.includes(id)) {
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costCount++;
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cost.push({id, seqId, count: 1, type: GOOD_TYPE.EQUIP });
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}
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}
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if(specialMaterial.count > costCount) {
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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} else { // 普通装备
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cost.push({
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id: targetGood.pieceId,
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count: targetGood.pieces
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});
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}
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let items = [{type: GOOD_TYPE.EQUIP, id: gid, count: 1}];
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let goods = await addItems(roleId, roleName, sid, items);
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return resResult(STATUS.SUCCESS, { goods });
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}
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// 装备栏强化
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public async strengthen(msg: { hid: number, ePlaceId: number, type: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {hid, ePlaceId, type} = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace, lv: playerLv } = hero; // 装备栏
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let strengthenArr = new Array<EPlace>();
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if(type == EQUIP_STRENGTHEN_TYPE.SINGLE || type == EQUIP_STRENGTHEN_TYPE.SINGLE_QUICK) { // 单装备强化
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strengthenArr = ePlace.filter(cur => cur.id == ePlaceId && cur.equip);
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} else if (type == EQUIP_STRENGTHEN_TYPE.ALL_QUICK) { // 全六件(装备中)的强化
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strengthenArr = ePlace.filter(cur => cur.equip);
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}
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if(strengthenArr.length <= 0) {
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return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
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}
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let minLv = strengthenArr[0].lv; // 从最低装备的等级开始
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for(let {lv} of strengthenArr) {
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if(lv < minLv) minLv = lv;
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}
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let {coin} = await Role.findByRoleId(roleId);
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let maxLv = type == EQUIP_STRENGTHEN_TYPE.SINGLE?minLv + 1:playerLv;
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if(minLv >= maxLv) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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let costCoin = 0; // 消耗铜币
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let flag = false; // 铜币不足
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for(let i = minLv; i < maxLv; i++) {
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for(let s of strengthenArr) {
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if(s.lv == i) {
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let cost = gameData.strengthenCost.get(i + 1);
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if(!cost) {flag = true; break;}
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if(coin < costCoin + cost) { flag = true; break;}
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costCoin += cost;
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s.lv++;
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}
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}
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if(flag) break;
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}
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if(costCoin <= 0) { // 连一级都不够升
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return resResult(STATUS.ROLE_COIN_NOT_ENOUGH);
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}
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let result = await handleCost(roleId, sid, [{
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id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.COIN),
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count: costCoin
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}]);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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hero.ePlace = ePlace;
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
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const curHero = {
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hid,
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ePlace: strengthenArr
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}
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return resResult(STATUS.SUCCESS, {curHero});
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}
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// TODO 装备栏精炼
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public async refine(msg: { hid: number, ePlaceId: number, material: {id: number, count: number}[] }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {hid, ePlaceId, material} = msg;
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let hero = await HeroModel.findByHidAndRole(hid, roleId);
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if(!hero) return resResult(STATUS.HERO_NOT_FIND);
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let { ePlace } = hero; // 装备栏
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let curEplace = ePlace.find(cur => cur.id == ePlaceId);
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if(!curEplace) {
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return resResult(STATUS.ROLE_EQUIP_PLACE_NOT_ENOUGH);
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}
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let {lv, refineLv } = curEplace; // 强化等级,精炼等级,精炼次数
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if(lv < HERO_GROW_MAX.EQUIP_STRENGTHEN) {
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return resResult(STATUS.ROLE_EQUIP_NOT_REACH_MAX);
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}
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if(refineLv >= HERO_GROW_MAX.EQUIP_REFINE) {
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return resResult(STATUS.ROLE_EQUIP_REACH_MAX);
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}
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// TODO 是否成功精炼
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let dicRefine = gameData.refine.get(refineLv + 1);
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if(!dicRefine) {
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return resResult(STATUS.ROLE_INFO_NOT_FOUND)
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}
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// let {successRate} = dicRefine;
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// for(let {id, count} of material) {
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// }
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let ran = Math.floor(Math.random() * 100)
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let isSuccess = ran <= dicRefine.successRate;
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// 消耗道具提升成功率 每个道具提升10%成功率
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// 精炼
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if(isSuccess) {
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curEplace.refineLv++;
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} else {
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curEplace.refineCount++;
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}
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// TODO 消耗
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let cost = dicRefine.material;
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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await calPlayerCeAndSave(sid, roleId, [hero], HERO_SYSTEM_TYPE.EPLACE_STRENGTHEN);
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const curHero = {
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hid,
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ePlace: curEplace
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}
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return resResult(STATUS.SUCCESS, { isSuccess, curHero});
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}
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// 装备洗炼锁定
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public async lockRandSe(msg: { eid: number, id: number, lock: boolean }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {eid, id, lock} = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {randSe} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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if(lock) { // 仅在上锁时消耗
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let result = await handleCost(roleId, sid, []);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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let result = await EquipModel.lock(roleId, eid, id, lock);
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if(!result) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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return resResult(STATUS.SUCCESS, {curEquip: result});
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}
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// TODO 装备洗炼,消耗TODO
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public async reStrengthen(msg: { eid: number }, session: BackendSession) {
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let roleId: string = session.get('roleId');
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// let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let {eid } = msg;
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let equip = await EquipModel.findbySeqId(eid);
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if(!equip) return resResult(STATUS.EQUIP_NOT_FIND);
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let {id, randSe} = equip;
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if(!randSe || randSe.length <=0 ) {
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return resResult(STATUS.EQUIP_HAVE_NO_RANDSE);
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}
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let dicGoods = gameData.goods.get(id);
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if(!dicGoods) return resResult(STATUS.ROLE_INFO_NOT_FOUND);
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let {randomEffect} = dicGoods;
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let pool = randomEffect.map(cur => gameData.randomEffectPool.get(cur));
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let chosen = randSe.map(cur => cur.seid); // 上一轮和这一轮随机出来的
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let hasReset = false, lockNum = 0;
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for(let i = 0; i < randSe.length; i++) {
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if(!randSe[i].locked) {
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let newPool = pool.filter(cur => !chosen.includes(cur.id));
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let random = getRandomByLen(newPool);
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if(!random) {break};
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let rand = 0;
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if(random.id > 0) rand = Math.floor(Math.random() * (random.Max - random.Min) + random.Min);
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randSe[i].seid = random.id;
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randSe[i].rand = rand;
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hasReset = true;
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} else {
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lockNum ++;
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}
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}
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if(!hasReset) {
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return resResult(STATUS.ROLE_EQUIP_CANNOT_RESTRENGTHEN);
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}
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// TODO 消耗
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let cost = new Array<ItemInter>();
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if(lockNum == 0) {
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}
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let result = await handleCost(roleId, sid, cost);
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if(!result) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let equipResult = await EquipModel.updateEquipInfo(eid, { randSe })
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let curEquip = {
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seqId: equipResult.seqId,
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id: equipResult.id,
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randSe: equipResult.randSe
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}
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return resResult(STATUS.SUCCESS,{curEquip});
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}
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//分解装备
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public async decomposeEquip(msg: { originalEquip: Array<number> }, session: BackendSession) {
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let { originalEquip } = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let equips = await EquipModel.getEquips(originalEquip);
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if (equips.length < originalEquip.length)
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return resResult(STATUS.EQUIP_NOT_FIND);
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let goods:Array<{id:number, count:number}> = [];
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for (let equip of equips) {
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if (!!equip.hid)
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return resResult(STATUS.EQUIP_IS_EQUIPED_NOT_DECOMPOSE);
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let goodInfo = getGoodById(equip.id);
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if (!goodInfo)
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return resResult(STATUS.EQUIP_NOT_FIND);
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goods.concat(goodInfo.decomposeItem);
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}
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let uids = [{uid: roleId, sid}];
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await EquipModel.deleteEquips(originalEquip);
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this.app.get('channelService').pushMessageByUids('onEquipDel', resResult(STATUS.SUCCESS, [originalEquip]), uids);
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let result = await addItems(roleId, roleName, sid, goods);
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return resResult(STATUS.SUCCESS,{goods:result});
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}
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//穿戴或卸载装备 1-穿上装备(包括替换) 2-脱下装备
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public async putOnOrOff(msg: {eid: number, hid: number, type: number}, session: BackendSession) {
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let { eid, hid, type } = msg;
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let roleId: string = session.get('roleId');
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let equip = await EquipModel.getEquip(eid);
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let goodInfo = getGoodById(equip.id);
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let obj = ITID.get(goodInfo.itid);
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let ePlaceId = obj.type;
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let curEquips:Array<{seqId: number, hid: number, ePlaceId: number }> = [];
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if (type == 1) {
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if (!!equip.hid)
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return resResult(STATUS.EQUIP_IS_EQUIPED);
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let ePlace = await HeroModel.getHeroEquip(roleId, hid);
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if (!ePlace)
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return resResult(STATUS.HERO_NOT_FIND);
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let index = _.findIndex(ePlace, {id: ePlaceId});
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if (index < 0)
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return resResult(STATUS.WRONG_PARMS);
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if (!!ePlace[index].equip) {
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let lastEquip = await EquipModel.updateEquipInfo(ePlace[index].equip.seqId, {hid:0, ePlaceId: 0});
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curEquips.push({
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seqId: lastEquip.seqId,
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hid: lastEquip.hid,
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ePlaceId: lastEquip.ePlaceId
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});
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}
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await HeroModel.addEquip(roleId, hid, ePlaceId, equip._id);
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curEquips.push({
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seqId: eid,
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hid: hid,
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ePlaceId: ePlaceId
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});
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} else if (type == 2) {
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if (!equip.hid)
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return resResult(STATUS.EQUIP_NOT_EQUIPED);
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let ePlace = await HeroModel.getHeroEquip(roleId, hid);
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if (!ePlace)
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return resResult(STATUS.HERO_NOT_FIND);
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let index = _.findIndex(ePlace, {id: ePlaceId});
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if (index < 0)
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return resResult(STATUS.WRONG_PARMS);
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if (!ePlace[index].equip||ePlace[index].equip.seqId != eid)
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return resResult(STATUS.WRONG_PARMS);
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await HeroModel.unloadHeroAndEquip(roleId, hid, eid);
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equip = await EquipModel.updateEquipInfo(eid, {hid:0, ePlaceId: 0});
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curEquips.push({
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seqId: equip.seqId,
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hid: equip.hid,
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ePlaceId: equip.ePlaceId
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});
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}
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return resResult(STATUS.SUCCESS,{curEquips:curEquips});
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}
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//装备打孔
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public async digHole(msg: {eid: number, id: number}, session: BackendSession) {
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let { eid, id } = msg;
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let equip = await EquipModel.getEquip(eid);
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let index = _.findIndex(equip.holes, {id});
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if (index < 0)
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return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
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if (equip.holes[index].isOpen)
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return resResult(STATUS.EQUIP_HOLE_IS_DUG);
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let consumes:Array<{id: number, count: number}> = [];
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if (id == 1) {
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consumes = parseReward(EQUIP.EQUIP_ONE_HOLE);
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} else if (id == 2) {
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consumes = parseReward(EQUIP.EQUIP_TWO_HOLE);
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} else if (id == 3) {
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consumes = parseReward(EQUIP.EQUIP_THREE_HOLE);
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}
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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equip.holes[index].isOpen = true;
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await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
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return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}});
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}
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//宝石镶嵌
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public async fillHole(msg: {eid: number, id: number, jewel: number}, session: BackendSession) {
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let { eid, id, jewel} = msg;
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let roleId: string = session.get('roleId');
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let sid: string = session.get('sid');
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let consumes:Array<{id: number, count: number}> = [];
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let equip = await EquipModel.getEquip(eid);
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let index = _.findIndex(equip.holes, {id});
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if (index > 0)
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return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
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if (equip.holes[index].isOpen)
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return resResult(STATUS.EQUIP_HOLE_IS_DUG);
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consumes.push({id: jewel, count: 1});
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let result = await handleCost(roleId, sid, consumes);
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if (!result)
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return resResult(STATUS.JEWEL_IS_NOT_FIND);
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equip.holes[index].jewel = jewel;
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await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
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return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes}});
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}
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//宝石合成
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public async composeJewel(msg: {jewel: number, count: number, consumes: Array<{id:number, count:number}>}, session: BackendSession) {
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let { count, consumes, jewel} = msg;
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let roleId: string = session.get('roleId');
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let roleName: string = session.get('roleName');
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let sid: string = session.get('sid');
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let goodInfo = getGoodById(jewel);
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let {type} = ITID.get(goodInfo.itid);
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if (type != CONSUME_TYPE.JEWEL)
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return resResult(STATUS.WRONG_PARMS);
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if (!goodInfo.composeMaterial)
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return resResult(STATUS.WRONG_PARMS);
|
||
//检查宝石消耗是否合法TODO
|
||
for (let {id, count} of goodInfo.composeMaterial) {
|
||
|
||
}
|
||
let res = await handleCost(roleId, sid, consumes);
|
||
if (!res)
|
||
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
|
||
let result = await addItems(roleId, roleName, sid, [{id: jewel, count: count}]);
|
||
return resResult(STATUS.SUCCESS,{goods:result});
|
||
}
|
||
|
||
//宝石卸下
|
||
public async putOffHole(msg: {eid: number, id: number}, session: BackendSession) {
|
||
let { eid, id} = msg;
|
||
let roleId: string = session.get('roleId');
|
||
let roleName: string = session.get('roleName');
|
||
let sid: string = session.get('sid');
|
||
let goods:Array<{id: number, count: number}> = [];
|
||
let equip = await EquipModel.getEquip(eid);
|
||
let index = _.findIndex(equip.holes, {id});
|
||
if (index > 0)
|
||
return resResult(STATUS.EQUIP_HOLE_NOT_FIND);
|
||
if (equip.holes[index].isOpen)
|
||
return resResult(STATUS.EQUIP_HOLE_IS_DUG);
|
||
goods.push({id: equip.holes[index].jewel, count: 1});
|
||
equip.holes[index].jewel = 0;
|
||
await EquipModel.updateEquipInfo(eid, {holes: equip.holes});
|
||
let result = await addItems(roleId, roleName, sid, goods);
|
||
return resResult(STATUS.SUCCESS,{curEquip:{seqId: eid, holes: equip.holes, goods: result}});
|
||
}
|
||
} |