173 lines
5.5 KiB
TypeScript
173 lines
5.5 KiB
TypeScript
import { Application, BackendSession } from 'pinus';
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import { BattleRecordModel } from '../../../../../shared/db/BattleRecord';
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import { getWarById, getGoodById } from '../../../util/gamedata';
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import { CounterModel } from '../../../../../shared/db/Counter';
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import { HeroModel } from '../../../../../shared/db/Hero';
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import { EquipModel } from '../../../../../shared/db/Equip';
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export default function(app: Application) {
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return new NormalBattleHandler(app);
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}
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export class NormalBattleHandler {
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constructor(private app: Application) {
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}
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// 进入关卡前,设置status=0
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async checkBattle(msg: {battleId: number}, session: BackendSession) {
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const { battleId } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let warInfo = getWarById(battleId);
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if(!warInfo) {
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return {
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code: 202,
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data: "缺少关卡信息"
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}
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}
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const BattleRecord = await BattleRecordModel.updateBattleRecordByRole(roleId, battleId, {
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$set: {
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roleName,
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status: 0,
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warName: warInfo.gk_name,
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warType: warInfo.war_type
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},
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$inc: {
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count: 1
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}
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});
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let { count, status} = BattleRecord;
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return {
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code: 200,
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data: {
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battleId, count, status
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}
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}
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}
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// 关卡结算,记录使用的武将,获得奖励
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async battleEnd(msg: {battleId: number, isSuccess: boolean, heroes: Array<any>, }, session: BackendSession) {
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const { battleId, isSuccess, heroes } = msg;
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let roleId = session.get('roleId');
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let roleName = session.get('roleName');
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let warInfo = getWarById(battleId);
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const BattleRecord = await BattleRecordModel.getBattleRecordByRole(roleId, battleId);
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if(!BattleRecord || BattleRecord.status != 0) {
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return {
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code: 202,
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data: '关卡状态错误,未开启挑战'
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}
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}
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let params = {}, reward: Array<any>;
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if(isSuccess) { // 挑战胜利
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params = {
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$set: {
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status: 1,
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record: { heroes }
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},
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$inc: {
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successCount: 1
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}
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}
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reward = await this.handleReward(roleId, roleName, warInfo.reward);
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} else { // 挑战失败
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params = {
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$set: {
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status: 2,
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record: { heroes }
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},
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$inc: {
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failCount: 1
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}
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}
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reward = [];
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}
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const result = await BattleRecordModel.updateBattleRecordByRole(roleId, battleId, params);
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let {count, status} = result;
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return {
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code: 200,
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data: {
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battleId, count, status,
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goods: reward
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}
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}
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}
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private async handleReward(roleId: string, roleName: string, rewardStr:string) {
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let {weapons, armors, items, souls} = this.decodeReward(rewardStr);
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let addWeapons = await this.rewardWeapons(roleId, roleName, weapons);
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// 暂时只处理装备
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// let addArmors = await this.rewardArmors(roleId, roleName, armors);
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// let addItems = await this.rewardItems(roleId, roleName, items);
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// let addSouls = await this.rewardSouls(roleId, roleName, souls);
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let result = [].concat(addWeapons);
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return result;
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}
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private async rewardWeapons (roleId: string, roleName:string, weapons: Array<{id:number,cnt:number, type: number}>) {
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let weaponsData = [];
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for (let weapon of weapons) {
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let cnt = weapon.cnt;
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let g = getGoodById(weapon.id);
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while (cnt > 0) {
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const seqId = await CounterModel.getNewCounter('eid');
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const equipInfo = {
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roleId,
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roleName,
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eid: weapon.id,
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eName: g.name,
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seqId,
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type: weapon.type,
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lv: g.lv
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}
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const equip = await EquipModel.createEquip(equipInfo);
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cnt -= 1;
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weaponsData.push(equip);
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}
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}
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return weaponsData;
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}
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private decodeReward(rewardStr: string, multiple=1) {
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let weapons = [];
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let armors = [];
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let items = [];
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let souls = [];
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rewardStr.split('|').forEach((rStr) => {
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// r[0]: type, r[1]: id, r[2]: count
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let r = rStr.split('&');
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let type = parseInt(r[0] || '')||0;
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let id = parseInt(r[1] || '') || 0;
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let cnt = (parseInt(r[2] || '') || 0) * multiple;
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if (id !== 0 && cnt !== 0) {
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switch (r[0]) {
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case '0':
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items.push({id, cnt, type});
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break;
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case '1':
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weapons.push({id, cnt, type});
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break;
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case '2':
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armors.push({id, cnt, type});
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break;
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case '3':
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souls.push({id, cnt, type});
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break;
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default:
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break;
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}
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}
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});
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return {weapons, armors, items, souls};
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}
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}
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