188 lines
8.3 KiB
TypeScript
188 lines
8.3 KiB
TypeScript
import { Application, BackendSession, HandlerService, } from 'pinus';
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import { genCode, getRandSingleEelm, parseNumberList, resResult } from '@pubUtils/util';
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import { ITEM_CHANGE_REASON, STATUS } from '../../../consts';
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import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/activity/giftPackageService';
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import { addItems, handleCost } from '../../../services/role/rewardService';
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import { getPlayerQixiData, getPlayerQixiDataShow } from '../../../services/activity/qixiService';
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import { ActivityQixiRecModel } from '@db/ActivityQixiRec';
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import { RewardInter } from '@pubUtils/interface';
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export default function (app: Application) {
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new HandlerService(app, {});
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return new QiXiHandler(app);
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}
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export class QiXiHandler {
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constructor(private app: Application) {
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}
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/**
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* @description 获取火神祭祀活动数据
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* @param {{ activityId: number}} msg
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* @param {BackendSession} session
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* @memberof QiXiHandler
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*/
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async getData(msg: { activityId: number }, session: BackendSession) {
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const { activityId } = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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let playerData = await getPlayerQixiDataShow(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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return resResult(STATUS.SUCCESS, playerData);
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}
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/**
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* @description 召唤鹊桥游戏
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* @param {{ activityId: number }} msg
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* @param {BackendSession} session
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* @memberof QiXiHandler
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*/
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async gameStart(msg: { activityId: number, progress: number }, session: BackendSession) {
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const { activityId, progress } = msg;
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const roleId = session.get('roleId');
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const serverId = session.get('serverId');
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let playerData = await getPlayerQixiData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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// 挑战次数
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if(playerData.progress != progress) return resResult(STATUS.ACTIVITY_QIXI_PROGRESS_NOT_FIT);
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if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM);
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const gameCode = genCode(10);
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let playerRecord = await ActivityQixiRecModel.record(serverId, activityId, playerData.roundIndex, roleId, {
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todayIndex: playerData.recordTodayIndex, gameCode, time: new Date(), rewards: '', progress, afterProgress: progress, hasPass: false
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});
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playerData.updatePlayerRecord(playerRecord);
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return resResult(STATUS.SUCCESS, {
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activityId,
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todayPlayCnt: playerData.todayPlayCnt,
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playCnt: playerData.playCnt,
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freeCnt: playerData.freeCnt,
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gameCode,
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progress: playerData.progress
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});
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}
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/**
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* @description 召唤鹊桥游戏
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* @param {{ activityId: number }} msg
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* @param {BackendSession} session
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* @memberof QiXiHandler
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*/
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async gameEnd(msg: { activityId: number, gameCode: string, progress: number, addProgress: number }, session: BackendSession) {
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const { activityId, gameCode, progress, addProgress } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const serverId: number = session.get('serverId');
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const sid: string = session.get('sid');
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let playerData = await getPlayerQixiData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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// 挑战次数
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if(playerData.progress != progress) return resResult(STATUS.ACTIVITY_QIXI_PROGRESS_NOT_FIT);
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if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM);
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let curRecord = playerData.records.find(cur => cur.gameCode == gameCode);
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if(!curRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND);
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if(curRecord.hasPass) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_HAS_PLAY);
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let playerRecord = await ActivityQixiRecModel.addProgress(serverId, activityId, playerData.roundIndex, roleId, gameCode, addProgress, new Date());
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if(!playerRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND);
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playerData.updatePlayerRecord(playerRecord);
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let goods: RewardInter[] = [];
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if(playerData.progress >= playerData.maxProgress) {
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await ActivityQixiRecModel.recordReward(serverId, activityId, playerData.roundIndex, roleId, gameCode, playerData.rewards);
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let rewards = stringToRewardParam(playerData.rewards);
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goods = await addItems(roleId, roleName, sid, rewards, ITEM_CHANGE_REASON.QIXI_REWARD)
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}
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return resResult(STATUS.SUCCESS, {
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activityId,
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todayPlayCnt: playerData.todayPlayCnt,
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playCnt: playerData.playCnt,
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freeCnt: playerData.freeCnt,
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gameCode,
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progress: playerData.progress,
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goods
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});
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}
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/**
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* @description 扫荡
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* @param {{ activityId: number }} msg
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* @param {BackendSession} session
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* @memberof QiXiHandler
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*/
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async gameSweep(msg: { activityId: number }, session: BackendSession) {
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const { activityId } = msg;
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const roleId: string = session.get('roleId');
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const roleName: string = session.get('roleName');
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const serverId: number = session.get('serverId');
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const sid: string = session.get('sid');
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let playerData = await getPlayerQixiData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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// 挑战次数
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if(playerData.playCnt >= playerData.freeCnt + playerData.buyCnt) return resResult(STATUS.ACTIVITY_QIXI_NO_NUM);
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if(playerData.todayPlayCnt <= 0) return resResult(STATUS.ACTIVITY_QIXI_CANNOT_SWEEP);
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let playerRecord = await ActivityQixiRecModel.record(serverId, activityId, playerData.roundIndex, roleId, {
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todayIndex: playerData.recordTodayIndex, gameCode: '', time: new Date(), rewards: playerData.rewards, progress: 0, afterProgress: playerData.maxProgress, hasPass: true, isSkip: true
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});
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if(!playerRecord) return resResult(STATUS.ACTIVITY_QIXI_GAMECODE_NOT_FOUND);
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playerData.updatePlayerRecord(playerRecord);
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let rewards = stringToRewardParam(playerData.rewards);
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let goods = await addItems(roleId, roleName, sid, rewards, ITEM_CHANGE_REASON.QIXI_REWARD)
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return resResult(STATUS.SUCCESS, {
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activityId,
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todayPlayCnt: playerData.todayPlayCnt,
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playCnt: playerData.playCnt,
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freeCnt: playerData.freeCnt,
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progress: playerData.progress,
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goods
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});
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}
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/**
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* @description 购买次数
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* @param {{ activityId: number, id: number, count: number}} msg
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* @param {BackendSession} session
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* @memberof QiXiHandler
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*/
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async buyCnt(msg: { activityId: number, count: number }, session: BackendSession) {
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const { activityId, count } = msg;
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const roleId = session.get('roleId');
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const sid = session.get('sid');
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const serverId = session.get('serverId');
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let playerData = await getPlayerQixiData(activityId, serverId, roleId);
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if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
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// 可购买次数
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if(playerData.buyCnt + count > playerData.maxBuyCnt) return resResult(STATUS.ACTIVITY_QIXI_BUY_COUNT_OVER);
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// if(playerData.playCnt < playerData.freeCnt) return resResult(STATUS.ACTIVITY_QIXI_CANNOT_BUY);
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// 扣材料
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let costResult = await handleCost(roleId, sid, stringToConsumeParam(playerData.buyCost), ITEM_CHANGE_REASON.ACT_ENTERTAIN_BUY_COST);
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if(!costResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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// 保存数据
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let buildResult = await ActivityQixiRecModel.buyCnt(serverId, activityId, playerData.roundIndex, roleId, count);
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// // 更新数据
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playerData.updatePlayerRecord(buildResult);
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return resResult(STATUS.SUCCESS, {
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activityId,
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maxBuyCnt: playerData.maxBuyCnt,
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buyCnt: playerData.buyCnt
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});
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}
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}
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