Files
ZYZ/game-server/app/servers/activity/handler/qixiHandler.ts
2026-03-13 01:38:40 +00:00

188 lines
8.3 KiB
TypeScript

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