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

234 lines
10 KiB
TypeScript

import { Application, BackendSession, HandlerService, } from 'pinus';
import { resResult } from '@pubUtils/util';
import { ITEM_CHANGE_REASON, STATUS, } from '../../../consts';
import { getPlayerTreasureHuntData, getPlayerTreasureHuntShopData, getPlayerTreasureHuntTaskData, getPlayerTreasureHuntTreasureShopData, getPlayerTreasureHuntChallengeData, getPlayerTreasureHuntFirstPageData } from '../../../services/activity/treasureHuntService';
import { ActivityTreasureHuntShopModel } from '@db/ActivityTreasureHuntShop';
import { ActivityTreasureHuntTaskModel } from '@db/ActivityTreasureHuntTask';
import { handleCost } from '../../../services/role/rewardService';
import { addReward, stringToConsumeParam, stringToRewardParam } from '../../../services/activity/giftPackageService';
import { RewardParam } from '@domain/activityField/rewardField';
import { ActivityTreasureHuntTreasureShopModel } from '@db/ActivityTreasureHuntTreasureShop';
import { ActivityTreasureHuntFirstPageModel } from '@db/ActivityTreasureHuntFirstPage';
import { CheckMeterial } from '../../../services/role/checkMaterial';
import { ActivityTreasureHuntChallengeModel } from '@db/ActivityTreasureHuntChallenge';
export default function (app: Application) {
new HandlerService(app, {});
return new TreasureHuntHandler(app);
}
export class TreasureHuntHandler {
constructor(private app: Application) {
}
/************************寻宝骑兵活动****************************/
/**
* 每日物资:商店
寻宝备战:完成任务获得奖励,(奖品达到一定数量后开启 “寻宝大冒险”)
寻宝大冒险:完成战棋关卡获得奖励
天子宝库:物品兑换奖励
* @description 获取寻宝骑兵活动的数据
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async getTreasureHuntActivity(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
let playerData = await getPlayerTreasureHuntData(activityId, serverId, roleId);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
return resResult(STATUS.SUCCESS, playerData);
}
/**
* @description 寻宝骑兵获取首页的奖励
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async getFirstPageReward(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
let playerData = await getPlayerTreasureHuntFirstPageData(activityId, serverId, roleId);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
if (playerData.firstPage.isReceive) {
return resResult(STATUS.ACTIVITY_REWARDED);
}
//添加领取记录
await ActivityTreasureHuntFirstPageModel.receiveReward(serverId, activityId, roleId, playerData.roundIndex);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(playerData.firstPage.reward);
let result = await addReward(roleId, roleName, sid, serverId, rewardParamArr, ITEM_CHANGE_REASON.TREASURE_HUNT_FIRST_PAGE_REWARD)
playerData.firstPage.isReceive = true;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId },
item: playerData.firstPage,
}));
}
/**
* @description 寻宝骑兵购买每日商店中的商品
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async buyGoods(msg: { activityId: number, cellIndex: number, count: number }, session: BackendSession) {
const { activityId, cellIndex, count = 1 } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
let playerData = await getPlayerTreasureHuntShopData(activityId, serverId, roleId,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.shop.getItem(cellIndex);
if (!item) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (item.price > 0) {
return resResult(STATUS.ACTIVITY_NEED_PAY, {});
}
if (item.buyCount + count > item.countMax) {
return resResult(STATUS.ACTIVITY_MAX_COUNT, {});
}
let consumeStr = item.getConsume(count);
let consume = stringToConsumeParam(...consumeStr);
let resourceResult = await handleCost(roleId, sid, consume, ITEM_CHANGE_REASON.TREASURE_HUNT_SHOP_BUY);
if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
//添加购买记录
await ActivityTreasureHuntShopModel.buyShopRecord(activityId, roleId, playerData.roundIndex, playerData.todayIndex, cellIndex, count);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward).map(cur => ({...cur, count: cur.count * count }));
let result = await addReward(roleId, roleName, sid, serverId, rewardParamArr, ITEM_CHANGE_REASON.TREASURE_HUNT_SHOP_BUY)
item.buyCount += count;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId, cellIndex },
item: item,
}));
}
/**
* @description 寻宝骑兵获取寻宝备战的任务奖励
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async getTaskReward(msg: { activityId: number, cellIndex: number }, session: BackendSession) {
const { activityId, cellIndex } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
let playerData = await getPlayerTreasureHuntTaskData(activityId, serverId, roleId);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.tasks.getItem(cellIndex);
if (!item) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (item.condition > item.totalCount) {
return resResult(STATUS.ACTIVITY_TASK_UNCOMPLETED, {});
}
if (item.isReceive) {
return resResult(STATUS.ACTIVITY_REWARDED, {});
}
//添加购买记录
await ActivityTreasureHuntTaskModel.receiveReward(serverId, activityId, roleId, playerData.roundIndex, cellIndex, 1);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward);
let result = await addReward(roleId, roleName, sid, serverId, rewardParamArr, ITEM_CHANGE_REASON.TREASURE_HUNT_TASK_REWARD)
item.isReceive = true;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId, cellIndex },
item: item,
}));
}
/**
* @description 寻宝骑兵寻宝大冒险挑战
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async challenge(msg: { activityId: number }, session: BackendSession) {
const { activityId } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
let playerData = await getPlayerTreasureHuntChallengeData(activityId, serverId, roleId,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let challengeData = playerData.challenge;
//消耗资源
let consumeStr = challengeData.consume;
let consume = stringToConsumeParam(consumeStr)
let check = new CheckMeterial(roleId);
let isEnough = await check.decrease(consume);
if (!isEnough) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
let warId = playerData.challenge.resultWarId;
if(!warId) {
warId = playerData.challenge.randomGK();
await ActivityTreasureHuntChallengeModel.setWarId(serverId, activityId, roleId, playerData.roundIndex, warId);
}
return resResult(STATUS.SUCCESS, Object.assign({ warId }, {
param: { activityId },
}));
}
/**
* @description 寻宝骑兵购买天子宝库商店中的商品
* @param {BackendSession} session
* @memberof TreasureHuntHandler
*/
async buyTreasureShopGoods(msg: { activityId: number, cellIndex: number, count: number }, session: BackendSession) {
const { activityId, cellIndex, count = 1 } = msg;
const roleId = session.get('roleId');
const serverId = session.get('serverId');
const sid = session.get('sid');
const roleName = session.get('roleName');
let playerData = await getPlayerTreasureHuntTreasureShopData(activityId, serverId, roleId,);
if (!playerData) return resResult(STATUS.ACTIVITY_MISSING);
let item = playerData.treasureShop.getItem(cellIndex);
if (!item) {
return resResult(STATUS.ACTIVITY_MISSING, {});
}
if (item.buyCount + count > item.countMax) {
return resResult(STATUS.ACTIVITY_MAX_COUNT, {});
}
let consumeStrs = new Array<string>(count).fill(item.consume);
let consume = stringToConsumeParam(...consumeStrs);
let resourceResult = await handleCost(roleId, sid, consume, ITEM_CHANGE_REASON.TREASURE_HUNT_SP_SHOP_BUY);
if (!resourceResult) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
//添加购买记录
await ActivityTreasureHuntTreasureShopModel.addRecord(activityId, roleId, playerData.roundIndex, cellIndex, count);
let rewardParamArr: Array<RewardParam> = stringToRewardParam(item.reward).map(cur => ({...cur, count: cur.count * count}));
let result = await addReward(roleId, roleName, sid, serverId, rewardParamArr, ITEM_CHANGE_REASON.TREASURE_HUNT_SP_SHOP_BUY)
item.buyCount += count;
return resResult(STATUS.SUCCESS, Object.assign(result, {
param: { activityId, cellIndex },
item: item,
}));
}
}