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