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

204 lines
9.2 KiB
TypeScript

import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
import { UserGuildModel } from '@db/UserGuild';
import { resResult } from '@pubUtils/util';
import { STATUS, GUILD_OPERATE, TASK_TYPE, ITEM_CHANGE_REASON, ITID, CONSUME_TYPE } from '../../../consts';
import { GuildRefineModel } from '@db/GuildRefine';
import { gameData, getArmyDevelopConsumeById, getGoodById } from '@pubUtils/data';
import { nowSeconds } from '@pubUtils/timeUtil';
import { handleCost, addItems } from '../../../services/role/rewardService';
import { GuildModel } from '@db/Guild';
import { findIndex, findWhere } from 'underscore';
import { lockData } from '../../../services/redLockService';
import { ARMY } from '@pubUtils/dicParam';
import { CURRENCY_BY_TYPE, CURRENCY_TYPE } from '@consts/constModules/itemConst';
import { checkEquipProduceStructureLv, openGuildRefine, refreshRefinCnt } from '../../../services/guildRefineService';
import { DATA_NAME } from '@consts/dataName';
import { checkTask } from '../../../services/task/taskService';
import { guildInter } from '@pubUtils/interface';
import { DicArmyDevelopConsume } from '@pubUtils/dictionary/DicArmyDevelopConsume';
export default function (app: Application) {
new HandlerService(app, {});
return new GuildRefineHandler(app);
}
export class GuildRefineHandler {
constructor(private app: Application) {
}
/**
* 获得科技树信息
* @param msg
* @param session
*/
async getRefine(msg: guildInter & {}, session: BackendSession) {
const { myUserGuild: userGuild } = msg;
const { guildCode: code } = userGuild;
let guildRefine = await GuildRefineModel.getRefine(code);
if (!guildRefine) {
guildRefine = await openGuildRefine(code);
}
let { refineCnt } = refreshRefinCnt(userGuild);
return resResult(STATUS.SUCCESS, { scienceTrees: guildRefine.scienceTrees, refineCnt });
}
/**
* 炼器
* @param msg
* @param session
*/
async refine(msg: guildInter & { id: number, count: number }, session: BackendSession) {
let { id, count, myUserGuild: userGuild } = msg;
const roleId: string = session.get('roleId');
const sid: string = session.get('sid');
const roleName: string = session.get('roleName');
const serverId: number = session.get('serverId');
let dicGoods = gameData.goods.get(id);
if(!dicGoods) return resResult(STATUS.DIC_DATA_NOT_FOUND);
let dicItid = ITID.get(dicGoods.itid);
if(!dicItid || dicItid.type != CONSUME_TYPE.DRAWING) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS);
let { guildCode: code } = userGuild;
let guildRefine = await GuildRefineModel.getRefine(code);
if(!guildRefine) return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);
let { scienceTrees } = guildRefine;
let dicDevelopConsume: DicArmyDevelopConsume;
for(let scienceTree of scienceTrees) {
if(scienceTree.endTime && scienceTree.endTime >= nowSeconds()) continue; // 没有炼完
let _dicDevelopConsume = getArmyDevelopConsumeById(scienceTree.id);
if(_dicDevelopConsume.quality != dicGoods.quality) continue; // 品质错误
if(!dicDevelopConsume || dicDevelopConsume.qualityLevel < _dicDevelopConsume.qualityLevel) { // 选择等级最高的
dicDevelopConsume = _dicDevelopConsume;
}
}
if(!dicDevelopConsume) return resResult(STATUS.GUILD_CANNOT_REFINE_THIS);
let { refineCnt, refRefineTime } = refreshRefinCnt(userGuild);
let curQualityCnt = refineCnt.find(cur => cur.quality == dicGoods.quality);
let myCnt = curQualityCnt?.count||0;
if(myCnt + count > dicDevelopConsume.max) return resResult(STATUS.GUILD_REFINE_CNT_MAX);
if(!curQualityCnt) {
refineCnt.push({ quality: dicGoods.quality, count });
} else {
curQualityCnt.count += count;
}
let result = await handleCost(roleId, sid, dicDevelopConsume.honourConsume.map(cur=> ({...cur, count: cur.count * count })), ITEM_CHANGE_REASON.REFINE_EQUIP);
if (!result)
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
await UserGuildModel.updateInfo(roleId, { refineCnt, refRefineTime }, {});
let goods = await addItems(roleId, roleName, sid, [{ id, count }], ITEM_CHANGE_REASON.REFINE_EQUIP);
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_REFINE, { quality: dicGoods.quality, count });
return resResult(STATUS.SUCCESS, { goods, refineCnt });
}
/**
* 点亮科技树
* @param msg
* @param session
*/
async lightUpTree(msg: guildInter & guildInter & { id: number }, session: BackendSession) {
let { id } = msg;
const serverId: number = session.get('serverId');
const { myUserGuild: userGuild } = msg
const { guildCode: code } = userGuild;
let { structure } = await GuildModel.findByCode(code, serverId);
let dicDevelopConsume = getArmyDevelopConsumeById(id);
if (!dicDevelopConsume) return resResult(STATUS.WRONG_PARMS);
let res: any = await lockData(serverId, DATA_NAME.GUILD_REFINE, code);//加锁
if (!!res.err) return resResult(STATUS.REDLOCK_ERR);
if(!checkEquipProduceStructureLv(structure, id)) {
res.releaseCallback();
return resResult(STATUS.GUILD_EQUIP_PRODUCE_LV_NOT_ENOUGH);
}
let guildRefine = await GuildRefineModel.getRefine(code);
let nowTime = nowSeconds();
for (let scienceTree of guildRefine.scienceTrees) {
if (scienceTree.id == id) {//检查是否点亮过
res.releaseCallback();
return resResult(STATUS.GUILD_LIGHT_UP_THE_SCIENCETREE);
}
if (scienceTree.endTime > nowTime) {
res.releaseCallback();
return resResult(STATUS.GUILD_SCIENCETREE_IS_RUNNING);//检查是否有在进行的科技研发,若在研发,不允许研发其他科技树
}
}
for (let prePosition of dicDevelopConsume.prePositions) {
let preScieceTree = guildRefine.scienceTrees.find(cur => cur.id == prePosition);
if (!preScieceTree || preScieceTree.endTime > nowTime) {
res.releaseCallback();
return resResult(STATUS.GUILD_PERSITION_TREE_NOT_LIGHT);//前置科技树未点亮
}
}
//点亮消耗
const costResult = await GuildModel.costFund(code, dicDevelopConsume.fundConsume);
if (!costResult) {
res.releaseCallback();
return resResult(STATUS.GUILD_FUND_NOT_ENOUGH);
}
let scienceTree = { id, endTime: nowTime + dicDevelopConsume.timeConsume, assistRoleIds: [] }
let { scienceTrees } = await GuildRefineModel.pushRefine(code, scienceTree);
res.releaseCallback();
return resResult(STATUS.SUCCESS, { scienceTrees });
}
/**
* 协助点亮科技树
* @param msg
* @param session
*/
async assistRefine(msg: guildInter & { id: number }, session: BackendSession) {
let { id, myUserGuild: userGuild } = msg;
const roleId: string = session.get('roleId');
const serverId: number = session.get('serverId');
const sid: string = session.get('sid');
const { guildCode: code } = userGuild;
let res: any = await lockData(serverId, DATA_NAME.GUILD_ASSIST_REFINE, code);//加锁
if (!!res.err)
return resResult(STATUS.REDLOCK_ERR);
let guildRefine = await GuildRefineModel.getRefine(code);
let index = findIndex(guildRefine.scienceTrees, { id });
if (index == -1) {
res.releaseCallback();
return resResult(STATUS.WRONG_PARMS);
}
let scienceTree = guildRefine.scienceTrees[index];
if (scienceTree.assistRoleIds.indexOf(roleId) != -1) {
res.releaseCallback();
return resResult(STATUS.GUILD_IS_ASSISTED_SCIENCETREE); //玩家已经协助过
}
if (scienceTree.assistRoleIds.length >= ARMY.ARMY_DEVELOPMENT_SPEEDTMES) {
res.releaseCallback();
return resResult(STATUS.GUILD_REACH_MAX_ASSIST_COUNT); //协助的人数已经达到最大
}
let result = await handleCost(roleId, sid, [{ id: CURRENCY_BY_TYPE.get(CURRENCY_TYPE.GOLD), count: ARMY.ARMY_DEVELOPMENT_SPEEDCOST }], ITEM_CHANGE_REASON.ASSIST_REFINE);
if (!result) {
res.releaseCallback();
return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
}
scienceTree.assistRoleIds.push(roleId);
scienceTree.endTime = scienceTree.endTime - ARMY.ARMY_DEVELOPMENT_SPEED * 60;
let { scienceTrees } = await GuildRefineModel.updateRefine(code, { scienceTrees: guildRefine.scienceTrees })
res.releaseCallback();
// 任务
await checkTask(serverId, roleId, sid, TASK_TYPE.GUILD_ASSIST_REFINE);
return resResult(STATUS.SUCCESS, { scienceTrees });
}
}